GAME DEVICE, CONTROL METHOD FOR GAME DEVICE AND INFORMATION RECORDING MEDIUM

In a game device, a receiver receives operation input from a player. A determiner, for each of a plurality of game tasks that are stored in a memory and that indicates a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player. A candidate acquirer acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks. A task setter, based on a distribution of the degree of matching, sets one or more candidates from among the plurality of candidates as the new game task. A task adder stores and adds the set game task candidate in the memory.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of Japanese Patent Application No. 2011-172145, filed on Aug. 5, 2011, the entire disclosure of which is incorporated by reference herein.

TECHNICAL FIELD

The present invention relates to a game device, a control method for a game device and an information recording medium that are suitable for preventing a player from losing interest in a game that is played repeatedly.

BACKGROUND ART

There have been games in which players compete by performing operations according to contents and timing that the player is to achieve in order to attain a higher score or level of achievement. For example, Japanese Patent No. 3003851 discloses a game device that allows a player to enjoy a game with a sense of dancing by performing dance steps according to marks that are displayed on the screen that are to be copied (hereafter, referred to as “game tasks”).

Typically, the contents of the music score that is used are preset. For example, in a game device that is disclosed in Japanese Patent No. 4219525, a plurality of music scores having different levels of difficulty are prepared in advance, and the music score is changed between those having a high level of difficulty or low level of difficulty according to the player's skill

However, when a player repeatedly plays a game that has little variation in the game tasks that are prepared in advance, the game begins to lose freshness, and there is a possibility that the player will lose interest in the game.

The object of the present invention is to solve the problem described above by providing a game device, a control method for a game device and an information recording medium that are suitable for preventing the player from losing interest in a game that is played repeatedly.

SUMMARY

In the following, according to a principle of the present invention, a summary of the present invention for accomplishing the object above is given.

The game device according to a first aspect of the present invention comprises a receiver, a determiner, a candidate acquirer, a task setter and a task adder.

The receiver receives operation input from a player.

The determiner, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player.

The candidate acquirer acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks.

The task setter, based on a distribution of the degree of matching of the plurality of stored game tasks, sets one or more candidates from among the plurality of acquired candidates as the new game task.

The task adder stores and adds the set candidate in the task memory as the new game task.

In a game that is performed by the game device of the present invention, game tasks are presented to the player. A game task defines a type of operation that the player performs in real space such as pressing a specified button or taking a specified pause, and a time when that operation is to be performed. Typically, a game task is presented to the player by displaying on a monitor an image that indicates the type of operation and the time when the operation is to be performed. The player, in order to accomplish the game task that is presented, presses a button, or moves his/her body.

In a game, the degree of matching between the game task that is presented and the operation performed by the player, or in other words, the player's score is determined. A plurality of game tasks is sequentially presented to the player over time, and it is anticipated that there will be times during the game when the player's score will be good, and times when the player's score will be bad. However, when a game is repeatedly played many times, the player becomes used to the detailed contents of the game tasks, and there is a possibility that the player will lose interest in the game when the same game tasks are presented each time the game is played. Therefore, in the present invention, new game tasks are added according to the player's score.

In other words, after a plurality of candidates for becoming a new game task have been acquired based on the player's score, a new game task is set from among these candidates. Candidates, for example, may be prepared beforehand, or may be changed each time according to the determined score. It is possible to add one new game task, or to add a plurality of new game tasks.

Therefore, as the player repeatedly plays the game, new game tasks that change the contents are added according to the player's score, thus a game enriched with change is achieved. For example, even in the case of players that have accumulated about the same score overall, their strong points and weak points in the game differ, so the new game tasks that are added are different. In other words, the game device is able to add different new game tasks according to the player's score. With the present invention, the game device is able to help prevent the player from losing interest in a game that is played repeatedly.

The candidate acquirer may acquire one or more game task candidates from among a plurality of game task candidates that are stored beforehand in the task memory.

In other words, with the present invention, a plurality of game tasks are prepared for the game beforehand, and when the player plays the game for the first time, some of those tasks are presented to the player, and as the number of times the game is played increases, the game tasks that were not presented at the beginning are gradually presented. The newly added game tasks can be limited to a certain extent to those that are assumed to be appropriate by the creators of the game, so it is possible to keep the new game tasks from being too difficult or too easy. For example, when the present invention is applied to a dance game or a rhythm game, the game tasks can be controlled to some extent so that the dance does not become unnatural, or so that the rhythm does not become unreasonable.

The candidate acquirer may also acquire the game task candidates by generating the candidates based on a specified rule that the game tasks that are stored in the task memory and the candidates are supposed to satisfy.

In other words, with the present invention, candidates that can become new game tasks may be generated each time by the game device instead of being prepared beforehand. The game tasks that are added are not selected from among candidates that are prepared beforehand, but are selected from among candidates that were created by the game device based on a specified rule. The game device can appropriately present new game tasks, for example, according to the player's score, and make it possible to help preventing the player from losing interest in a game that is played repeatedly. Moreover, by performing control so that the game tasks that are added resemble the game tasks that have already been presented to the player, or so that the game tasks go well with the game task already presented and make continuous operation easy, the game device is able to keep the dance from becoming unnatural, or keep the rhythm from becoming unreasonable.

The specified rule is a rule for matching the candidates that can become new game tasks with operations such as turning operations that are similar to the game tasks that have already been presented. Operations indicated by the specified rule is not limited to turning operation, and could be repeated operations, symmetrical operations such as left and right movement, or forward and backward movement, or could be some other specified operation.

The candidate acquirer, based on the beats of music played by a playing unit, may set each of the times indicated by the candidates.

In other words, the time indicated by a candidate that can become a new game task is a time that matches the rhythm of the music being played, so even though that candidate is added to the game tasks, the dance does not become unnatural and the rhythm does not become unreasonable. With the present invention, not only can the game device help prevent the player from losing interest in a game that is played repeatedly, but also can present the player with natural game tasks that match the music. The game device can comprise a music player, or another device that is connected to the game device can comprise a music player.

The candidate acquirer may set the type of operation indicated by the game task from among the plurality of stored game tasks that is closest to the set time to the type of operation indicated by the candidate.

In other words, new game tasks are added that match the game tasks that have already been presented to the player. Therefore, with the present invention it is possible to present game tasks that do not give the player a feeling of discomfort.

The candidate acquirer may set the type of operation indicated by the candidate based on each of the types of operations indicated by a plurality of adjacent game tasks that include the game task from among the plurality of stored game tasks that is closest to the set time.

In other words, new game tasks are added that match the game tasks that have already been presented to the player. Therefore, with the present invention it is possible to present game tasks that do not give the player a feeling of discomfort.

The task setter may set a candidate from among the plurality of acquired candidates, whose degree of matching at the time indicated by the candidate is a specified value or greater, as the new game task.

In other words, new game tasks are added to portions of the game where there is a tendency for the player's score to be good. Therefore, it is possible to present game tasks that do not pose an excessive burden on the player and correspond to the player's ability.

The game device according to another aspect of the present invention comprises a receiver, a determiner, a candidate acquirer, a task setter and a task adder.

The receiver receives operation input from a player.

The determiner, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player.

The candidate acquirer, based on a distribution of the degree of matching of the plurality of stored game tasks, acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks.

The task setter sets one or more candidates from among the plurality of acquired candidates as the new game task.

The task adder stores and adds the set candidate in the task memory as the new game task.

In other words, the distribution of the degree of matching above, instead of being used by the task setter when setting one or more of the plurality of candidates as new game tasks, is used when the candidate acquirer acquires a plurality of candidates. With the present invention, the game device can help preventing the player from losing interest in a game that is played repeatedly.

A control method for a game device according to another aspect of the present invention comprises a receiving step, a determination step, a candidate acquisition step, a task setting step and a task addition step.

In the receiving step, operation input is received from a player.

In the determination step, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player is determined.

In the candidate acquisition step, a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks are acquired.

In the task setting step, based on a distribution of the degree of matching for the plurality of stored game tasks, one or more candidates from among the plurality of acquired candidates as the new game task is set.

In the task addition step, the set candidate is stored and added in the task memory as the new game task.

With the present invention, the game device is able to help prevent the player from losing interest in a game that is played repeatedly.

A non-transitory information recording medium according to another aspect of the present invention has a program stored thereon that causes a computer to function as a receiver, a determiner, a candidate acquirer, a task setter and a task adder.

The receiver receives operation input from a player.

The determiner, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player.

The candidate acquirer acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks.

The task setter, based on a distribution of the degree of matching for the plurality of stored game tasks, sets one or more candidates from among the plurality of acquired candidates as the new game task.

The task adder stores and adds the set candidate in the task memory as the new game task.

With the present invention, it is possible to cause a computer to function as a game device that operates as described above.

Moreover, the program of the present invention can be stored on a computer readable information recording medium such as a compact disk, a flexible disk, a hard disk, a magneto optical disk, a digital video disk, a magnetic tape, a semiconductor memory and the like.

The program described above can be distributed or sold via a computer communication network separately from the computer that executes the program. The information recording medium above can be distributed or sold separately from the computer.

BRIEF DESCRIPTION OF THE DRAWINGS

A more complete understanding of this application can be obtained when the following detailed description is considered in conjunction with the following drawings, in which:

FIG. 1 is a drawing illustrating the basic construction of a typical information processor that is achieved by the game device of the present invention;

FIG. 2 is a drawing for explaining the construction of a first controller;

FIG. 3 is a drawing for explaining the construction of a second controller (mat);

FIG. 4 is a drawing illustrating an example of the configuration of a game screen;

FIG. 5 is a drawing for explaining the functional construction of a game device;

FIG. 6 is a drawing illustrating defined data;

FIG. 7 is a drawing for explaining a process for determining the player's score for a game task;

FIG. 8 is a drawing for explaining defined data and candidates to be selected;

FIG. 9A is a drawing for explaining defined data and candidates to be selected;

FIG. 9B is a drawing illustrating the positional relationship over time of defined data and candidates to be selected;

FIG. 10A is a drawing for explaining a process for acquiring the distribution of the degree of matching;

FIG. 10B is a drawing illustrating the distribution of the degree of matching;

FIG. 11A is a drawing illustrating the game task candidates;

FIG. 11B is a drawing illustrating the distribution of the degree of matching;

FIG. 12 is a flowchart for explaining the game process;

FIG. 13 is a drawing illustrating game tasks that have already been presented, and the distribution of the acquired degree of matching;

FIG. 14 is a flowchart for explaining the process for setting the task time;

FIG. 15A is a drawing illustrating game tasks and game task candidates;

FIG. 15B is a drawing illustrating game tasks and game task candidates;

FIG. 16 is a flowchart for explaining the process for setting the task contents;

FIG. 17A to FIG. 17D are drawings for explaining the process for generating game task candidates;

FIG. 18A to FIG. 18D are drawings for explaining the process for generating game task candidates;

FIG. 19A to FIG. 19D are drawings for explaining the process for generating game task candidates;

FIG. 20A to FIG. 20E are drawings for explaining the process for setting a new game task;

FIG. 21A to FIG. 21H are drawings for explaining the process for setting a new game task; and

FIG. 22 is a flowchart for explaining the game process.

DETAILED DESCRIPTION

Embodiments of the present invention will be explained. In order to more easily understand the explanation, embodiments of the invention that use a game information processor will be explained. The following embodiments are for explanation and do not limit the range of the present invention. Therefore, one skilled in the art could employ an embodiment wherein part or all of the elements have been replaced with equivalent elements, and such embodiments are also included within the scope of the present invention.

Embodiment 1

FIG. 1 is a schematic diagram illustrating the basic construction of a typical information processor 100 that performs the function of the game device of the present invention by executing a program.

The information processor 100 comprises: a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a interface 104, an first controller 105, an external memory 106, a DVD-ROM (Digital Versatile Disk-Read Only Memory) drive 107, an image processor 108, an audio processor 109, a NIC (Network Interface Card) 110 and a second controller 111.

A DVD-ROM on which a program and data for a game are recorded is mounted in the DVD-ROM drive 107, and by turning ON the power to the information processor 100 and, the program is executed and the game device of this embodiment is made possible.

The CPU 101 controls the overall operation of the information processor 100, is connected with all of the component elements and exchanges control signals and data with each element. The CPU 101 can also use an ALU (Arithmetic Logic Unit) (not illustrated in the figures) to perform arithmetic operations such as addition, subtraction, multiplication and division, logical operations such as a logical OR, logical AND, logical NOT and the like, and bit operations such as a bitwise OR, bitwise AND, bit inversion, bit shift, bit rotation and the like on data stored in a memory area such as a register (not illustrated in the figures) that can be accessed at high speed. Furthermore, the CPU 101 can comprise a coprocessor that can perform saturation calculations such as addition, subtraction, multiplication and division, trigonometric functions, and vector operations or the like at high speed for corresponding to multimedia processing.

An IPL (Initial Program Loader) that is executed immediately after the power is turned ON is stored in the ROM 102. When the CPU 101 executes the IPL, the program that is recorded on the DVD-ROM is read into the RAM 103 and is then executed by the CPU 101. The program and various data of the operating system necessary for performing overall control of the information processor 100 is also stored in the ROM 102.

The RAM 103 is for temporarily storing data and programs; for example the program and data that are read from the DVD-ROM, and other data necessary for advancement of the game and chat communication are stored in the RAM 103. Moreover, an area for variables is provided in the RAM 103, and the CPU 101 also performs processing such as causing the ALU to directly perform operations on the values stored in the area for the variables, storing the values stored in the RAM 103 in a register and then performing operation on the values in the register, and rewriting the operation results in RAM 103.

The first controller 105 and second controller 111 that are connected via the interface 104 receive operation input that is performed while the player plays the game. The first controller 105 and second controller 111 will be described in detail later. In the explanation below, the first controller 105 will simply be called the “controller”, and the second controller 111 will be called the “mat”.

The external memory 106 is connected via the interface 104 such that it is freely removable, and stores data, such as data that indicates the status of play of the game and past scores, data that indicates the progress state of the game, communication log data (record) of chat communication during network competition and the like, such that the data can be rewritten. The player can appropriately store this kind of data in the external memory 106 by performing instruction input using the first controller 105 or second controller 111.

Programs for performing the game, and data such as image data or audio data for performing the game are recorded on the DVD-ROM that is mounted in the DVD-ROM drive 107. According to control by the CPU 101, the DVD-ROM drive 107 performs processing to read the mounted DVD-ROM, and temporarily stores the necessary programs and data in the RAM 103 or the like.

The image processor 108 processes the data that was read from the DVD-ROM by way of the CPU 101 or the image operation processor (not illustrated in the figure) of the image processor 108, and then stores the result in a frame memory (not illustrated in the figure) of the image processor 108. The image information that is stored in the frame memory is converted at specified synchronization timing to a video signal, and then outputted to a monitor (not illustrated in the figure) that is connected to the image processor 108. As a result, it is possible to display various kinds of images.

The image operation processor can execute at high speeds, operations for overlaying two-dimensional images, perform transparency operations such as cc blending, various kinds of saturation operations and the like.

In the case of creating virtual three-dimensional space, the image operation processor can also execute at high speeds, operations for rendering polygon information that is located in virtual three-dimensional space and to which various texture information has been added using the Z buffer method in order to obtain a rendered image of the polygons located in virtual three-dimensional space as seen from a specified line of sight from a specified viewpoint.

Furthermore, by working together, the CPU 101 and the image operation processor can use font information that defines character shapes to draw character strings as two-dimensional images to the frame memory, or on the polygon surfaces.

The audio processor 109 converts audio data that is read from the DVD-ROM to an analog audio signal, and outputs that audio signal from a connected speaker. Under control of the CPU 101, audio data for sound effects or for music that are to be generated during play of the game is reproduced and sound is outputted from the speaker.

In the case where the audio data that is recorded on the DVD-ROM is MIDI data, the audio processor 109 references sound source data and converts the MIDI data to PCM data. Moreover, in the case of audio data that is compressed in ADPCM (Adaptive Differential Pulse Code Modulation) format, Ogg Vorbis format or the like, the audio processor 109 converts the compressed audio data to PCM data. The audio processor 109 converts PCM data by D/A (Digital/Analog) conversion at timing that corresponds to the sampling frequency, and outputs the result to the speaker.

Furthermore, a microphone can be connected to the information processor 100. The audio processor 109 can convert an analog signal from the microphone to a PCM format digital signal by performing A/D conversion at an appropriate sampling frequency, and by performing processing such as mixing and/or the like.

The NIC 110 connects the information processor 100 to a computer communication network such as the Internet and/or the like. The NIC 110, for example, comprises a modem that complies to the 10BASE-T/100BASE standard when building a LAN (Local Area Network), an analog modem, ISDN (Integrated Services Digital Network) modem or ADSL (Asymmetric Digital Subscriber Line) modem for connecting to the Internet using a telephone line, a cable modem for connecting to the Internet using a cable television line, and the like, and an interface (not illustrated in the figures) that mediates between these and the CPU 101.

In addition, by comprising a large-capacity external memory such as a hard disk and/or the like, the information processor 100 can also be constructed so as to be able to perform the same functions as the ROM 102, RAM 103, external memory 106 and DVD-ROM that is mounted in the DVD-ROM drive 107 and/or the like.

The information processor 100 explained above corresponds to a so-called “consumer TV game device”, however, the present invention can be achieved as long as the information processor performs image processing for displaying images in virtual space. Therefore, it is possible to achieve the present invention with various kinds of terminals such as a mobile telephone, portable game device, karaoke device, typical personal computer, business computer, and the like.

For example, a typical computer, similar to the information processor 100 above, comprises a CPU, RAM, ROM, DVD-ROM drive and NIC, and comprises an image processor having functions that are simpler than those of the information processor 100, and in addition to having a hard disk as an external memory, can also use a flexible disk, magneto-optical disk, magnetic tape and the like. Moreover, instead of the first controller 105 and the second controller 111, it is possible to use a keyboard, a mouse or the like as an input device.

In this embodiment, a controller that can measure various parameters such as the current position, posture or the like of the first controller 105 in real space is used as the first controller 105.

FIG. 2 is a drawing that illustrates the external appearance of the first controller 105, which is capable of measuring various parameters such as the position and posture in real space, and the information processor 100.

The first controller 105 is a combination of a held module 201 and a light-emitting module 251. The held module 201 is connected so as to be able to communicate with the information processor 100 using wireless communication. The light-emitting module 251 is connected so as to be able to communicate with the information processor 100 using wired communication. The audio and images that result from processing by the information processor 100 are outputted and displayed by a television 291.

The held module 201 has an external appearance resembling that of the remote control of the television 291, and a CCD camera 202 is located in the tip end thereof.

The light-emitting module 251 is fastened to the top of the television 291. Light-emitting diodes 252 are located on both ends of the light-emitting module 251, and emit light by electric power that is supplied from the information processor 100.

The CCD camera 202 of the held module 201 takes images of the state of the light-emitting module 251.

Information about the images taken is transmitted to the information processor 100. The CPU 101 of the information processor 100 acquires the position of the held module 201 with respect to the light-emitting module 251 based on the position of the light-emitting diodes 252 in the images taken.

In addition, there is an acceleration sensor, an angular acceleration sensor, an inclination sensor and the like inside the held module 201, which make it possible to measure the posture of the held module 201 itself. These measurement results are also transmitted to the information processor 100.

There is a cross-key 203 located on the top surface of the held module 201, and by pressing and operating the cross-key 203, it is possible for a player to perform various direction instruction input. Moreover, in addition to an A button 204, there are also other various buttons 206 located on the top surface of the held module 201. The player is able to input instructions that correspond to the various buttons 206.

A B button 205 is located on the bottom surface of the held module 201, and together with a depression that is formed on the bottom surface of the held module 201, is like a trigger of a gun or magic hand. Typically, instruction input by shooting a gun or using a magic hand in virtual space is performed using the B button 205.

Moreover, indicator 207 on the top surface of the held module 201 indicate to the player the operating state of the held module 201 and the state of wireless communication with the information processor 100.

A power button 208 that is provided on the top surface of the held module is for turning ON or OFF the operation of the held module 201 itself, and operates by a battery (not illustrated in the figure) equipped in the held module 201.

There is a speaker 209 located on the top surface of the held module 201. The speaker 209 outputs sound according to an audio signal that is input from the audio processor 109. There is a vibrator (not illustrated in the figure) inside the held module 201, and the information processor 100 can control whether or not to have vibration, and the intensity of the vibration.

In this embodiment, the first controller 105, which is a combination of the held module 201 and the light-emitting module 251, measures the position and posture in the real world of the held module 201. However, even an embodiment wherein the position and posture in the real world of the first controller 105 is measured by ultra sound, infrared communication, GPS (Global Positioning System) and the like are also included within the scope of the present invention.

The second controller (mat) 111 is placed on the floor or the like, and is in the form of a mat having specified areas on the surface that the player can press with his/her hands or feet. Buttons that receive instruction input from the player by being pressed, or sensors that detect pressure that is applied by the player are located in specified areas on the surface of the second controller 111.

FIG. 3 is a drawing illustrating the second controller 111 that is placed on the floor as seen from directly above. A button 301 that receives input from the player and that instructs the direction “left”, a button 302 that receives input from the player and that instructs the direction “down”, a button 303 that receives input from the player and that instructs the direction “up”, and a button 304 that receives input from the player and that instructs the direction “right” are respectively located in specified areas of the second controller 111. The player can press the buttons 301 to 304 at arbitrary timing.

The state in which the button 301 to 304 is pressed by the player is called the “pressed state”, and the state in which the button is not pressed is called the “non-pressed state”. The CPU 101 determines for each button 301 to 304 whether the state is the pressed state or non-pressed state.

The second controller 111 of this embodiment comprises four buttons 301 to 304, however the number of buttons is not limited to four, and it is also possible for there to be three or less or five or more.

Next, a summary of the game that is executed by the information processor 100 of this embodiment will be explained.

FIG. 4 illustrates an example of the configuration of a game screen that is displayed on the monitor. Stationary marks 401 to 404 are fixed and drawn at specified positions inside the game screen, and instruction marks 410 (four kinds in the figure, 410A, 410B, 410C, 410D), the positions of which move as time elapses, measure lines 420 (referred as 420A, 420B and 420C in the drawings) that indicate the separation between measures of music that is played, a gage 430 that displays the player's score and other background images are included on the game screen.

The instruction marks 410 and measure lines 420 are displayed and scrolled as the music is played. In this embodiment, one arrow each of up, down, left, right arrows are drawn as the instruction marks 410. The instruction marks 410 indicate the movement to be made by the player in the direction indicated by the drawn arrows at timing that corresponds with the stationary marks 401 to 404, or in other words indicate the game tasks described above.

For example, the instruction marks 410 indicate that the player is to press on the button of the buttons 301 to 304 that correspond to the drawn arrows at timing that is indicated by the instruction marks 410. Typically, the player steps on the buttons 301 to 304 with his/her feet. In this case, the instruction marks 410 are also called “step position instruction marks”, or “foot notes”.

Alternatively, the instruction marks 410 indicate that the player is to shake the held module 201 in the direction corresponding to the drawn arrows at timing indicated by the instruction marks 410. In this case, the instruction marks 410 are also called “shake position instruction marks” or “hand notes”.

Each of the stationary marks 401 to 404 indicate that the player is to press the buttons 301 to 304 when overlapped by the instruction marks. In this embodiment, images of one of arrow each of up, down, left and right arrows are drawn for the stationary marks 401 to 404. In the explanation below, the timing that expresses a game task and when the player is supposed to press one of the buttons 301 to 304 is called the “task time”.

The instruction marks 410 move toward the position where the stationary marks 401 to 404 are drawn at a speed that corresponds to the speed of the music being played. When an instruction mark 410 has moved to the same position as stationary marks 401 to 404, if the player presses the button of the buttons 301 to 304 that corresponds to the direction of the arrow drawn for those stationary marks 401 to 404, a predetermined number of points is added to the player's score, and the value indicated by the gage 430 (dance meter) is increased.

When an instruction mark 410 has moved to a position that overlaps with one of the stationary marks 401 to 404 and the player steps on and presses the button (one of the buttons 301 to 304) that corresponds to the arrow indicated by the moving instruction mark 410, the player is able to perform model dance steps that correspond to the music being played and have a sense of dancing.

A game task is represented by a combination of the task time and information that specifies the button that is to be pressed at that task time. One game task is expressed as in Expression 1 below.


P(i)=(T(i), B(x))   [Expression 1]

In the game of this embodiment, there are N number (“N” is an integer 1 or greater) of game tasks, and P(i) expresses the game task that is the ith task (“i” is an integer that is 1 or greater, but no greater than N) from the start. T(i) expresses the task time that corresponds to the game task P(i). B(x) expresses the type of operation (also referred to as the “task contents”) that the player is supposed to perform.

When an instruction mark 410 indicates a “foot note”, a value B(FL) indicating that the player is to press button 301, a value B(FD) indicating that the player is to press button 302, a value B(FU) indicating that the player is to press button 303, or a value B(FR) indicating that the player is to press button 304, one of these values is specified for the task contents B(x).

When the instruction mark 410 indicates a “hand note”, B(HL) indicating that the player is to shake the held module 201 to his/her left, B(HD) indicating that the player is to shake the held module 201 downward, B(HU) indicating that the player is to shake the held module 201 upward, or B(HR) indicating that the player is to shake the held module 201 to his/her right is specified for the task contents B(x).

For example, it is presumed that a game task is expressed by [Expression 2].


P(i)=(T(i), B(FL))   [Expression 2]

In this case, the ith game task of the game is “the player is to press the left button 301 of the second controller 111 at task time T(i).” Here, the player should normally step on the left button 301 when the game time reaches time T(i).

For example, it is presumed that a game task is expressed by [Expression 3].


P(i)=(T(i), B(HR))   [Expression 3]

In this case, the ith game task of the game is “the player is to shake the held module 201 to the right at task time T(i).” Here, the player should normally shake the hand holding the held module 201 to the right when the game time reaches time T(i).

It is also possible for a plurality of task contents to be correlated with one task time. However, preferably the maximum number of task contents that are correlated with one task time is two. For example, when two task contents B(x1) and B(x2) are correlated with the task time T(i), the game task is expressed by [Expression 4].


P(i)=(T(i), B(x1), B(x2))   [Expression 4]

Alternatively, the game task can be expressed by two different game tasks such as [Expression 5] and [Expression 6].


P(i)=(T(i), B(x1))   [Expression 5]


P(i+1)=(T(i), B(x2))   [Expression 6]

For example, it is presumed that a game task is expressed as in [Expression 7].


P(i)=(T(i), B(FL), B(FR))   [Expression 7]

In this case, the ith game task of the game is “the player is to press the left button 301 of the second controller 111, and press the right button 304 of the second controller 111 at task time T(i).” The player should step on both the left button 301 and right button 304 when the time in the game reaches time T(i).

The CPU 101, based on how close to the task time the button of the buttons 301 to 304 indicated according to the task contents is pressed, determines the player's score for the respective game task. For example, the CPU 101 determines the score in three or more levels; for example, when the button indicated according to the task contents is pressed at the same timing as the task time, the CPU 101 determines that the score is “PERFECT”, when the button indicated according to the task contents is pressed at a timing that is within a specified allowed margin before or after the task time, the CPU 101 determines that the score is “GOOD”, and when the button is pressed at other timing or is not pressed at all, the CPU 101 determines that the score is “BAD”.

Alternatively, the CPU 101 can determine the player's score for each of the game tasks based on whether or not the button of the buttons 301 to 304 that is indicated by the task contents is pressed at the task time.

The initial data indicating a game task is presumed to be stored beforehand on the DVD-ROM or in the external memory 106. However, as will be described later, game tasks can be added later by the CPU 101.

Next, the functional construction of the game device 500 of this embodiment that is achieved by an information processor 100 having the construction described above will be explained.

FIG. 5 is a drawing illustrating the functional construction of the game device 500 of this embodiment. The game device 500 comprises a task memory 501, a receiver 502, a determiner 503, a candidate acquirer 504, a task setter 505 and a task adder 506.

The task memory 501 stores a plurality of game tasks that correlate with a task time that indicates a time when the player is to perform an operation, and task contents that indicate a type of operation the player is to perform. The CPU 101 and the RAM 103 working together function as the task memory 501.

When starting the game, the CPU 101 reads the data that predefines a plurality of game tasks (hereafter, referred to as “definition data”) from the external memory 106 or the DVD-ROM, and stores that data in the RAM 103. The CPU 101 also, as will be described later, acquires new game tasks, and stores those game tasks in the RAM 103.

Alternatively, the CPU 101, as illustrated in FIG. 6, when the game is started the first time after the game device 500 is activated, extracts a game task 610 from among the definition data 600 stored in advance in the external memory 106 that satisfies a specified initial condition, and stores that game task in the RAM 103. In other words, when the game is started, the game tasks that are stored in the RAM 103 may be initialized by the game task that satisfies the specified initial condition.

More specifically, definition data 600 is stored in advance in the external memory 106 for each selection of music. After music (dance music as a task music) to be played has been selected based on an instruction from the player or on a specified algorithm, the CPU 101 selects a game task from among a plurality of game tasks that are included in the definition data 600 that is correlated with the selected music that satisfies a specified initial condition.

The specified initial condition, for example, is “the task time is the first beat (or can be the second beat or the like) of each measure of the song being played”, “the task time matches the time of the beat of the music being played”, “the game task is preset as a game task to be presented to the player from the first game” or the like. The CPU 101 can arbitrarily set this specified initial condition. The CPU 101 can present all of the prepared game tasks from the beginning, or can present only the game task from among all of the game tasks that satisfies the initial condition for the first game, and then add game tasks in order for the second game on.

Next, the receiver 502 receives input of the operation from the player. The player can input a desired instruction to the game device 500 by shaking the held module 201 of the first controller 105, or by pressing buttons 301 to 304 of the second controller 111. The CPU 101 working together with the first controller 105 and second controller 111 functions as the receiver 502.

The game device 500, instead of comprising both the first controller 105 and second controller 111, can comprise just one of the first controller 105 and second controller 111. The CPU 101 can receive just instructions from the player that uses the first controller 105, or can receive just instructions from the player that uses the second controller 111.

The determiner 503 determines the player's score for each of the game tasks that are stored in the task memory 501. The CPU 101 functions as the determiner 503.

More specifically, for each game task, the CPU 101 determines the degree of matching between the time indicated by the game task (task time) and the operation type (task contents), and the operation time and the operation type that are closest to the task time from among the operations received from the player. This degree of matching becomes the player's score.

FIG. 7 schematically illustrates an example of the relationship between game tasks and operation by the player.

The game task 710 indicates that “the player is to press button 301 indicating left at task time T(i)”. Alternatively, the game task 710 indicates that “the player is to face the monitor and shake the held module 201 to the left at task time T(i)”.

The game task 720 indicates that “the player is to press button 302 that indicates down at task time T(i+1)”. Alternatively, the game task 720 indicates that “the player is to shake the held module 201 downward (toward the ground) at task time T(i+1)”.

The game task 730 indicates that “the player is to press button 303 that indicates up at task time T(i+2)”. Alternatively, the game task 730 indicates that “the player is to shake the held module 201 upward (opposite direction from the ground) at task time T(i+2)”.

The game task 740 indicates that “the player is to press button 304 that indicates right at task time T(i+3)”. Alternatively, the game task 740 indicates that “the player is to face the monitor and shake the held module 201 to the right at task time T(i+3)”.

A time interval for the CPU 101 to determine the score is preset for each game task. The score is determined based on whether or not the operation by the player is within this time interval.

More specifically, the CPU 101 sets a time interval 711 for game task 710 that indicates within a first specified time before and after the task time T(i), and sets a time interval 712 that indicates within a second specified time before and after the task time T(i).

When it is determined that the player has performed the same operation as the task contents at the same time as the task time T(i), the CPU 101 determines that the player's score for that game task 710 is “PERFECT”.

When it is determined that the player has performed an operation that is the same as the task contents at a time that is within the time interval 711 but that is different from the task time T(i), the CPU 101 determines that the player's score for the game task 710 is “GREAT”.

Moreover, when it is determined that the player has performed an operation that is the same as the task contents at a time that is within the time interval 712 but that is not within the time interval 711, the CPU 101 determines that the player's score for the game task 710 is “GOOD”.

Furthermore, when it is determined that the player has not performed an operation that is the same as the task contents at a time that is within the time interval 712, the CPU 101 determines that the player's score for the game task 710 is “BAD”.

When a plurality of operations are received during the time interval 712 that indicates the second specified time (or the time interval 711 that indicates within the first time specified time), the CPU 101 handles the operation among those received operations that was received at the earliest time as the instruction input for the game task 710.

Similarly, for the game tasks 720, 730 and 740, the CPU 101 respectively sets time intervals 721, 731, 741 that indicates within the first specified times, and time intervals 722, 732 and 742 that indicate within the second specified times.

When determining the player's score for a certain game task, first, the CPU 101 determines whether or not an operation was performed by the player within the time interval that indicates within a second specified time for that game task. When it is determined that no operation was performed, the CPU 101 determines that the score for that game task is “BAD”.

When it is determined that any operation was performed, the CPU 101 acquires the time and the type of the operation that was received nearest to the task time of that game task.

For example, in FIG. 7, of the operations 751 to 754 performed by the player, the operation whose time is nearest to the task time T(i) of the game task 710 is operation 751. Therefore, the CPU 101 determines that the operation 751 by the player is performed for the game task 710.

The operation 751 indicates that “the player pressed the button 301 indicating left at time T1”. The time T1 at which the operation 751 was performed is included in the time interval 712 but is not included in the time interval 711, and the contents of the operation 751 (press the left button 301) match the task contents (press the left button 301), so the CPU 101 determines that the player's score for the game task 710 is “GOOD”.

Moreover, of the operations 751 to 754 by the player, the operation that is closest to the task time T(i+1) of the game task 720 is operation 752. Therefore, the CPU 101 determines that operation 752 was performed by the player for the game task 720.

The operation 752 indicates that “the player pressed the button 302 indicating down at time T2”. The time T2 at which the operation 752 was performed matches the task time T(i+1), and the contents of the operation 752 (press the down button 302) matches the task contents (press the down button 302), so the CPU 101 determines that the player's score for the game task 720 is “PERFECT”.

Of the operations 751 to 754 by the player, the operation that is closest to the task time T(i+2) of the game task 730 is operation 753. Therefore, the CPU 101 determines that the operation 753 was performed by the player for the game task 730.

The operation 753 indicates that “the player pressed the button 303 indicating up at time T3”. The time T3 at which the operation 753 was performed is not included in the time interval 732, so the CPU 101 determines that the player's score for game task 730 is “BAD”.

Moreover, of the operations 751 to 754 performed by the player, the operation that is closest to the task time T(i+3) of the game task 740 is the operation 754. Therefore, the CPU 101 determines that the operation 754 was performed by the player for the game task 740.

The operation 754 indicates that “the player pressed the button 303 indicating up at time T4”. The time T4 at which the operation 754 was performed is included in the time interval 742 but is not included in the time interval 741, and the contents of the operation 754 (press the right button 304) do not match the task contents (press the up button 303), so the CPU 101 determines that the player's score for the game task 740 is “BAD”.

The task contents and the contents of the operation performed by the player can, instead of being “press one of the buttons 301 to 304”, can be “shake the held module 201 in one of the directions up, down, left or right”.

In this embodiment, the degree of matching between the game task and the player's operation is divided into four levels “PERFECT”, “GREAT”, “GOOD” and “BAD”, however, a definition of the degree of matching is not limited to this. For example, the degree of matching could be divided into three levels or less, or could be divided into five levels or more. Moreover, the CPU 101 can arbitrarily change the length of the time intervals 711, 712 that are used for dividing the degree of matching.

Next, the candidate acquirer 504 acquires a plurality of new game task candidates (hereafter, referred to as “game task candidates” or simply “candidates”) that indicate a time and an operation type that are not the same as stored in the task memory 501. The CPU 101 functions as the candidate acquirer 504.

The timing at which the CPU 101 acquires candidates, for example, is after the number of times the player has performed the game executed by the game device 500 has reached a specified number of times or more. In other words, candidates are acquired after the player has played the same game a specified number of times or more. As will be described later, one or more of the acquired candidates is added as a game task. In this embodiment, after task music for a certain dance has been selected a specified number of times or more, one or more new game task is added to the game task that is correlated with that task music. Therefore, as the number of times the game is played increases, the number of operations to be performed by the player increases.

Alternatively, the timing at which the CPU 101 acquires candidates can be during progression of a game. For example, task music for a certain dance is divided into the first half and second half, and after the player has obtained a good score of a specified value or greater during the first half, candidates are acquired before starting the second half. Then, as will be described later, one or more of the acquired candidates is added as a new game task. However, the game can be divided into a first half and a second half, or could be divided into X number (“X” is an integer 2 or greater) of music sections, and for each music section, the CPU 101 can acquire candidates that can be added to the next music section before the next music section begins.

Moreover, the CPU 101 can acquire candidates when the player's score has become a specified value or greater, and one or more of the acquired candidates can be added as a game task. For each game task, the CPU 101 can add points to the score (or degree of matching) that is determined, for example, 5 points are awarded for a “PERFECT” score, 3 points are awarded for a “GREAT” score and like; and when the total number of points obtained by the player becomes a specified value or greater, the CPU 101 can acquire candidates.

Here, the processing performed by the CPU 101 to acquire game task candidates will be explained in detail. The tasks acquired here are only candidates, and not all acquired candidates will be added as new game tasks.

For example, as illustrated in FIG. 8, definition data 600 is stored beforehand in the external memory 106 or the like. As described above, after the game device 500 has been started, the CPU 101 acquires from the definition data 600 game tasks 810 that satisfy a specified initial condition (in FIG. 8, the three game tasks 810A, 810B and 810C), and stores those tasks in the RAM 103.

After the number of times the game has been played reaches a specified number or greater, the CPU 101 acquires game task candidates from the definition data 600. For example, in FIG. 8, the CPU 101 takes one or more of the game tasks included in the definition data 600, except for the game tasks 810A, 810B and 810C, to be game task candidates (in FIG. 8, the five game tasks 820A to 820E).

There are various methods for selecting game task candidates.

For example, the CPU 101 can take the game tasks 820A to 820E, which have adjacent task times in a time sequence with the game tasks 810A, 810B and 810C that have already been set as tasks to be presented to the player, as game task candidates. In this case, the game tasks are acquired so as to have the player continuous moving.

Alternatively, the CPU 101 can randomly acquire a plurality of game task candidates from the definition data 600 except for the game tasks 810A, 810B and 810C. In this case, the method for adding new game tasks differs each time the game is played, so it is possible to make the game unpredictable for the player.

Moreover, as illustrated in FIG. 9A, the CPU 101 can acquire the game tasks 920 (in FIG. 9, 920A and 920B), which are as close as possible to the middle between two task times of two adjacent game tasks of the game tasks 910 (in FIG. 9, the three tasks 910A, 910B and 910C) that have already been set to be presented to the player, as game task candidates.

In other words, as illustrated in FIG. 9B, the CPU 101 can acquire the game task 920A, which is a game task from among the definition data 600 whose task time is included between time T(1) and time T(i) and whose difference between the time interval T1,p and Tp,i is a minimum, as a game task candidate. Similarly, the CPU 101 can acquire the game task 920B, which is a game task from among the definition data 600 whose task time is included between time T(i) and time T(j) and whose difference between the time interval Ti,q and Tq,j is a minimum, as a game task candidate. That is, game task candidates are acquired such that the deviation in task time is eliminated as much as possible.

Next, the task setter 505, based on the distribution of the degree of matching described above for the plurality of game tasks that are stored in the task memory 501, sets one or more candidate from among the plurality of candidates acquired by the candidate acquirer 504 as game tasks to be newly added. The CPU 101 and RAM 103 working together function as the task setter 505.

More specifically, the CPU 101 acquires the time distribution for the degree of matching, and as illustrated in FIG. 10A, uses the measures and beats of the music being played to divide the time from the start to the end of the game into a plurality of areas. Then, according to the determined degree of matching, the CPU 101 awards points to the areas that include task times of game tasks for which a score has been determined. For example, in the case where the score for the game task, whose task time is the time that corresponds to the first beat of the nth measure, is “PERFECT” or “GREAT”, the CPU 101 awards “1” point, and in the case where the score is “GOOD” or “BAD”, the CPU 101 does not award any points.

The number of points awarded to the areas of each time is arbitrary. For example, the CPU 101 can award a different number of points according to degree of matching, such as “3” points when the score is “PERFECT” and “1” point when the score is “GREAT”.

Moreover, in this embodiment, areas of time were defined using measures and beats of the music, however, areas of time can also be defined using the amount of time elapsed from the start of the music.

As scores are determined for a plurality of game tasks and points are totaled according to the results, a histogram that expresses the distribution of the degree of matching is obtained such as illustrated in FIG. 10B. By analyzing this distribution of the degree of matching, the CPU 101 is able to determine the time in the game where there is a tendency for the player's score to be good, and where there is a tendency for the player's score to be bad.

The distribution of the degree of matching illustrated in FIG. 10B is expressed as a histogram, however, by performing spline interpolation, the CPU 101 can express the distribution of the degree of matching by a continuous fitted curve.

The CPU 101 stores the data expressing the distribution of the degree of matching in a memory such as the external memory 106, which is a non-volatile memory, or in a flash memory of the game device 500, hard disk that is connected to the game device 500 or the like, and each time the game is played, accumulates the distribution of the degree of matching. For example, after a dance game that uses certain music has been played 10 times, the distribution of the degree of matching that corresponds to the 10 times the game has been played is obtained. The CPU 101 can update the distribution of the degree of matching each time the game is played even when the power to the game device 500 is turned OFF in the middle of play.

FIG. 11A illustrates an example of game task candidates. The task times of the game task candidates 1101 to 1106 illustrated in FIG. 11A are TA, TB, TC, TD, TE and TF, respectively. The task contents B(XA), B(XB), B(XC), B(XD), B(XE) and B(XF) can be set in advance, or can be set by the CPU 101 each time according to a specified algorithm.

FIG. 11B illustrates an example of the distribution of the degree of matching. The distribution curve 1150 expresses the relationship between the time in the game from the start to the end of the music and the degree of matching for each time in the game. The distribution curve 1150 is a fitted curve that is calculated using spline interpolation from a histogram such as illustrated in FIG. 10B.

For example, the CPU 101 finds the maximum values 1151, 1152, 1153 of the distribution curve 1150. Then, the CPU 101 selects one or more from among the game task candidates 1101 to 1106 that are closest to the maximum values 1151, 1152, 1153 as a new game task. In the case of FIG. 11A and FIG. 11B, the CPU 101 selects one or more from among game task candidate 1103 that is closest to the maximum value 1151, game task candidate 1105 that is closest to the maximum value 1152, and game task candidate 1106 that is the closest to the maximum value 1103 as a new game task. Preferably, if added, the task contents of a newly added game task do not give a feeling of being out of place with the choreography of the dance.

Instead of selecting game task candidates that are closest to the maximum values of the distribution curve 1150, the CPU 101 can also select game task candidates that are included in areas where the degree of matching on the distribution curve 1150 is a specified value or greater. When there is a plurality of game task candidates whose degree of matching is a specified value or greater, the CPU 101 can select one or more from among the game task candidates for which the degree of matching is a specified value or greater.

Next, the game processing that is executed by each part of the game device 500 will be explained using the flowchart illustrated in FIG. 12.

In this embodiment, the player can select desired music from among a plurality of selections of music, and play a dance game that uses the selected music. Moreover, the player can repeat the game many times, and can select the same music each time the game is played. While playing the game, the player can input instructions at arbitrary timing by shaking the held module 201 or stepping on the mat. The CPU 101 receives instructions from the player at all times.

The game device 500 can comprise a music player that plays the music and outputs the music from speakers that are connected to the audio processor 109, or another device that is connected to the game device 500 can comprise a music player that plays the music and outputs the music from speakers of that other device.

First, the player uses the held module 201 or the like to select music from a list of provided music that will be the task music for the dance. The CPU 101 reads the audio data for the selected music from the external memory 106. The CPU 101 also reads and acquires game tasks that are correlated with the selected music and that will be presented to the player from the external memory 106 (step S1201).

The CPU 101 starts playing the audio data for the music that was read, and starts the game (step S1202).

The CPU 101 initializes the variable i for the loop counter (step S1203), and scrolls the display of instruction marks that express the acquired game task (step S1204). The scrolled display of the instruction marks that express the acquired game task is performed all the time that the music is played.

The CPU 101 determines the degree of matching between the ith game task presented to the player and the operation received from the player (in other words, determines the score) (step S1205). The CPU 101 then stores the result in the RAM 103 or the like.

The CPU 101 determines whether or not the degree of matching has been determined for all of the game tasks that were acquired in step S1201 (step S1206). When the value of the variable i coincides with the total number of game tasks, the CPU 101 determines that the degree of matching has been determined for all of the tasks.

When it is determined that the degree of matching has not been determined for all of the game tasks (step S1206: NO), the CPU 101 increments the variable i (step S1207), and repeats the processing of steps S1204 to S1206.

When it is determined that the degree of matching has been determined for all of the game tasks (step S1206: YES), the CPU 101 ends playing the audio data for the music, and ends the game (step S1208).

Next, the CPU 101 finds the distribution of the degree of matching determined in step S1205 (step S1209). For example, the CPU 101 finds a distribution curve 1150 such as illustrated in FIG. 11B.

From the distribution of the degree of matching that was found, the CPU 101 determines whether or not the degree of matching has a portion that is a specified value or greater (step S1210).

When it is determined that the degree of matching has no portion that is a specified value or greater (step S1210: NO), the CPU 101 moves to the processing of step S1213 described later. However, when it is determined that the degree of matching has a portion that is a specified value or greater (step S1210: YES), the CPU 101 acquires a plurality of game task candidates from the game tasks included in the definition data 600 (step S1211). In other words, when the player has obtained a score that is better than a specified reference value, candidates for game tasks that could be newly added are acquired.

The CPU 101 then, based on the distribution of the degree of matching, sets one or more of the candidates from among the acquired candidates that were acquired to be a new game task (step S1212). The CPU 101 adds the new game task that was set to the game tasks that were acquired in step S1201 (step S1213).

Based on an instruction from the player, the CPU 101 determines whether or not to start the game again using the same music (step S1214).

When it is determined to start the game again (step S1214: YES), the CPU 101 performs the process of steps S1202 to S1213. When the game is performed again, when the player obtains a score that is better than a specified reference value, a game to which a new game task was added in step S1212 is started. When it is determined that the game will not be started again (step S1214: NO), the CPU 101 ends the game process.

With this embodiment, the game device 500 can present a game task that is suitable to the player's skill level. For example, when the player repeats playing a dance game using the same task music, as the player's skill progresses, the amount of things that the player must do in order to clear the game increases, so the player does not get tired of the game. The game device 500 is able to prevent a player that repeatedly plays the game from losing interest in a game.

Embodiment 2

Next, another embodiment of the present invention will be explained. In the embodiment described above, new game tasks were set from among candidates that were prepared in advance, however, in this embodiment, candidates are generated by the game device 500 each time, and new game tasks are set from the generated tasks.

The candidate acquirer 504 of this embodiment acquires game task candidates by generating game task candidates based on specified rules that the game tasks, which are stored in the task memory 501 and that have already been presented to the player, and game task candidates must satisfy. The CPU 101 and RAM 103 working together function as the candidate acquirer 504.

The specified rules are limits for keeping the player from having to perform unreasonable movements while playing the game. In other words, if a game task is randomly added, there is a possibility that the game will become a game that can no longer be accomplished by an average person, or there is a possibility the game will no longer be a dance game, and the world view of the game will be lost, so game tasks that are not suitable for a dance are kept from being added as much as possible.

More specifically, the specified rules are broadly divided into two rules: limits on the task time, and limits on the task contents.

First, the limits on the task time will be explained using FIG. 13 and FIG. 14. The CPU 101, based on the distribution of the degree of matching described above, sets time candidates that can be added as game tasks. For example, the CPU 101 sets time candidates that can be set as game tasks that correspond with the beat and rhythm of the music being played.

FIG. 13 illustrates the relationship between time in the game, the beat of the music being played and the degree of matching that is determined. Here, the music being played has four beats per measure.

FIG. 14 illustrates a flowchart of the processing by the CPU 101 for setting the task time of the game task candidates. The flowchart explains in detail the processing that is performed in step S1211 described above.

First, the CPU 101 acquires all of the times in the game that correspond to beats of the music being played (step S1401).

The CPU 101 excludes times in the game from the acquired times in the game for which game tasks have already been set (step S1402). For example, as illustrated in FIG. 13, when game tasks 1301, 1302 and 1303 are already set for the first beat of each measure (start of each measure), the CPU 101 excludes the times T1, T5, T9 for which the game tasks 1301, 1302, 1303 have already been set from the times T1 to T9 that correspond to the beats of the music being played.

Then, the CPU 101 sets a plurality of the remaining times in the game as task times for game task candidates (step S1403). For example, in FIG. 13, the CPU 101 sets the six times T2 to T4 and T6 to T8 of the remaining times as task times for game task candidates.

When the music being played is four beats per measure, the CPU 101 can also take only the first beat and third beat to be task times for the game task candidates. In that case, the CPU 101 excludes times T1, T5 and T9, for which the game tasks 1301, 1302, 1303 have already been set, from the times T1 to T9 that correspond to the beats of the music being played, and further excludes the times T2, T4, T6 and T8 that correspond to the second beats and fourth beats, and sets the two remaining times T3 and T7 as the task times for the game task candidates.

Of course, the music does not need to be four beats per measure, and could be two beat per measure, three beats per measure, or could be multiple beats per measure such as five beats or more per measure, or could even be a combination of different numbers of beats per measure. Moreover, all of the beats could be taken to be candidates, or part of the beats, such as only the first beat and third beat of the four beats per measure could be taken to be task times of the game task candidates.

The CPU 101, based on the distribution of the degree of matching, selects one or more times from the times T3, T7 that were set as task times for the game task candidates as task times of the new game tasks. In other words, game tasks that correspond to the selected task times are added.

Next, the limits on the task contents will be explained.

FIG. 15A and FIG. 15B illustrate examples of game task candidates 1501, 1502.

FIG. 16 is a flowchart of the processing performed by the CPU 101 to set the task contents of the game task candidates. This flowchart explains in further detail the processing illustrated in FIG. 14 above.

First, the CPU 101 acquires that task times for the game task candidates (step S1601).

The CPU 101 acquires task contents of game tasks that are next in time to the game task candidates for each of the game task candidate (step S1602).

The CPU 101 then sets task contents for the game task candidates based on the acquired task contents (step S1603). For example, in FIG. 15A and FIG. 15B, the CPU 101 sets the task content for the game task candidates 1501 and 1502 based on the task contents of game tasks 1301 and 1302 that are next in time to time T4 or T3 set as described above.

In the case that the task contents of the adjacent game tasks 1301 and 1302 are the same, the task contents of the game task candidates 1501 and 1502 will also be the same. Alternatively, in the case that the task contents of the adjacent game tasks 1301 and 1302 are different, the task contents of the game task candidates 1501 and 1502 are the same as one of either the task contents of the game task 1301 or the task contents of the game task 1302.

The CPU 101 can also set the task contents of the game task candidates based on a series of a plurality of game tasks that are already set near the task times of the game task candidates.

For example, two adjacent game tasks 1701 and 1702 are already set as illustrated in FIG. 17A and FIG. 17B, and when the task time of the game task candidate 1751 is after the task time T2 of the game task 1702, the CPU 101 analyzes the operation that the player is to perform that is indicated by the game tasks 1701 and 1702. In the case of these figures, the CPU 101 determines that the movement indicated by the game tasks 1701 and 1702 is a “right turn”, and as illustrated in FIG. 17B, creates a game task candidate 1751 indicating “left”.

Moreover, as illustrated in FIG. 17C, two adjacent game tasks 1703 and 1704 are already set, and when the task time of the game task candidates 1752 is before the task time T3 of the game task 1703, the CPU 101 analyzes the operation to be performed by the player indicated by the game tasks 1703 and 1704. In the case of this figure, the CPU 101 determines that the movement indicated by the game tasks 1703 and 1704 is a “right turn”, and as illustrated in FIG. 17D, generates a game task candidate 1752 indicating “up”.

For example, when three adjacent game tasks 1801, 1802 and 1803 are already set as illustrated in FIG. 18A and the task time of the game task candidate 1851 is after task time T3 of the game task 1803, the CPU 101 analyzes the operation to be performed by the player indicated by the game tasks 1801, 1802 and 1803. In the case of this figure, the CPU 101 determines that the movement indicated by the game tasks 1801, 1802 and 1803 is a “right turn”, and as illustrated in FIG. 18B, creates a game task candidate 1851 that indicates “up”.

Moreover, when three adjacent game tasks 1804, 1805 and 1806 are already set as illustrated in FIG. 18C, and there is a game task candidate 1852 before the task time T4 of the game task 1804, the CPU 101 analyzes the operation to be performed by the player as indicated by the game tasks 1804, 1805 and 1806. In the case in the figure, the CPU 101 determines that the movement indicated by the game tasks 1804, 1805 and 1806 is a “right turn”, and as illustrated in FIG. 18D, creates a game task candidate 1852 that indicates “up”.

The CPU 101 can also analyze the operation indicated by four or more adjacent game tasks, and set task contents based on the analysis results that will not become an excessive burden on the player.

Furthermore, the CPU 101 can also set task contents for a game task candidate based on adjacent game tasks both before and after the task time of the game task candidate.

For example, as illustrated in FIG. 19A and FIG. 19B, when the task time of game task candidate 1951 is between the times T2 and T3, and game tasks 1901 and 1902 are already set before in time, and game task 1903 is already set after in time, the CPU 101 analyzes the series of operations to be performed by the player as indicated by the three game tasks 1901, 1902 and 1903. In the case in the figures, the CPU 101 determines that the movement indicated by the game tasks 1901, 1902 and 1903 is part of a “right turn”, and as illustrated in FIG. 19B, creates the game task candidate 1951 that indicates “left”.

Moreover, as illustrated in FIG. 19C and FIG. 19D, when the task time of game task candidate 1952 is between time T2 and T3, and game tasks 1904 and 1905 are already set before in time, and game tasks 1906 and 1907 are already set after in time, the CPU 101 analyzes the series of operations to be performed by the player as indicated by the four game tasks 1904, 1905, 1906 and 1907. In the case in the figures, the CPU 101 determines that the movement indicated by the game tasks 1904, 1905, 1906 and 1907 is part of a “right turn”, and as illustrated in FIG. 19D, creates the game task candidate 1952 that indicates “down”.

With this embodiment, even when some game task candidates become new game tasks, the series of operations to be performed by the player are natural. The game device 500 can also prevent a drop in the player's interest in the game by changing the game contents according to the player's progress.

Embodiment 3

Next, another embodiment of the present invention will be explained. Here, a detailed example of the method for setting a new game task from the acquired game task candidates is given. In the embodiments above, the task setter 505 set a new game task based on the distribution of the degree of matching, however, in this embodiment, the task setter 505 sets a new game task so that the operations to be performed by the player increase, and so that movement by the player is smooth.

More specifically, when the game tasks that are already set as tasks to be presented to the player are game tasks 2001, 2002 and 2003 that are illustrated in FIG. 20A, and a game task that indicates “right” is added at time TQ, when taking into consideration the arrangement of the buttons 301 to 304 illustrated in FIG. 3, the task contents are that “the player turns right on the mat”, and the movement is a smooth movement for the player. Therefore, the CPU 101 selects a game task candidate that will be a sequence pattern that indicates a “right turn” as illustrated in FIG. 20E, and takes that selected game task candidate to be a new game task. The CPU 101 determines that the game tasks 2001, 2002 and 2003 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2052 that indicates “right” at time TQ to be a new game task.

This sequence pattern that indicates a “right turn” is not limited to the pattern illustrated in FIG. 20A.

In other words, when game tasks that are already set as tasks to be presented to the player are the game tasks 2004, 2005 and 2006 that are illustrated in FIG. 20B, if a game task that indicates “down” is added at time TR, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will be a sequence pattern indicating a “right turn” as illustrated in FIG. 20E, and takes that selected game task candidate to be a new game task. The CPU 101 determines that the game tasks 2004, 2005 and 2006 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2053 that indicates “down” at time TR to be a new game task.

Similarly, when the game tasks that are already set to be presented to the player are game tasks 2007, 2008 and 2009 illustrated in FIG. 20C, if a game task that indicates “left” at time TS is added, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” as illustrated in FIG. 20E, and takes that selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2007, 2008 and 2009 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2054 that indicates “left” at time TS to be a new game task.

Similarly, when the game tasks that are already set to be presented to the player are game tasks 2010, 2011 and 2012 illustrated in FIG. 20D, if a game task that indicates “up” at time TP is added, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” as illustrated in FIG. 20E, and takes that selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2010, 2011 and 2012 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2051 that indicates “up” at time TP to be a new game task.

The CPU 101, by taking advantage of the cyclic characteristics of the sequence pattern illustrated in FIG. 20E, can also, in FIG. 20C, take the a game task candidate that indicates “left” at time TU before time TP to be a new game task instead of taking the game task candidate 2054 that indicates “left” at time TS to be a new game task. Also, in FIG. 20D, the CPU 101 can take a game task candidate that indicates “up” at time TV that is after time TS to be a new game task instead of taking the game task candidate 2051 that indicates “up” at time TP to be a new game task.

In this embodiment, times TU, TP, TQ, TR, TS and TV were set respectively at uniform intervals, however, they do not need to be at uniform intervals.

Furthermore, when the game tasks that are already set to be presented to the player are game tasks 2101 and 2102 illustrated in FIG. 21A, if a game task that indicates “down” is added at time TZ, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” such as illustrated in FIG. 21B, and takes the selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2101 and 2102 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2103 that indicates “down” at time TZ to be a new game task. The CPU 101 can also take a game task candidate that indicates “left” at a time TW that is before the time TX to be a new game task instead of taking the game task candidate 2103 that indicates “down” at time TZ to be a new game task.

Similarly, when the game tasks that are already set to be presented to the player are game tasks 2104 and 2105 illustrated in FIG. 21C, if a game task that indicates “left” is added at time TZ, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” such as illustrated in FIG. 21D, and takes the selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2104 and 2105 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2106 that indicates “down” at time TZ to be a new game task. The CPU 101 can also take a game task candidate that indicates “up” at a time TW that is before the time TX to be a new game task instead of taking the game task candidate 2106 that indicates “left” at time TZ to be a new game task.

Similarly, when the game tasks that are already set to be presented to the player are game tasks 2107 and 2108 illustrated in FIG. 21E, if a game task that indicates “up” is added at time TZ, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” such as illustrated in FIG. 21F, and takes the selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2107 and 2108 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2109 that indicates “up” at time TZ to be a new game task. The CPU 101 can also take a game task candidate that indicates “right” at a time TW that is before the time TX to be a new game task instead of taking the game task candidate 2109 that indicates “up” at time TZ to be a new game task.

Similarly, when the game tasks that are already set to be presented to the player are game tasks 2110 and 2111 illustrated in FIG. 21G, if a game task that indicates “right” is added at time TZ, the task contents are that “the player turns right on the mat”. Therefore, the CPU 101 selects a game task candidate from among the acquired game task candidates that will form a sequence pattern that indicates a “right turn” such as illustrated in FIG. 21H, and takes the selected game task candidate to be a new game task. The CPU 101 determines that game tasks 2110 and 2111 are part of a sequence pattern that indicates a “right turn”, and takes a game task candidate 2112 that indicates “right” at time TZ to be a new game task. The CPU 101 can also take a game task candidate that indicates “down” at a time TW that is before the time TX to be a new game task instead of adding the game task candidate 2112 that indicates “right” at time TZ to be a new game task.

In either case, a smooth game task that does not require any unreasonable movement by the player is added, so the player is not uncomfortable in performing the dance.

In this embodiment, the times TW, TX, TY and TZ were set at uniform intervals, however, they do not have to be at uniform intervals.

In the explanation above, the case of a sequence pattern that indicates a “right turn” was explained, however, the CPU 101 can also similarly take into consideration a sequence pattern that indicates a “left turn”.

Moreover, instead of a turning operation such as a right turn or left turn, the operation can be a specified operation that the player can easily relate with. For example, the CPU 101 can set the task contents of game task candidate so that the player turns left two times and then opens both the left and right feet in a V shape, or so that the player turns right two times and then opens both left and right feet in a V shape (Japanese traditional game called “ken-ken-pa”).

With this embodiment, game tasks that are added are game tasks that take into consideration smooth, comfortable movement by the player, so the world view of the game is not greatly diminished by adding game tasks.

Embodiment 4

Next, another embodiment of the present invention will be explained. In the embodiments above, the distribution of the degree of matching was used by the task setter 505 when setting one or more candidate from among a plurality of candidates as a new game task, however, in this embodiment, the distribution of the degree of matching is used by the candidate acquirer 504 when acquiring a plurality of candidates.

In other words, in this embodiment, the candidate acquirer 504, based on the distribution of the degree of matching for each of a plurality of game tasks that are stored in the task memory 501, acquires a plurality of game task candidates that have a time and an operation type that does not overlap those of the game tasks stored in the task memory 501. The task setter 505 then sets one or more candidate from among the plurality of candidates acquired by the candidate acquirer 504 as a new game task.

FIG. 22 is a flowchart illustrating the game processing in this embodiment. In this flowchart, only the steps S1210 to S1213 in FIG. 12 above have been replaced, so an explanation of steps S1201 to S1209 and step S1214 will be omitted.

After the distribution of the degree of matching has been acquired, the CPU 101 determines from the acquired distribution of the degree of matching the portion of the degree of matching that is a specified value or greater (step S2201).

The CPU 101 acquires one or more game task candidate that is included in the portion from among the entire distribution of the degree of matching for which it was determined that the degree of matching is a specified value or greater (step S2202).

Furthermore, the CPU 101 sets one or more game task candidate from among the game task candidates acquired in step S2202 as a new game task (step S2203). For example, the CPU 101 can randomly select and set one or more game task candidate from among a plurality of game task candidates as a new game task.

The CPU 101 then adds and stores the game task candidate that was set as a new game task in the task memory 501 (step S2204). The added game task is then presented to the player when playing the game after that.

With this embodiment, the game device 500 can provide game tasks that match the player's skill, and thus it is possible to prevent the player from losing interest in a game that is played repeatedly.

The present invention is not limited to the embodiments above, and various variations and applications are possible. Moreover, the component elements of the embodiments described above can be freely combined.

The present invention can also be applied to a network game that is executed by a game system comprising a device that is operated by a player, a server that controls the advancement of the game, and a database that has a task memory 501. The server can acquire game tasks from the database via the network, and can add new game tasks to the database via the network. In this case, the server can be the game device 500 above that has a receiver 502, a determiner 503, a candidate acquirer 504, a task setter 505 and a task adder 506. The device that is controlled by the player comprises a playing unit (or a music player) that plays music, and via the network, the server can cause the device operated by the player to play music and execute the game.

By taking the device operated by the player to be the game device 500 above that has a receiver 502, a determiner 503, a candidate acquirer 504, a task setter 505 and a task adder 506, it is also possible to apply the present invention to a game that is executed in a game system in which the server has a task memory 501. Game tasks at the start of a game can be stored in the server, new game tasks can be set by the device operated by the player, and new game tasks that are set can be stored in the server via the network.

A program for causing a computer to operate as all or part of the game device 500 described above can be distributed on a computer readable recording medium such as a memory card, CD-ROM, DVD-ROM, MO (Magneto Optical disk) and the like, and by installing the program in a separate computer, that computer can be made to operate as the devices above or to execute the processes described above.

Furthermore, it is also possible to store the program in the disk drive or the like of an Internet server, and for example, download that program to a computer by superimposing the program on a carrier wave.

As was explained above, with the present invention it is possible to provide a game device, a control method for a game device and an information recording medium that are suitable for preventing a player from losing interest in a game that is played repeatedly.

Having described and illustrated the principles of this application by reference to preferred embodiments, it should be apparent that the preferred embodiment may be modified in arrangement and detail without departing from the principles disclosed herein and that it is intended that the application be construed as including all such modifications and variations insofar as they come within the spirit and scope of the subject matter disclosed herein.

Claims

1. A game device comprising:

a receiver that receives operation input from a player;
a determiner that, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player;
a candidate acquirer that acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks;
a task setter that, based on a distribution of the degree of matching for the plurality of stored game tasks, sets one or more candidates from among the plurality of acquired candidates as the new game task; and
a task adder that stores and adds the set candidate in the task memory as the new game task.

2. The game device according to claim 1, wherein

the candidate acquirer acquires one or more game task candidates from among a plurality of game task candidates that are stored beforehand in the task memory.

3. The game device according to claim 1, wherein

the candidate acquirer acquires the game task candidates by generating the candidates based on a specified rule that the game tasks that are stored in the task memory and the candidates are supposed to satisfy.

4. The game device according to claim 1, wherein

the candidate acquirer, based on the beats of music played by a playing unit, sets each of the times indicated by the candidates.

5. The game device according to claim 4, wherein

the candidate acquirer sets the type of operation indicated by the game task from among the plurality of stored game tasks that is closest to the set time to the type of operation indicated by the candidate.

6. The game device according to claim 4, wherein

the candidate acquirer sets the type of operation indicated by the candidate based on each of the types of operations indicated by a plurality of adjacent game tasks that include the game task from among the plurality of stored game tasks that is closest to the set time.

7. The game device according to claim 1, wherein

the task setter sets a candidate from among the plurality of acquired candidates, whose degree of matching at the time indicated by the candidate is a specified value or greater, as the new game task.

8. A game device comprising:

a receiver that receives operation input from a player;
a determiner that, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player;
a candidate acquirer that, based on a distribution of the degree of matching of the plurality of stored game tasks, acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks;
a task setter that sets one or more candidates from among the plurality of acquired candidates as the new game task; and
a task adder that stores and adds the set candidate in the task memory as the new game task.

9. A control method for a game device, comprising:

a receiving step that receives operation input from a player;
a determination step that, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player;
a candidate acquisition step that acquires a plurality of candidates for a new game task that indicates a time and type of operation that do not overlap with the stored game tasks;
a task setting step that, based on a distribution of the degree of matching for the plurality of stored game tasks, sets one or more candidates from among the plurality of acquired candidates as the new game task; and
a task addition step that stores and adds the set candidate in the task memory as the new game task.

10. A non-transitory information recording medium on which a program is stored that causes a computer to function as:

a receiver that receives operation input from a player;
a determiner that, for each of a plurality of game tasks that are stored in a task memory and that indicate a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player;
a candidate acquirer that acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks;
a task setter that, based on a distribution of the degree of matching for the plurality of stored game tasks, sets one or more candidates from among the plurality of acquired candidates as the new game task; and
a task adder that stores and adds the set candidate in the task memory as the new game task.
Patent History
Publication number: 20130035169
Type: Application
Filed: Aug 1, 2012
Publication Date: Feb 7, 2013
Applicant: Konami Digital Entertainment Co., Ltd. (Tokyo)
Inventor: Yukihiro YAMAZAKI (Minato-ku)
Application Number: 13/564,518
Classifications
Current U.S. Class: Data Storage Or Retrieval (e.g., Memory, Video Tape, Etc.) (463/43)
International Classification: A63F 9/24 (20060101);