GAME APPARATUS, GAMING METHOD, AND GAME PROGRAM

The present invention provides a game apparatus that comprises: an operation instructing unit 323 that outputs an operation instruction to a player; an operating unit, which is provided with one or a plurality of output regions, that accepts an input operation from the player; an outputting unit, which is provided to the operating unit corresponding to each of the output regions, that outputs one output pattern or any one of a plurality of output patterns to the corresponding output region; a changing unit 325, which is provided to the operating unit, that changes the output state of the output pattern output by at least one outputting unit in accordance with the game difficulty level; a determining unit 324 that determines an operation result based on the operation instruction and the output pattern output to the output region of the operating unit that accepted the player's input; and a game executing unit 321 that controls the execution of the game based on the determination result of the determining unit.

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Description
TECHNICAL FIELD

The present invention relates to a technique whereby the execution of a game is controlled in accordance with the game's level of difficulty.

BACKGROUND ART

A game's difficulty level is generally controlled by a program. For example, music game apparatuses incorporate programs called operation sequences. Based on the given operation sequence, the music game apparatus issues an instruction, on a monitor, regarding the operation members to be operated and the timing with which this instruction is to be carried out. Furthermore, the game apparatus computes a game result by comparing each instruction timing with the timing with which the selected operation member was actually operated.

Instructions are issued regarding operation members and the instruction timing, for example, as follows. Instruction marks, which correspond to the operation members, are scrolled on a monitor screen toward a timing line, and the instruction mark of a certain operation member is made to coincide with the timing line. The greater the number of changes between operation members and the greater the complexity of the operation timing instructed based on the operation sequence, the higher the game's difficulty level.

In addition, in the case of, for example, a throwing game, the game's difficulty level is generally controlled by using a program to control, for example, a target movement speed, a target size, a target number, and the tolerance of a success determination.

DISCLOSURE OF INVENTION

As discussed above, the operation sequence in a music game defines operation members and an instruction timing. Each such operation sequence is created to suit, for example, the rhythm, tempo, length, and melody of each musical performance. Accordingly, every time a musical performance changes or the number of musical performances increases, the creator is burdened with creating new operation sequences. In addition, in cases where operation sequences are created for each musical performance such that they correspond to a plurality of game difficulty levels, the number of operation sequences needed is even greater. For example, to enable a game to have N game difficulty levels for each of M musical performances, the creator must create, one by one, a total of M×N combinations of operation sequences. This increasingly adds to the burden of the creator. Moreover, the contemporariness of the songs played is part of a music game's attraction, and therefore, players of every skill level persistently demand changes in the selection of compositions available for playing. This demand is one factor that makes eliminating the burden on the creator to create operation sequences very difficult.

In addition, in the case of other games, for example, a throwing game, the creator is burdened with creating game programs wherein, for example, the target movement speed, size, and number differ, and then for each such game program, creating additional game programs in accordance with the number of game difficulty levels.

Accordingly, an object of the present invention is to provide a technique that can facilitate the control of game difficulty levels.

To solve the abovementioned problems, a first aspect of the invention provides a game apparatus that executes a game with a difficulty level, comprising: an operation instructing unit that outputs an operation instruction to a player; an operating unit, which is provided with one or a plurality of output regions, that accepts an input operation from the player; an outputting unit, which is provided to the operating unit so as to correspond to each of the output regions, that outputs one output pattern or any one of a plurality of output patterns to the corresponding output region; a changing unit, which is provided to the operating unit, that changes the output state of the output pattern output by at least one outputting unit in accordance with the game difficulty level; a determining unit that determines an operation result based on the operation instruction and the output pattern output to the output region of the operating unit that accepted the player's input; and a game executing unit that controls the execution of the game based on the determination result of the determining unit.

An example of a game to which the present invention can be applied is a flag waving game wherein a colored flag that is the same color designated by the operation instruction is waved. In the flag waving game, a flag waving pole that mimics a flag would be used as the operating unit of the present invention. In addition, the flag waving pole is provided with a light emitting part that emits a colored light and is equivalent to the output region of the present invention that displays the output pattern. The output pattern is displayed by being output to each output region such that the player can visually ascertain the operating unit to be operated; examples of the output pattern include, for example, a color, a design, a character, a symbol, and any combination thereof. In addition, an output pattern may be, for example, brightness or a color's shade. In the present invention, the output state of the output pattern output to the output region of the operating unit is changed in accordance with the game difficulty level every time a prescribed timing elapses. The changing of the output state of the output pattern includes the case wherein the output pattern changes, for example, from red to blue and the case wherein the output of the output pattern switches between ON and OFF. When some operation instruction is output from the operation instructing unit, the player performs an operation by selecting the operating unit that has the corresponding output region. According to the present invention, because the output state of the output pattern of the output region is changed, the player can respond to the operation instruction while noting the change in the output state.

According to the present invention, the difficulty of the input operation, and in turn the difficulty level of the game, is controlled by changing the output state of the output pattern in the output region as discussed above. Accordingly, according to the present invention, the game difficulty level can be controlled without changing a program; thereby the time needed to change the program as well as the burden on the program creator can be reduced. In addition, the game difficulty level can be controlled not only by changing the program but also by changing the output state of the output pattern in the output region; consequently, the number of variations available for setting the game difficulty level can be increased. In addition, because the output state of the output pattern in the operating unit, which is directly operated by the player, can be changed, the player can be presented with new attractions that are otherwise unobtainable by changing the program. For example, if the output state of the output pattern were to be changed, then it would be pointless to memorize the relationship between the operating unit and the output state of the output pattern at each operating unit; consequently, it is possible to introduce new interest to the game, such as testing the player's reflexes rather than the player's memory.

A second aspect of the invention provides a game apparatus according to the first aspect, wherein the output pattern is at least one pattern selected from a plurality of patterns of color, design, character, symbol, and any combination thereof.

Examples include changing the red color output to the output region to a blue color, and changing the banana design to a strawberry design.

A third aspect of the invention provides a game apparatus according to the first or second aspects, wherein the changing unit, in accordance with the game difficulty level, changes the number of types of output patterns output to the outputting unit.

The game difficulty level can be controlled by changing the number of types of output patterns, such as the number of types of colors or designs output to the output region. For example, let us assume that the number of types of output patterns output to one operating unit in the flag waving game is changed from a two-color display to a three-color display. In such a case, the number of types of colors and the number of types of designs would increase and, in turn, finding the output region that corresponded to the operation instruction would become more difficult; thereby, the difficulty level of the game would also increase.

A fourth aspect of the invention provides a game apparatus according to any one aspect of the first through third aspects, wherein the changing unit controls a time interval for changing the output state of the output pattern in accordance with the game difficulty level.

If the time interval between changes in the output state of the output pattern were to lengthen, then the time period during which the output state of the output pattern does not change would also lengthen. Accordingly, the player would get used to the input operation of the operating unit, which would reduce the game difficulty level. However, if the time interval between changes in the output state of the output pattern were to shorten, then the output state of the output pattern would continually change. Accordingly, the player would have to operate the operating unit in accordance with an output state of an output pattern that would always be new, and therefore the game difficulty level would increase.

A fifth aspect of the invention provides a game apparatus according to any one aspect of the first through fourth aspects, wherein a plurality of the outputting unit is provided to the operating unit; each of the outputting unit comprises a plurality of light emitting unit that have different luminous colors; and the changing unit changes either the luminous colors or the ON/OFF states of the light emitting unit.

For example, one outputting unit comprises three colored lamps and is built into a rod shaped operating unit. The output state of the output pattern output to the operating unit is changed by randomly switching, during the game, the light emitting states of the light emitting lamps. The light emitting state is changed by changing the luminous color and by switching the light emitting unit ON and OFF. Accordingly, the player must operate the operating unit while continually noting their light emitting states, and therefore the game difficulty level increases. In addition, if the light emitting state of the operating unit were continually changed, it would be possible to introduce new interest to the game, such as testing the player's reflexes.

Furthermore, a plurality of the operating unit may be provided, and the light emitting state of the outputting unit built into each operating unit may be changed. In this case, the player would perform the input operation by waving the operating unit that includes the color contained in the instruction. Thus, in the event that there is a plurality of operating unit, the player must continually ascertain which operating unit includes the color; this increases the game's difficulty level, the game's interest, and the like.

A sixth aspect of the invention provides a gaming method that executes a game with a difficulty level and comprises: an operation instructing step that outputs an operation instruction to a player; an accepting step that accepts an operation from the player via an operating unit that is provided with one or a plurality of output regions; an outputting step that outputs one output pattern or any one of a plurality of output patterns to each output region; a changing step that changes the output state of the output pattern in at least one output region in accordance with the game difficulty level; a determining step that determines an operation result based on the operation instruction and the output pattern output to the output region of the operating unit that accepted the player's input; and a game executing step that controls the execution of the game based on the determination result. The present invention exhibits operational effects like those exhibited in the first aspect of the invention.

A seventh aspect of the invention provides a game program that is executed by a computer, which performs a game with a difficulty level, and that causes the computer to function as: an operation instructing unit that outputs an operation instruction to a player; an operating unit, which is provided with one or a plurality of output regions, that accepts an input operation from the player; an outputting unit, which is provided to the operating unit corresponding to each of the output regions, that outputs one output pattern or any one of a plurality of output patterns to the corresponding output region; a changing unit, which is provided to the operating unit, that changes the output state of the output pattern output by at least one outputting unit in accordance with the game difficulty level; a determining unit that determines an operation result based on the operation instruction and the output pattern output to the output region of the operating unit that accepted the player's input; and a game executing unit that controls the execution of the game based on the determination result of the determining unit. The present invention exhibits operational effects like those exhibited in the first aspect of the invention.

The present invention can provide a technique whereby a game's difficulty level can be easily controlled.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is an explanatory diagram that shows the entire configuration of a game system according to a first embodiment of the present invention.

FIG. 2 is one example of the configuration of a game terminal 200.

FIG. 3 is an external oblique view of one embodiment of the game terminal 200.

FIG. 4(a) is an external enlarged view of an operation bar 212; and FIG. 4(b) is an enlarged view that shows the interior of a light emitting part of the operation bar.

FIG. 5(a) is one example (part 1) of a game screen that is displayed on a monitor 206;

FIG. 5(b) is one example (part 2) of the game screen that is displayed on the monitor 206; and FIG. 5(c) is one example (part 3) of the game screen that is displayed on the monitor 206.

FIG. 6 is a conceptual explanatory diagram of personal data.

FIG. 7 is an explanatory diagram that shows the functional configuration of the game terminal 200.

FIG. 8 is one example of operation sequence data that are stored in an operation sequence data table 331

FIG. 9 is an explanatory diagram that shows one example of a difficulty level value data that are stored in a difficulty level value table 332.

FIG. 10 is an explanatory diagram that shows one example of an I/O pattern table.

FIG. 11 is an explanatory diagram that shows one example of an I/O pattern table.

FIG. 12 is one example of a difficulty level selection screen.

FIG. 13 is a correspondence table that shows the correspondence between difficulty level values and player past game results.

FIG. 14(a) is a schematic diagram (part 1) that shows an aspect wherein output states of the operation bar are set; and FIG. 14(b) is a schematic diagram (part 2) that shows an aspect wherein output states of the operation bar are set.

FIG. 15 is a flow chart that shows one example of the flow of the process performed by the game terminal 200.

FIG. 16 is an operation sequence data table wherein a change flag is set.

FIG. 17 is an explanatory diagram that shows an aspect wherein the output states of operation bars change every time a prescribed time interval elapses.

FIG. 18 is a flow chart that shows one example of the flow of the process performed by the game terminal 200.

FIG. 19 is a correspondence table that shows the correspondence between an operation sequence ID, the time interval, the difficulty level value, and the game difficulty level.

FIG. 20 is an operation sequence data table wherein a change flag is set.

FIG. 21 is an explanatory diagram that shows an aspect wherein the output states of operation bars change in accordance with the game difficulty level every time a time interval elapses.

FIG. 22 shows an output state table of the operation bar 212 that is stored in a ROM 103.

FIG. 23 is an explanatory diagram that shows an aspect wherein the output states of the operation bars change in accordance with the game difficulty level every time a time interval elapses.

FIG. 24(a) is an external enlarged view of a modified example of the operation bar 212; and FIG. 24(b) is an enlarged view that shows the interior of the light emitting part of the operation bar in FIG. 24(a).

FIG. 25(a) is an external enlarged view of another modified example of the operation bar 212; and FIG. 25(b) is an enlarged view that shows the interior of the light emitting part of the operation bar in FIG. 25(a).

BEST MODE FOR CARRYING OUT THE INVENTION First Embodiment (1) Configuration of a Game System According to the Present Embodiment

FIG. 1 is an explanatory diagram that shows the entire configuration of the game system according to the first embodiment of the present invention. This game system comprises a center server 100 and a plurality of game terminals 200a, 200b, . . . The game terminals 200 are connected to the center server 100 via a network 500 such as the Internet.

(1-1) Center Server

The center server 100 receives and stores the personal data of every player from the game terminals 200. In addition, in response to requests from the game terminals 200, the center server 100 transmits personal data to the requesters. The center server 100 comprises the following elements (a)-(e):

    • (a) CPU 101: implements a plurality of functions, which are discussed later, based on, for example, a control program that is stored in a ROM 103 or a RAM 102.
    • (b) RAM 102: temporarily stores, for example, the control program and personal data.
    • (c) ROM 103: stores, for example, the control program.
    • (d) Data storage 104: accumulates personal data that are transmitted from the game terminals 200 for every player. Personal data contain, for example, authentication information that includes a player ID and a password. The personal data will be discussed later in detail.
    • (e) Network communication unit 105: sends data to and receives data from the game terminals 200 via the network 500.

(1-2) Game Terminal

FIG. 2 shows one example of the configuration of one of the game terminals 200. The game terminal 200 comprises the elements (a)-(n) listed below.

(a) CPU 201: implements a plurality of functions (discussed later) based on, for example, a control program and game data that are stored in a ROM 203 (discussed later).

(b) RAM 202: temporarily stores various game data such as various types of variables and parameters.

(c) ROM 203: stores, for example, the control program and various parameters.

(d) Network communication unit 204: sends data to and receives data from the center server 100 via the network 500.

(e) Monitor 206: displays, for example, game images during a game, results of each game parameter in a game, a character before and after a game, and the like.

(f) Image processor 205: generates image data that are displayed on the monitor 206.

(g) Speaker 208: during game execution, outputs sounds, such as sound effects, when displaying a demo screen, game results, and the like.

(h) Sound generator 207: generates sound data to be output to the speaker 208.

(i) Input unit 211: includes various buttons, such as a start button and buttons that set the number of players (e.g., one player, two players, etc.).

(j) Operation bars 212: accept the input operation of a player in response to an operation instruction. In the present embodiment, the operation bars 212 comprise two operation bars 212a, 212b. A prescribed output pattern is output from output regions 300a, 300b, 300c of each of the operation bars 212 (refer to FIG. 4, which is discussed below). When the output patterns are output in accordance with an operation instruction, the player performs an input operation in which he or she waves the operation bar 212.

(k) Card reader/writer 213: reads a card ID from an inserted magnetic card. As needed, a process may be performed that writes, for example, the player ID and the game result to the inserted card.

(l) Coin acceptance unit 214: accepts credit based on inserted coins.

(m) External equipment controller 210: controls external equipment, such as the input units 211, the operation bars 212, the card reader/writer 213, and the coin acceptance units 214.

(n) External input/output controller 209: generates control signals for external equipment, such as the input units 211, the operation bars 212, the card reader/writer 213, and the coin acceptance units 214. In addition, it also receives detection signals from the external equipment and transmits such to the CPU 201.

(2) One Example of the Game Terminal (2-1) Configuration of the Game Terminal

FIG. 3 is an external oblique view of one embodiment of the game terminal 200. In the game terminal, the monitor 206 is provided to the front surface of a cabinet. In addition, input units 211a, 211b, such as start buttons, are laterally provided below the monitor 206, and two coin acceptance units 214 are laterally provided below the input units 211a, 211b. Furthermore, the card reader/writer 213 is provided below the coin acceptance units 214. In addition, the operation bars 212a, 212b, upon which the player performs input operations, are mounted on the lower left and right sides of the monitor 206. Furthermore, the speakers 208, which output performance effects for the song being played, are provided and disposed at the upper part of the casing of the monitor 206.

FIG. 4(a) is an external enlarged view of the operation bar 212, and FIG. 4(b) is an enlarged view that shows the interior of a light emitting part of the operation bar 212. The operation bar 212 comprises a grasping part 2121, a slip preventing part 2122, and a light emitting part 2123. The grasping part 2121 is a portion by which the player grasps the operation bar 212, and the slip preventing part 2122 is a portion for ensuring that the player's hand does not slip. The light emitting part 2123 comprises a board 301, LEDs (light emitting diodes) 302, a cover 303, and partition plates 304. In addition, the light emitting part 2123 is divided into three output regions, namely, the first through third output regions 300a-300c. Each of the LEDs 302 comprises LEDs of three colors, namely, LEDs 302a, 302b, 302c furthermore, the LEDs 302 are provided on the front and rear surfaces of the board 301 in each of the three output regions 300. The LEDs 302a, 302b, 302c are, for example, a red LED, a green LED, and a blue LED, respectively. By creating combinations of the ON and OFF output states of the LEDs 302a, 302b, 302c, different colors are output to each of the output regions 300. For example, the luminous colors red, green, or blue of the LEDs 302a, 302b, 302c may be output or they may not be output, as in the OFF state. In the present embodiment, each of the LEDs 302 generates three output patterns, namely, “R (red),” “G (green),” and “B (blue),” that are output from each of the output regions 300. Here, the output pattern, which can be colors such as “R,” “G,” and “B,” is a display that is output to each of the output regions 300 such that the player can visually ascertain the operation bar 212 to be operated. Furthermore, the output pattern may be any display that is output to each of the output regions 300 such that the player can visually ascertain the operation bar 212 to be operated; for example, the output pattern may be a design, a character, a symbol, or any combination thereof. In addition, it may be, for example, an attribute such as brightness or a color's shade. Furthermore, the number of the output regions 300 and the number of the LEDs 302 is not limited to those mentioned above. In addition, the members that output the luminous colors are not limited to the LEDs 302, and may be, for example, cold cathode lamps. The partition plates 304 isolate the output regions 300 from one another so that the luminous colors from the output regions 300 do not blend. The cover 303 comprises a transparent member and transmits the luminous colors from the output regions 300 to the exterior as well as protects the interior of the light emitting part 2123.

(2-2) Game Execution

The game terminal 200 configured as described above executes a game as follows in accordance with the control program stored in the ROM 203. A player inserts his or her magnetic card into the card reader/writer 213 of the game terminal 200 and inserts a coin in one of the coin acceptance units 214. The game terminal 200 reads the card ID, which identifies the card, from the magnetic card that was inserted into the card reader/writer 213 and requests the player to input a password. The input password is compared with the data in the center server 100 and the individual is thereby authenticated. When the game terminal 200 accepts a game start instruction from an authenticated player, the CPU 201 executes the control program, and thereby the game starts. The game result is calculated based on the execution of the game.

(2-3) Overview of the Game

The following text provides an overview of the game executed by the game terminal 200, referencing FIG. 5.

FIGS. 5(a)-(c) are examples of game screens that are displayed on the monitor 206 and show an aspect wherein the operation instruction changes together with the time. First, the game terminal 200 sets the game difficulty level either by accepting the game difficulty level from the player or based on the player's past game results. The game difficulty level is an index of the difficulty of the game and, for example, as discussed below, is expressed by a difficulty level value between 1 and 99. Next, a set of operation sequence data is selected in accordance with the game difficulty level that was set. The set of operation sequence data constitute a program that defines which operation bar 212 is to be operated and with which operation timing. As shown in FIG. 3 and FIG. 5, operation instructions, such as “R,” “G,” and “B,” are successively output to the monitor 206 in accordance with an operation sequence. The player operates the operation bar 212 whereto the luminous color corresponding to the operation instruction is output.

The CPU 201 detects the operation timing of each of the operation bars 212 by receiving sensor signals from, for example, acceleration sensors that are built into each of the operation bars 212. Furthermore, the CPU 201 determines a game result for the player based on, for example, whether the operation bar 212 was operated in accordance with the operation instruction, the time elapsed between the outputting of the operation instruction and the performance of the operation, and the like.

(3) Functional Configuration of Center Server and Game Terminal (3-1) Functional Configuration of Center Server

A personal data transceiving unit 111 in the CPU 101 of the center server 100 shown in FIG. 1 will now be explained.

FIG. 6 is a conceptual explanatory diagram of personal data. The personal data are collected (refer to FIG. 1) by the CPU 101 of the center server 100, which functions as the personal data transceiving unit 111, and are accumulated in the data storage 104.

In the present example, the personal data are structured such that each record contains a “player ID,” a “player name,” “authentication information,” a “card ID,” and a “game result.” The “player ID” is identification information that identifies the player. The “player name” is the name of the player. The “authentication information” is, for example, a password or a password number that is used to authenticate the player. The “card ID” is identification information that identifies a card owned by the player. Furthermore, a card ID is recorded on each card. The “game result” indicates the cumulative value of the results of games played by the player in the past.

The personal data transceiving unit 111 receives the personal data discussed above from each of the game terminals 200 and updates the data storage 104. For example, if the personal data transceiving unit 111 receives a player ID and a game result from one of the game terminals 200, the cumulative value of the game results corresponding to that player ID is updated.

In addition, in response to a request from one of the game terminals 200, the personal data transceiving unit 111 transmits to the game terminal 200 of the requester the personal data associated with the player ID included in the request.

(3-2) Functional Configuration of the Game Terminal

FIG. 7 is an explanatory diagram that shows the functional configuration of each of the game terminals 200. The CPU 201 of the game terminal 200 comprises a game executing unit 321, a difficulty level setting unit 322, an operation instructing unit 323, a determining unit 324, and a changing unit 325. The ROM 203 of the game terminal 200 stores an operation sequence data table 331, a difficulty level value table 332, and an I/O pattern table 333. Based on these unit and tables, the CPU 201 of the game terminal 200 executes the game and calculates the game result, which it displays on the monitor 206.

(3-2-1) ROM <Operation Sequence Data Table>

FIG. 8 shows one example of the operation sequence data that are stored in the operation sequence data table 331. The operation sequence data define which operation bars 212 are to be operated and with which operation timings. Specifically, the operation sequence data table 331 associatively stores an “R” flag, a “G” flag, a “B” flag, and a “time.” For each flag, “1” indicates ON and “0” indicates OFF. At times t0-t2, the “G” flag is ON, and therefore a “G” operation instruction is output to the monitor 206, as shown in FIG. 3 and FIG. 5(a).

Here, each of the output regions 300 of the operation bars 212 either outputs one of the output patterns, namely, “R,” “G,” or “B,” or is OFF. If a “G” operation instruction is output, then the player selects the operation bar 212 that is included in the “G” operation instruction and performs an input operation, such as waving the selected operation bar 212.

<Difficulty Level Value Table>

FIG. 9 is an explanatory diagram that shows one example of the difficulty level value data that are stored in the difficulty level value table 332. The difficulty level value table 332 associatively stores an operation sequence ID, an I/O level, the difficulty level value, and the game difficulty level. The operation sequence ID is an identifier that identifies the operation sequence data. The I/O (input/output) level is an index that indicates the difficulty of operating the operation bar 212 and corresponds to the combination and the layout of the output patterns in the output regions 300 of the operation bars 212. I/O levels of different difficulty level values are set for each operation sequence data record. In addition, each difficulty level value is indicated by a value between 1 and 99, and the game difficulty level is set corresponding to the magnitude of the difficulty level value. Thus, in the present invention, a plurality of game difficulty levels can be set for one set of operation sequence data.

<I/O Pattern Table>

FIG. 10 and FIG. 11 are explanatory diagrams that show one example of an I/O pattern table. In FIG. 10, the I/O level and an I/O pattern are associated with one another. In FIG. 11, the I/O pattern, an output state ID, and an output state thereof are associated with one another. For the sake of simplicity, in FIG. 11 the first through third output regions 300a-300c of the operation bar 212a are designated as a1, a2, a3, respectively, and the first through third output regions 300a-300c of the operation bar 212b are designated as b1, b2, b3, respectively.

Here, the output states indicate what is output to each of the output regions 300 of the operation bar 212a and each of the output regions 300 of the operation bar 212b. In the present embodiment, there are four output states, including the three cases wherein one of the three output patterns is output-namely, the “R” (red), the “G” (green), and the “B” (blue) colors produced by the three-color LEDs 302—and the one case wherein all of the LEDs are OFF. In addition, the I/O patterns are categories that systematically categorize the combination and the layout of the various output states in the operation bars 212a, 212b. Furthermore, each of these categories hierarchically defines the operation difficulty of the operation bars 212 and is set by the I/O level. In the present embodiment, the output state in each of the output regions 300a-300c is categorized into, for example, as shown in FIG. 10, nine types of I/O patterns=(A, A), (A, B0), (B0, A), (A, B1), (B1, A), (B0, B0), (B0, B1), (B1, B0), (B1, B1), wherein the first term in each pair corresponds to the operation bar 212a and the second term in each pair corresponds to the operation bar 212b. In addition, as shown in FIG. 11, each I/O pattern includes a plurality of output states. Here, A indicates the case wherein the three output regions 300a-300c of one of the operation bars 212 outputs the same output pattern. B0 and B1 indicate the case wherein two output regions of the output regions 300a-300c of one of the operation bars 212 output the same output pattern. In particular, B0 indicates the case wherein the same output patterns are disposed adjacently, and B1 indicates the case wherein the same output patterns are not disposed adjacently. For example, (B1, A) indicates that the output patterns of two nonadjacent output regions in the operation bar 212a are the same and that the output patterns of all three output regions in the operation bar 212b are the same.

Each of the I/O patterns discussed above is associated with an I/O level that corresponds to the difficulty of operating the relevant operation bar 212. The I/O level in the present embodiment is set based on the number of types of output patterns included in each operation bar 212 and the layout thereof. With A, the number of types of output patterns is 1; with B0 and B1, the number of types of output patterns is 2; therefore, the difficulty level of A, which has a greater number of types of output patterns than either B0 or B1, is high. This is because the greater the number of types of output patterns—for example, the greater the number of types of colors—the more difficult it becomes to find the output region outputting the output pattern that accords with the operation instruction. Specifically, in the case of A, all output patterns in one of the operation bars 212 are the same, and consequently it is easy to confirm which output patterns are included in the operation bar 212. Accordingly, the I/O level of A is low. In the case of B0, the output patterns at two adjacent output regions are the same, but the player must confirm two output patterns in the same operation bar 212. Accordingly, the I/O level of BO is higher than that of A. Furthermore, in the case of B1, the same output patterns are output, but not adjacently, and consequently, compared with B0, it is more difficult to confirm the two output patterns. Accordingly, the I/O level of B1 is higher than that of B0. The nine types of I/O patterns and the I/O levels are associated with one another, as shown in FIG. 10, based on these criteria. Furthermore, the abovementioned criteria are strictly one example, and the I/O levels may be determined based on other criteria.

(3-2-2) Functions of the CPU <Game Executing Unit>

Prior to the execution of the game, the game executing unit 321 downloads personal data from the center server 100. The downloaded personal data include the player's past game results.

In addition, the game executing unit 321 calculates the player's game results based on the execution of the game. Specifically, it receives a determination result from the determining unit 324 and calculates the game result based on the determination result. Furthermore, if a game is executed over a plurality of stages, then the game executing unit 321 may calculate the cumulative value of the game result values for every stage after the plurality of stages is complete. The game executing unit 321 displays the game result on the monitor 206.

<Difficulty Level Setting Unit>

The difficulty level setting unit 322 sets the game difficulty level either by accepting the game difficulty level from the player or based on the player's past game results. A method of setting the game difficulty level in each of these cases is explained below.

FIG. 12 shows one example of a difficulty level selection screen. The difficulty level setting unit 322 displays the difficulty level selection screen shown in FIG. 12 on the monitor 206. The game difficulty levels are displayed in order in a ring shaped table 310. The player scrolls the ring shaped table 310 by operating the input unit 211 and presses the singular set button of the input unit 211 when the desired game difficulty level is reached. As such, the difficulty level setting unit 322 accepts the game difficulty level from the player. In FIG. 12, the game difficulty level “10” is selected and displayed enlarged.

FIG. 13 is a correspondence table that shows the correspondence between the difficulty level value and the player past game result. First, the difficulty level setting unit 322 reads the past game results of every player from the data storage 104. Furthermore, the difficulty level value corresponding to the past game result is extracted from the correspondence table in FIG. 13. Next, referencing FIG. 9, the game difficulty level is set based on the extracted difficulty level value. The difficulty level setting unit 322 thereby sets the game difficulty level in accordance with the player's past game results.

<Changing Unit>

FIGS. 14(a), (b) are schematic diagrams that show an aspect wherein the output states of the operation bars 212a, 212b are set.

The changing unit 325 sets the operation sequence data and the I/O level based on the game difficulty level that was set. For example, if a game difficulty level of “25” is set, then, based on FIG. 9, the changing unit 325 sets the operation sequence ID to “0005” and the I/O level to “2.” The operation sequence data shown in FIG. 8, for example, are for the case wherein the operation sequence ID is “0005.”Next, the changing unit 325 extracts the I/O pattern that corresponds to the set I/O level and randomly extracts an output state ID from among the output state IDs that correspond to the extracted I/O pattern. In the present embodiment, a plurality of output states is set for each I/O pattern, and consequently one output state ID is randomly selected from that plurality of output states. Furthermore, because one output state is randomly selected from the plurality of output states set for the same I/O level, the I/O level remains the same regardless of which output state is selected. In addition, the changing unit 325 may perform control such that there is no bias in the selection of the output state.

The changing unit 325 sets the operation bars 212 based on the randomly selected output states. For example, according to FIG. 10, the I/O patterns that correspond to the I/O level “2” discussed above are (A, B0) and (B0, A). As the output states to be set in the operation bars 212, the changing unit 325 randomly sets output state IDs from among the output state IDs (refer to FIG. 11) that correspond to the I/O patterns (A, B0) and (B0, A). Here, for example, let us assume that “2002” is set as one of the output state IDs. In this case, the changing unit 325 would set the output states of the operation bars 212 such that (a1, a2, a3), (b1, b2, b3)=(R, R, R), (G, G, B), as shown in FIG. 14(a).

As another example, if a game difficulty level of “29” were set, then, based on FIG. 9, the changing unit 325 would set the operation sequence ID to “0005” and the I/O level to “6.” The changing unit 325 would set, based on FIG. 10 and FIG. 11, the I/O pattern to (B1, B1) and set one of the output state IDs corresponding thereto to, for example, “9001.” Based on the set output state ID “9001,” the changing unit 325 would set the output states of the operation bars 212 such that (a1, a2, a3), (b1, b2, b3)=(R, G, R), (B, R, B), as shown in FIG. 14(b).

As discussed above, the operation sequence ID of “0005” is the same both when the game difficulty level is “25” and when the game difficulty level is “29,” but the I/O levels are different, namely, one is “2” and the other is “6.” Thus, even though the operation sequence data are the same, the game difficulty level can be changed by changing the I/O level.

In addition, the changing unit 325 outputs the set operation sequence ID to the operation instructing unit 323 and the determining unit 324.

<Operation Instructing Unit>

The operation instructing unit 323 receives the operation sequence ID, for example, “0005,” from the changing unit 325. The operation instructing unit 323 outputs-based on the operation sequence data (for the operation sequence ID “0005”) shown in FIG. 8 as discussed above-an operation instruction to the player via the monitor 206. For example, the operation instructing unit 323 outputs the “G” operation instruction at times t0-t2 and outputs the “R” operation instruction at times t3-t6.

<Determining Unit>

In response to the operation instruction from the operation instructing unit 323, the player performs an input operation by waving one of the operation bars 212. The determining unit 324 receives the player's input operation and determines the player's operation result.

Here, the determining unit 324 receives the operation sequence ID, for example, “0005,” from the changing unit 325. The determining unit 324 determines the player's operation result based on: the operation sequence data (for the operation sequence ID “0005”) shown in FIG. 8 as discussed above; and the output pattern that is output to the operation bar 212 with which the player has performed an input operation. For example, based on the operation sequence data shown in FIG. 8, the “G” operation instruction is output at times t0-t2. If, in response to this “G” operation instruction, the operation bar 212b shown in FIG. 14(a) is waved, the determining unit 324 determines that the operation result is “correct.” In other words, because the output pattern “G” is output to the output regions b1, b2 of the operation bar 212b, the input operation that coincides with the “G” operation instruction is performed. On the other hand, if, in response to the “G” operation instruction, the operation bar 212a shown in FIG. 14(a) is waved, then the determining unit 324 determines that the operation result is “incorrect.” In other words, since the “G” output pattern is not output to any of the output regions a1-a3 of the operation bar 212a, an input operation that coincides with the “G” operation instruction has not been performed.

The determining unit 324 may not only determine the correctness of the input operation, but may also determine, for example, the timing and the speed of the input operation in response to the operation instruction. For example, the interval between the initial outputting of the “R” operation instruction at time t3 and the player's performance of the input operation may be measured, and the determination may be made based on that measurement result.

In addition, the determining unit 324 transmits the determination result to the game executing unit 321.

(4) Process Flow

FIG. 15 is a flow chart that shows one example of the flow of the process performed by the game terminal 200. When the power supply of the game terminal 200 is turned ON, the following process starts.

Steps S1-S2: While displaying the demo screen, the CPU 201 stands by for the execution of a game (step S1). For example, when a coin is dropped in and the magnetic card is inserted into the card reader/writer 213 (step S2), the method transitions to step S3.

Step S3: The CPU 201 acquires the card ID that was read in by the card reader/writer 213.

Step S4: The CPU 201 transmits the read-in card ID to the center server 100 and downloads the personal data that correspond to the card ID. The downloaded personal data contain authentication information. Subsequently, the CPU 201 requests the player to input authentication information, such as a password. The CPU 201 compares the inputted authentication information with the authentication information that is contained in the personal data and thereby confirms whether the player is actually the player associated with the card ID.

Steps S5-S6: The CPU 201 displays the difficulty level selection screen on the monitor 206 and accepts the selection of one of the difficulty levels.

Step S7: The CPU 201 determines which operation sequence data correspond to the difficulty level and sets the output states of the operation bars 212.

Steps S8-S9: The CPU 201 outputs, based on the operation sequence data that correspond to the game difficulty level, an operation instruction on the monitor 206. In addition, the CPU 201 accepts the input operation of the player and determines the operation result. The CPU 201 calculates a game result in accordance with the determination result. The CPU 201 executes the game until the game ends.

Step S10: When the game ends, the CPU 201 displays the game result on the monitor 206.

Step S11: The CPU 201 asks the player whether he or she wishes to continue the game; if the game is continued, then the method returns to step S5 and once again accepts the selection of a difficulty level. If the game is not continued, then the method returns to step SI and displays the demo screen.

In the abovementioned process, a game difficulty level is accepted for each game, and the output state in each of the output regions 300a-300c of the operation bars 212 is changed every game; consequently, the player can respond to the operation instruction while noting the change in the output states.

Thus, the difficulty of the input operation, and in turn the difficulty level of the game, is controlled by changing the output states of the operation bars 212. According to the present invention, the game difficulty level can be controlled without changing the operation sequence data, which constitute a program; thereby the time needed to change the program as well as the burden on the program creator to do so can be reduced. In other words, in the present embodiment, as shown in FIG. 9, multiple I/O levels, each having a different difficulty level, are set for each set of operation sequence data. Accordingly, the game difficulty level can be changed by changing the I/O level without changing the operation sequence data. In addition, the game difficulty level can be controlled not only by the program but also by changing the output states of the operation bars 212; consequently, the number of variations available for setting the game difficulty level can be increased. In addition, because the output states of the operation bars 212 directly operated by the player can be changed, the player can be presented with new attractions that are otherwise unobtainable by changing the program. For example, if the output states of the operation bars 212 were to be changed, then it would be pointless to memorize the relationships between the output states and each of the output regions 300 of the operation bars 212. Consequently, it is possible to introduce new interest to the game, such as testing the player's reflexes rather than the player's memory.

(5) MODIFIED EXAMPLES

The following text explains various modified examples of the abovementioned embodiment.

(5-1) Modified Example 1

In the abovementioned embodiment, the output states of the operation bars 212 are changed for each game in accordance with the game difficulty level. The following modified example 1 explains a case wherein the output states of the operation bars 212 are changed during a game. In modified example 1(a), the output states of the operation bars 212 alone are set in accordance with the game difficulty level, and a time interval, upon which every time it elapses the output states are changed, is set regardless of the game difficulty level. In addition, in modified example 1(b), both the output states of the operation bars 212 and the time interval are set in accordance with the game difficulty level; furthermore, in modified example 1(c) a prescribed time interval alone is set in accordance with the game difficulty level, and the output states of the operation bars 212 are set regardless of the game difficulty level. The following text explains each of the modified examples 1(a)-(c).

(a)

In modified example 1(a), the output states of the operation bars 212 are set in accordance with the game difficulty level and changed every time a prescribed time interval elapses during each game. FIG. 16 shows the operation sequence data table wherein a change flag is set, and FIG. 17 is an explanatory diagram that shows an aspect wherein the output states of the operation bars 212 are changed every time the prescribed time interval elapses.

The prescribed time interval is set irrespective of the game difficulty level and is set to, for example, 10×Δt. Here, let us assume that At is the interval between times t(n−1)-tn (where n is a natural number greater than or equal to 0) of the operation sequence data in FIG. 16 and is fixed.

For example, let us assume that the difficulty level setting unit 322 sets the game difficulty level to “10.” Referencing FIG. 9, the changing unit 325 would set the I/O level to “4” based on the game difficulty level of “10.” Based on FIG. 10, the I/O pattern for the I/O level “4” is (B0, B0). Here, the changing unit 325 would set the change flag to “1” every time the prescribed time interval 10×Δt elapses, as shown in FIG. 16. A change flag of “1” indicates ON, and “0” indicates OFF. If the change flag transitions to “1,” then the changing unit 325 would randomly select the output states—of the output states corresponding to the I/O pattern (B0, B0)—to be set in the operation bars 212. Furthermore, the changing unit 325 would change the output states of the operation bars 212 to the selected output states. Thereby, as shown in FIG. 17, the output states of the operation bars 212 are set to the output state ID “6001” (i.e., (a1, a2, a3), (b1, b2, b3)=(R, R, G), (B, B, R)) at, for example, times t=t0-t9 and changed at times t=t10, t20 . . .

FIG. 18 is a flow chart that shows one example of the flow of the process performed by the game terminal 200. Steps S1-S6 are the same as those in the flow chart in FIG. 15 discussed above, and explanation thereof is therefore omitted.

Step S7: The CPU 201 sets the operation sequence data and the output states of the operation bars 212 in accordance with the difficulty level. The CPU 201 sets the operation sequence data every time the prescribed time interval elapses and sets the operation bars 212 to the selected output states.

Steps S8-S9: The CPU 201 outputs, based on the operation sequence data that correspond to the game difficulty level, the operation instruction to the monitor 206 and accepts the input operation of the player. In addition, the CPU 201 determines the operation result and calculates the game result. The CPU 201 determines the end of the game and executes the game until the game ends.

Steps S10-S11: The CPU 201 determines whether the prescribed time interval has elapsed since the output states of the operation bars 212 were last set. If the prescribed time interval has elapsed, then new output states will be set and the settings of the operation bars 212 will be changed. The steps that determine whether the prescribed time interval has elapsed and that change the output states are performed repetitively until the game ends.

Step S12: When the game ends, the CPU 201 displays the game result on the monitor 206.

Step S13: The CPU 201 asks the player whether he or she wishes to continue the game; if the game is continued, the method returns to step S5 and once again accepts the selection of a difficulty level. If the game is not continued, then the method returns to step SI and displays the demo screen.

Thus, in modified example 1(a), the output states of the operation bars 212 are changed in accordance with the game difficulty level every time the prescribed time interval elapses. Consequently, the player must operate the operation bars 212 in accordance with output states that are always new. In other words, if the output states of the operation bars 212 are changed every time the prescribed time interval elapses, then it is pointless to memorize the relationship between the operation bars 212 and the output states of those operation bars 212, and therefore the game difficulty level increases. Based on the above, the game difficulty level can also be controlled by changing the output states of the operation bars 212 every time the prescribed time interval elapses.

(b)

In the abovementioned modified example 1(a), the output states of the operation bars 212 are set in accordance with the game difficulty level and changed every time a prescribed time interval elapses during each game. In the modified example 1(b), however, the prescribed time interval is changed in accordance with the game difficulty level. Accordingly, in the modified example 1(b), the output states of the operation bars 212 and the prescribed time interval are both changed in accordance with the game difficulty level. FIG. 19 is a correspondence table that indicates the correspondence between the operation sequence ID, the time interval, the difficulty level value, and the game difficulty level; FIG. 20 is an operation sequence data table wherein the change flag is set; and FIG. 21 is an explanatory diagram that shows an aspect wherein the output states of the operation bars 212 are changed using a time interval that accords with the game difficulty level.

As shown in FIG. 19, in the present invention, a plurality of time intervals is set for one set of operation sequence data. A time interval-namely, one of six types including, for example, 20×Δt, 15×Δt, 10×Δt, 5×Δt, 3×Δt, and 1×Δt—is set for each game difficulty level.

For example, let us assume that the difficulty level setting unit 322 sets the game difficulty level to “I/O.” Referencing FIG. 19, the changing unit 325 would set, based on a game difficulty level of “10,” the operation sequence ID to “0002,” set the time interval to 5Δt, and set the change flag. At this time, as shown in FIG. 20, the change flag of the operation sequence data would be set to “1” every time the prescribed time interval of 5×Δt elapses. Furthermore, based on FIG. 9 and FIG. 10, the changing unit 325 would set the I/O level to “4” and the I/O pattern to (BO, BO). When the change flag transitioned to “1,” the changing unit 325 would randomly set the output states to be set in the operation bars 212 from among the output states that correspond to the I/O pattern (B0, B0). Thereby, as shown in FIG. 21, the output states of the operation bars 212 would change every time a time interval of 5×Δt elapsed.

Here, if the prescribed time interval were lengthened, then the period during which the output states of the operation bars 212 do not change would also lengthen. Accordingly, the player would get used to the input operation of the operation bars 212 and thereby the game difficulty level would decrease. However, if the prescribed time interval were shortened, the output states of the operation bars 212 would change continually. Accordingly, the player would have to operate the operation bars 212 in accordance with output states of an output pattern that would be continually new, and therefore the game difficulty level would increase. Based on the above, the game difficulty level can also be controlled by changing both the output states of the operation bars 212 and the time interval upon which every time it elapses the output states of the operation bars 212 are changed in accordance with the game difficulty level.

(c)

In the modified example 1(c), the output states of the operation bars 212 are changed in accordance with the game difficulty level every time a prescribed time interval elapses. At this time, the prescribed time interval alone is set in accordance with the game difficulty level and the output states of the operation bars 212 are set irrespective of the game difficulty level. FIG. 22 shows an output state table of the operation bars 212, which is stored in the ROM 103, and FIG. 23 is an explanatory diagram that shows an aspect wherein the output states of the operation bars 212 are changed using a time interval that is in accordance with the game difficulty level.

Similar to FIG. 19, multiple time intervals that accord with the game difficulty level are set for one set of operation sequence data. In addition, as shown in FIG. 22, multiple output state tables of the operation bars 212 are stored, irrespective of the game difficulty level, in the ROM 103. First, the changing unit 325 sets the time intervals. Next, the changing unit 325 randomly selects output states from FIG. 22 and changes the setting of the output states of the operation bars 212 every time the set time interval elapses.

For example, let us assume that the difficulty level setting unit 322 sets the game difficulty level to “10.” Referencing FIG. 19, the changing unit 325 would set, based on the game difficulty level of “10,” the operation sequence ID to “0002” and the time interval to 5×Δt. Based on this setting, the changing unit 325 would set the change flag to “1” at intervals of 5×Δt, as shown in FIG. 20. If the change flag were to transition to “1,” then the changing unit 325 would, for example, randomly select output states from the output state table in FIG. 22. Furthermore, the changing unit 325 would set the operation bars 212 to the selected output states. For example, as shown in FIG. 23, the output states of the operation bars 212 are set to the output state ID “1101” (i.e., (a1, a2, a3), (b1, b2, b3)=(R, R, R), (G, G, G)) at times t=t0-t4, and change at times t=t5, t10, t15 . . .

Similar to the abovementioned modified example 1(b), if the prescribed time interval were lengthened, then the game difficulty level would decrease; in addition, if the prescribed time interval were shortened, the game difficulty level would increase. Based on the above, the game difficulty level can also be controlled by changing only the time interval upon which, every time it elapses, the output states of the operation bars 212 that accord with the game difficulty level are changed.

Furthermore, the time interval upon which, every time it elapses, the output states are changed does not have to be fixed during a game; for example, the time interval may change during a game such that it is 5×Δt at one time and 1×Δt at the next.

(5-2) Modified Example 2

In the abovementioned embodiment, each of the output regions 300a-300c of the operation bars 212 comprises three LEDs, each of which is one of three colors-namely, the LED 302a (red), the 302b (green), and the 302c (blue)—and is configured such that it outputs one of the three output patterns, namely, “R,” “G,” or “B.” However, the present invention also encompasses the operation bars 212 shown in FIG. 24 and FIG. 25. FIG. 24(a) is an external enlarged view of a modified example of one of the operation bars 212, and FIG. 24(b) is an enlarged view that shows the interior of the light emitting part of the operation bar 212 in FIG. 24(a). FIG. 25(a) is an external enlarged view of another modified example of one of the operation bars 212, and FIG. 25(b) is an enlarged view that shows the interior of the light emitting part of the operation bar 212 in FIG. 25(a). As shown in FIGS. 24(a), (b), the output region 300a of the operation bar 212 outputs a red output pattern from the LED 302a (red), the output region 300b outputs a green output pattern from the LED 302b (green), and the output region 300c outputs a blue output pattern from the LED 302c (blue). Thus, a configuration may be adopted wherein each of the output regions outputs only one output pattern. The difficulty level (i.e., I/O level) of the operation bar 212 is set by combining the ON and OFF states of the LEDs 302a-302c.

In addition, as shown in FIGS. 25(a), (b), the operation bar 212 has only one output region 300. The singular output region 300 comprises LEDs of three colors, namely, the LED 302a (red), the 302b (green), and the 302c (blue) and is configured such that it outputs one of the three output patterns, namely, “R,” “G,” or “B.”

(5-3) Modified Example 3

In the abovementioned embodiment, the I/O levels (i.e., the difficulty levels) of the operating unit—in other words, the difficulty of operating the operating unit—is not limited to those defined in the I/O pattern table in FIG. 10 and FIG. 11. For example, if the rules of the game were to vary, so too would the definition of the I/O level.

Let us assume there are two rules: a first rule in which just one of the operation bars 212 that includes the output pattern designated by the operation instruction should be waved; and a second rule in which all operation bars 212 that include the output pattern designated by the operation instruction should be waved. In the case of the first rule, the greater the number of the operation bars 212 that include the output pattern designated by the operation instruction, the easier it becomes both to find the operation bars 212 to be operated and to operate any one of those operation bars 212. However, in the case of the second rule, the greater the number of operation bars 212 that include the output pattern designated by the operation instruction, the greater the operation difficulty becomes. Accordingly, in a case wherein a plurality of the operation bars 212 has the same output pattern, a low I/O level is defined for the first rule and a high I/O level is defined for the second rule.

In addition, in the abovementioned embodiment, even if the output states of the operation bars 212a, 212b are switched as shown in FIG. 11, the difficulty levels of the operation bars 212 are defined such that they do not change; that said, they may be defined such that they do change.

In addition, the operation sequence data of the present embodiment shown in FIG. 8 are set such that only one flag of the “R,” “G,” and “B” flags is “1,” but two or three of the flags may be set to “1” simultaneously.

(5-4) Modified Example 4

The present invention encompasses both a program for executing the method discussed above on a computer and a computer readable storage medium whereon such a program is recorded. Here, the program may be downloadable. Examples of storage media include a computer readable/writable flexible disk, a hard disk, semiconductor memory, a CD-ROM, a DVD, and a magneto-optic (MO) disk.

INDUSTRIAL APPLICABILITY

The game apparatus, the gaming method, and the game program according to the present invention are applicable to any game that outputs an operation instruction to a player using operation sequence data.

Claims

1. A game apparatus executing a game with a difficulty level, comprising:

an operation instructing unit configured to output an operation instruction to a player;
an operating unit configured to provide with one or a plurality of output regions, and accept an input operation from the player;
an outputting unit configured to be provided to the operating unit so as to correspond to each of the output regions, and output one output pattern or any one of a plurality of output patterns to the corresponding output region;
a changing unit configured to be provided to the operating unit, and change the output state of the output pattern output by at least one outputting unit in accordance with the game difficulty level;
a determining unit configured to determine an operation result based on the operation instruction and the output pattern, the output pattern being output to the output region of the operating unit having accepted the player's input; and
a game executing unit configured to control the execution of the game based on the determination result of the determining unit.

2. A game apparatus according to claim 1, wherein

the output pattern is at least one pattern selected from a plurality of patterns of color, design, character, symbol, and any combination thereof.

3. A game apparatus according to claim 1, wherein

the changing unit, in accordance with the game difficulty level, changes the number of types of output patterns output to the outputting unit.

4. A game apparatus according to claim 1, wherein

the changing unit controls a time interval for changing the output state of the output pattern in accordance with the game difficulty level.

5. A game apparatus according to claim 1, wherein

a plurality of the outputting unit is provided to the operating unit; each of the outputting unit having a plurality of light emitting unit with different luminous colors; and
the changing unit changes either the luminous colors or the ON/OFF states of the light emitting unit.

6. A gaming method executing a game with a difficulty level, comprising the steps of:

outputting an operation instruction to a player;
accepting an operation from the player via an operating unit, the operating unit being provided with one or a plurality of output regions;
outputting one output pattern or any one of a plurality of output patterns to each output region;
changing the output state of the output pattern in at least one output region in accordance with the game difficulty level;
determining an operation result based on the operation instruction and the output pattern, the output pattern being output to the output region of the operating unit having accepted the player's input; and
controlling the execution of the game based on the determination result.

7. A game program executed by a computer, the computer performing a game with a difficulty level, causing the computer to function as:

an operation instructing unit configured to output an operation instruction to a player;
an operating unit configured to be provided with one or a plurality of output regions, and accept an input operation from the player;
an outputting unit configured to be provided to the operating unit so as to correspond to each of the output regions, and output one output pattern or any one of a plurality of output patterns to the corresponding output region;
a changing unit configured to be provided to the operating unit, and change the output state of the output pattern output by at least one outputting unit in accordance with the game difficulty level;
a determining unit configured to determine an operation result based on the operation instruction and the output pattern, the output pattern being output to the output region of the operating unit having accepted the player's input; and
a game executing unit configured to control the execution of the game based on the determination result of the determining unit.
Patent History
Publication number: 20090215526
Type: Application
Filed: May 4, 2009
Publication Date: Aug 27, 2009
Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD. (Tokyo)
Inventors: Naoko MATSUMOTO (Ashiya-shi), Hiroyuki MASUDA (Kobe-shi), Masanori KONO (Kobe-shi), Yoshito FUKUDA (Kobe-shi)
Application Number: 12/435,189
Classifications
Current U.S. Class: Skill Level Adjustment (e.g., Speed Change, Complexity, Etc.) (463/23)
International Classification: A63F 9/24 (20060101);