Game system, control method of controlling computer and a storage medium storing a computer program used thereof

Disclosed is a game system comprising a monitor (3) that outputs the game screen display, a touch panel (5), and an external memory device (20) that stores sequence data (28) which records the operation timing for touch operation of a touch panel (5). The game system displays an object (60) that corresponds to the operation timing and an operation reference indicator (55) that corresponds to the current time in the game and guides the player's touch operation by reducing the distance between the object (60) and the operation reference indicator (55) according to the difference between the operation timing and the current time and by moving the object (60) such that the object (60) matches the operation reference indicator (55) at the operation timing. The game system also changes the distance between the object (60) and the operation reference indicator (55) in accordance with predetermined conditions.

CROSS REFERENCE TO RELATED APPLICATION

This application is a national stage application of PCT/JP2011/055828, filed Mar. 11, 2011, which claims priority to Japanese Patent Application No. 2010-058108, filed Mar. 15, 2010, the disclosures of which are hereby incorporated by reference in their entirety.

TECHNICAL FIELD

The present invention relates to a game system in which an operation timing of an operating unit disposed in an input device is indicated to a player, a control method of controlling a computer and a storage medium storing a computer program a computer program used thereof.

BACKGROUND ART

There have been known game systems in which an operation timing of an operating unit disposed in an input device is indicated to a player in tune with a rhythm of music. Of the game systems, there is a game system including an obstructing device that hides a part of an operation indication mark used to indicate an operation timing during the progress of a game (for example, see Patent Literature 1). Besides, another background art related to the invention is disclosed in Patent Literature 2.Patent Literature 1: Japanese Patent No. 3031676 and Patent Literature 2: Japanese Patent No. 2922509.

SUMMARY OF INVENTION

Technical Problem

In the game machine disclosed in Patent Literature 1, a timing mark serving as an operation indication mark moves toward a lower end serving as an operation reference mark. And, an obstruction of hiding a part of the operation indication mark is made to change a difficulty level of a game, and thus amusement of a game is improved. However, the operation indication mark merely moves to reduce a distance from the lower end with the lapse of time. For this reason, a development of a game is easily predicted.

In this regard, the invention is directed to provide a game system, a control method of controlling a computer and a storage medium storing a computer program used therein, which are capable of changing the distance between the operation indication mark and the operation reference mark according to a predetermined condition.

Solution to Problem

A game system of the present invention comprises: an input device that includes at least one operating unit; a display device that displays and outputs a game screen; a sequence data storage device that stores sequence data in which operation timing of the operating unit during a game is described; and an operation guide device that guides a player to operate the operating unit by causing an operation indication mark corresponding to the operation timing and an operation reference mark corresponding to a current time in the game to be displayed on the game screen based on the sequence data, generating relative displacement along a predetermined path according to the progress of the game between the operation indication mark and the operation reference mark such that a distance between the operation indication mark and the operation reference mark decreases based on a time difference between an operation timing guided through the operation indication mark and the current time, and the operation indication mark matches with the operation reference mark at the operation timing guided through the operation indication mark, and wherein the operation guide device includes a distance change device that changes a distance between the operation reference mark and the operation indication mark according to a predetermined condition.

According to the present invention, the distance between the operation reference mark and the operation indication mark can be changed according to a predetermined condition. For this reason, for example, the distance between the operation reference mark and the operation indication mark can be not only decreased but also increased. Thus, compared to the game development of the conventional game in which the distance between the operation reference mark and the operation indication mark is only decreased, it is difficult to predict the game development. For this reason, compared to the conventional game, the player further focuses his/her attention to change of the operation indication mark or the like. Thus, amusement of a game can be improved.

In an aspect of the game system of the present invention, the distance change device may use a predetermined operation as the predetermined condition, and change the distance between the operation reference mark and the operation indication mark in response to the predetermined operation. In this case, since the distance between the operation reference mark and the operation indication mark is changed in response to the player's operation, it is possible to make the player easily recognize relevance between a change in the distance between the operation reference mark and the operation indication mark and a predetermined operation.

The change in the distance between the operation reference mark and the operation indication mark may be made in an arbitrary manner. For example, in an aspect of the game system of the present invention, the distance change device may change the distance between the operation reference mark and the operation indication mark by changing a direction of the relative displacement along the predetermined path between the operation indication mark and the operation reference mark up to a predetermined position in a reverse direction. Further, in this aspect, the operation guide device may further include a direction change device that generates the relative displacement in an original direction from the predetermined position such that the operation indication mark matches with the operation reference mark at operation timing described in the sequence data. In this case, a direction of the relative displacement may be changed to a reverse direction, that is, a direction in which the distance between the operation indication mark and the operation reference mark increases, up to the predetermined position. Further, it is possible to return the relative displacement to the original direction in which the distance between the operation reference mark and the operation indication mark decreases from the predetermined position again according to the lapse of time, and the operation indication mark matches with the operation reference mark at the operation timing so that the operation timing can be guided. Thus, a new game development can be provided.

Further, any displacement may be generated as the relative displacement along a predetermined path between the operation indication mark and the operation reference mark. For example, in an aspect of the game system of the present invention, the operation guide device may move the operation indication mark toward the operation reference mark as the relative displacement along the predetermined path.

In an aspect of the game system of the present invention, the game system may further comprise an evaluating device that evaluates an operation in at least one operating unit based on timing of the operation on the operating unit and the operation timing designated in the sequence data. In this case, the timing of the operation on the operating unit can be evaluated based on the operation timing described in the sequence data. Thus, amusement of the game can be further improved. Furthermore, in this aspect, the distance change device may use an evaluation result of the evaluating device as the predetermined condition, and change the distance between the operation reference mark and the operation indication mark according to the evaluation result. In this case, the evaluation result on the player's operation can be reflected in a change in the distance between the operation reference mark and the operation indication mark.

In an aspect of the game system of the present invention, the input device may include a plurality of operating units, the operation timing may be described in the sequence data so as to be associated with information designating any one of the plurality of operating units, and the operation guide device may generate the relative displacement along the predetermined path in an aspect in which an operating unit corresponding to each operation timing can be discriminated. In this case, the distance between the operation reference mark and the operation indication mark can be changed in an aspect in which a correspondence relation with each operating unit can be discriminated.

Any aspect may be used as the aspect in which an operating unit corresponding to each operation timing can be discriminated. For example, in an aspect of the game system of the invention, the operation guide device may generate the relative displacement along the predetermined path in a aspect in which an operating unit corresponding to each operation timing can be discriminated by displaying a plurality of paths each of which is discriminated for each operating unit and corresponds to each operating unit on the game screen as the predetermined path.

Further, any device may be used as the input device. For example, in an aspect of the game system of the present invention, a touch panel arranged on the display device so as to cover the game screen may be used as the input device.

In an aspect of the game system of the present invention, the game system may further comprise: an audio output device that reproduces and outputs a game sound; a music data storage device that stores music data for reproducing music; and a music reproducing device that causes the audio output device to reproduce the music based on the music data, and wherein the operation timing of the operating unit during reproduction of the music is described in the sequence data. In this case, it is possible to achieve a music game in which displacement occurs such that the operation indication mark matches with the operation reference mark at an operation timing corresponding to a rhythm of the music, and the distance between the operation reference mark and the operation indication mark can be changed according to a predetermined condition.

A control method of controlling a computer of the present invention is a control method of controlling a computer which is incorporated in a game system comprising: an input device that includes at least one operating unit; a display device that displays and outputs a game screen; a sequence data storage device that stores sequence data in which operation timing of the operating unit during a game is described, wherein the control method of controlling the computer comprises the steps: an operation guide step that guides a player to operate the operating unit by causing an operation indication mark corresponding to the operation timing and an operation reference mark corresponding to a current time in the game to be displayed on the game screen based on the sequence data, generating relative displacement along a predetermined path according to the progress of the game between the operation indication mark and the operation reference mark such that a distance between the operation indication mark and the operation reference mark decreases based on a time difference between an operation timing guided through the operation indication mark and the current time, and the operation indication mark matches with the operation reference mark at the operation timing guided through the operation indication mark; and a distance change step that changes a distance between the operation reference mark and the operation indication mark according to a predetermined condition in the operation guide step.

A storage medium storing a computer program for a game system of the present invention is a storage medium storing a computer program for a game system comprising: an input device that includes at least one operating unit; a display device that displays and outputs a game screen; a sequence data storage device that stores sequence data in which operation timing of the operating unit during a game is described, wherein the computer program is configured to cause a computer which is incorporated in the game system to serve as; an operation guide device that guides a player to operate the operating unit by causing an operation indication mark corresponding to the operation timing and an operation reference mark corresponding to a current time in the game to be displayed on the game screen based on the sequence data, generating relative displacement along a predetermined path according to the progress of the game between the operation indication mark and the operation reference mark such that a distance between the operation indication mark and the operation reference mark decreases based on a time difference between an operation timing guided through the operation indication mark and the current time, and the operation indication mark matches with the operation reference mark at the operation timing guided through the operation indication mark, and the computer program is configured to further cause the operation guide device to serve as; a distance change device that changes a distance between the operation reference mark and the operation indication mark according to a predetermined condition. It is possible to actualize the game system of the present invention by executing the control method of controlling a computer of the present invention or the computer program for a game system.

Advantageous Effects of Invention

As described above, according to the present invention, it is possible to change the distance between the operation indication mark and the operation reference mark according to a predetermined condition.

DESCRIPTION OF EMBODIMENTS

Hereinafter, an embodiment of a game system according to the invention will be described.FIG. 1is a diagram illustrating a game machine for business use to which a game system according to an embodiment of the invention is applied. As illustrated inFIG. 1, a game machine1includes a casing2, and a monitor3serving as a display device arranged, obliquely toward a player P side, on the top surface of the casing2. A transparent touch panel5serving as an input device is superimposed on the surface of the monitor3. The touch panel5is a known input device that outputs a signal corresponding to a contact position when the player P contacts the touch panel5with his/her finger or the like. In addition, the game machine1includes various kinds of input devices and output devices disposed in a typical game machine for business use such as a button used to make a selection or a decision, a power switch, a volume operation switch, and a power lamp, which are not illustrated inFIG. 1.

FIG. 2is a functional block diagram of the game machine1. As illustrated inFIG. 2, a control unit10serving as a computer is disposed in the casing2. The control unit10includes a game control unit11serving as a control host, a display control unit12that operates according to an output from the game control unit11, and an audio output control unit13. The game control unit11is configured as a unit in which a microprocessor is combined with various kinds of peripheral devices such as an internal storage device (for example, a read only memory (ROM) or a random access memory (RAM)) necessary for an operation of the microprocessor. The display control unit12causes a predetermined image to be displayed on the monitor3by rendering an image corresponding to image data provided from the game control unit11in a frame buffer and then outputting a video signal corresponding to the rendered image to the monitor3. The audio output control unit13causes a predetermined sound (including music or the like) to be reproduced from a speaker14serving as an audio output device by generating an audio reproduction signal corresponding to audio reproduction data provided from the game control unit11and then outputting the generated audio reproduction signal to the speaker14connected to the control unit10.

An external storage device20is connected to the game control unit11. As the external storage device20, there is used a storage medium in which data remains stored even when power is not supplied such as an optical storage medium including a digital versatile disc-read only memory (DVD-ROM) and a compact disc-read only memory (CD-ROM), a non-volatile semiconductor memory device including an electrically erasable programmable read-only memory (EEPROM).

A game program21and game data22are stored in the external storage device20. The game program21is a computer program necessary for the game machine1to execute a music game according to a predetermined procedure, and includes a sequence control module23and an evaluating module24in order to achieve a function according to the invention. When the game machine1is activated, the game control unit11executes various kinds of initial settings necessary to operate the game machine1by executing an operation program stored in an internal storage device thereof, and then sets an environment in which a music game is executed according to the game program21by reading the game program21from the external storage device20and then executing the game program21. When the sequence control module23of the game program21is executed by the game control unit11, a sequence processing unit15is generated in the game control unit11. Further, when the evaluating module24of the game program21is executed by the game control unit11, an operation evaluating unit16is generated in the game control unit11. The sequence processing unit15and the operation evaluating unit16are logical devices actualized by a combination of computer hardware and a computer program. The sequence processing unit15executes a music game process which includes instructing the player to make an operation in tune with reproduction of music selected by the player, generating a sound effect in response to the player's operation, or the like. The operation evaluating unit16executes a process which includes evaluating the player's operation and then controlling a game based on an evaluation result, or the like. In addition, the game program21includes various kinds of program modules necessary to execute a music game in addition to the modules23and24, and logical devices corresponding to the modules are generated in the game control unit11although not illustrated.

The game data22includes various pieces of data to be referred to when a music game is executed according to the game program21. For example, the game data22includes music data25, sound effect data26, and image data27. The music data25is data necessary to cause music which is a target of a game to be reproduced and output from the speaker14.FIG. 2illustrates a single kind of music data25, but the player can actually select a piece of music to be played from among a plurality of pieces of music. In the game data22, one or more pieces of music data25are recorded in association with information identifying each piece of music. The sound effect data26is data in which each of one or more types of sound effects to be output from the speaker14in response to the player's operation is recorded in associated with a unique code for each sound effect. Sounds of musical instruments and various kinds of sounds are included as the sound effect. Pieces of sound effect data which are equal in number to a predetermined octave number and have different musical pitches according to a sound type are prepared. The image data27is data for causing a background image, various kinds of objects or icons, and the like in a game screen to be displayed on the monitor3.

The game data22further includes sequence data28. The sequence data28is data used to define an operation timing to be indicated to the player. At least one sequence data28is prepared for a single music data. The details of the sequence data28will be described later.

Next, an outline of a music game executed by the game machine1will be described. The game machine1is configured as a music game machine of a type that evaluates an operation timing thereof or the like when the player executes an operation in tune with music. A game screen is displayed on the monitor3while the music game is being executed through the game machine1.FIG. 3is a diagram schematically illustrating the game screen. As illustrated inFIG. 3, a plurality of lanes SR serving as a predetermined path, which extend in a vertical direction, are displayed on the game screen50. The plurality of lanes SR are visually separated by means such as three separator lines SS of a first lane SR1, a second lane SR2, and a third lane SR3arranged in order from the left. An operation reference mark55is displayed on lower end portions of the three lanes SR so as to cross the lanes SR1, SR2, and SR3. Further, an upper reference line UL is displayed on the upper side of the three lanes SR so as to cross the lanes SR1, SR2, and SR3at the position apart from the upper end portions of the lanes SR1, SR2, and SR3by a predetermined distance. During execution of a music game, that is, during the progress of reproduction of music, objects60serving as an operation indication mark are displayed on the lanes SR1, SR2, and SR3according to the sequence data28.

The object60appears from the upper end portion of each of the lanes SR1, SR2, and SR3at an appropriate timing in a piece of music, passes through the upper reference line UL, and moves toward the operation reference mark55at the lower side according to the progress of a piece of music as indicated by an arrow A inFIG. 3. The player is required to perform a touch operation of touching the operation reference mark55of the lane SR on which the object60is displayed in tune with an arrival of the object60at the operation reference mark55. Here, when the player performs the touch operation, a time difference between a time at which the object60matches with the operation reference mark and a time at which the player performs the touch operation is detected. The smaller the time difference is, the higher the player's operation is evaluated. Further, a sound effect corresponding to each object60is reproduced from the speaker14in response to the touch operation. In the example ofFIG. 3, the objects60are displayed on the upper side of the first lane SR1and the middle portion of the third lane SR3, respectively, and are moving toward the operation reference mark55. It is preferable that the player touch the operation reference mark55positioned on the third lane SR3, for example, in tune with an arrival of the object60at the operation reference mark55of the third lane SR3. In this embodiment, three operating units are formed by combination of the operation reference mark55and the lanes SR1, SR2, and SR3displayed on the monitor3, and the touch panel5superimposed thereon. Further, in the following, the operation reference mark55or each of the lanes SR1, SR2, and SR3may be used as a term representing the operating unit.

Further, when an appropriate touch operation is executed in tune with an arrival of each object60at the operation reference mark55, the object60moves back up to a predetermined position SL present in a direction in which the object60has moved along the lane SR on which the appropriate touch operation is executed, that is, in an upper direction.FIG. 4is a diagram schematically illustrating a game screen when the appropriate touch operation is executed.FIG. 4illustrates an example in which an appropriate operation is performed on the third lane SR3, that is, the example in which the touch operation is performed on the operation reference mark positioned on the third lane SR3in tune with an arrival of the object60at the operation reference mark55. As illustrated inFIG. 4, in third lane SR3, the object60on which the appropriate touch operation has been executed moves back toward the upstream side in the moving direction in response to the touch operation. An arrow B inFIG. 4represents a direction in which the object60on which the appropriate touch operation has been executed moves back. And, after the object60moves back to the predetermined position SL indicated by a dashed line above the upper reference line UL, the object60moves downward, that is, toward the operation reference mark55again along the third lane SR3in order to indicate new operation timing. In addition, inFIGS. 4 and 5, the predetermined position SL is indicated by the dashed line, but the predetermined position SL is not displayed on the actual game screen. For this reason, the upper reference line UL is provided as a reference to the predetermined position SL.

FIG. 5is a diagram schematically illustrating a game screen after a predetermined time elapses from the state ofFIG. 4. As illustrated inFIG. 5, the object60that has moved up to a part above the upper reference line UL in the third lane SR3moves toward the operation reference mark55again right up to the operation reference mark55. The player is required to perform an appropriate operation again in tune with an arrival of the object60at the operation reference mark55. Then, when the appropriate operation is executed on the object60, the object60moves upward again. In other words, as long as the appropriate touch operation is executed, the object60repeats upward retreat movement and downward movement.

Meanwhile, the object60on which the appropriate touch operation has not been executed passes through the operation reference mark55and then disappears from the game screen50. Then, a new object60appears from the upper end portion, and moves toward the operation reference mark55. The example ofFIG. 5illustrates a state directly before the object60of the second lane SR2which is the object60on which the appropriate touch operation has not been executed disappears from the game screen50. Further,FIG. 5illustrates the example in which the appropriate operation has not been executed on the object60displayed on the first lane SR1inFIG. 4. In this case, in the first lane SR1, a new object60appears from the upper end portion, and moves toward the operation reference mark55at the lower side as illustrated inFIG. 5. As described above, a game is played such that the player executes an appropriate operation on the object60moving downward from the upper side at an appropriate timing, and when an appropriate operation has been executed, an object returned to the upper side is repeatedly used as the object60indicating new operation timing.

Next, the details of the sequence data28will be described with reference toFIG. 6. The sequence data28includes a condition definition portion28aand an operation sequence portion28bas illustrated inFIG. 6. In the condition definition portion28a, there is described information designating an execution condition of a game that differs according to a piece of music, such as information designating the tempo, a beat, a track of music, a sound effect to be generated when the touch operation is performed on the object60, or the like. In addition, inFIG. 6, the condition definition portion28ais provided in the head portion of the sequence data28, but the condition definition portion28amay be added to an appropriate intermediate position of the operation sequence portion28b. Thus, processes including a change of the tempo of music, an assignment of a sound effect, or the like can be achieved.

Meanwhile, in the operation sequence portion28b, operation timing of lanes SR are described in association with information designating any one of lanes SR1, SR2, and SR3. As partially illustrated inFIG. 6, the operation sequence portion28bis configured as a set of a plurality of records in which a timing (operation timing) to perform an operation in music is associated with information designating each of lanes SR1, SR2, and SR3(corresponding to the operating unit). The operation timing is described such that a bar number in music, beats, and a value representing a time in a beat are separated by a comma. A time in a beat represents an elapsed time from the head of one beat, and is represented by the number of units, from the head of the beat, obtained by equally dividing the time length of one beat into n unit times. For example, when n is 100 and ¼ has elapsed from the head of a second beat in a second beat of a first bar of a piece of music is designated as an operation timing or a display start timing, “01,2,025” is described.

For the lanes SR1, SR2, and SR3, “lane1” is described when the first lane SR1is designated, “lane2” is described when the second lane SR2is designated, and “lane3” is described when the third lane SR3is designated. In the example ofFIG. 6, an operation timing and an operating unit are designated such that the touch operation is performed on the operation reference mark55on the third lane SR3at a starting point in time (000) of a fourth beat of a first bar, the touch operation is performed on the operation reference mark55on the second lane SR2at a timing in which “010” has elapsed from the starting point in time of the fourth beat of the first bar, and the touch operation is performed on the operation reference mark55on the third lane SR3at a timing in which “016” has elapsed from the starting point in time of the fourth beat of the first bar. The sequence processing unit15of the game control unit11controls a display of each of the lanes SR1, SR2, and SR3such that the operation reference mark55matches with the object60at an operation timing designated by the sequence data28.

Next, a process of the game control unit11when the game machine1executes a music game will be described. The game control unit11reads the game program21and performs initial setting necessary to execute a music game, and then is on standby for a game start instruction from the player. For example, the game start instruction includes an operation specifying data used in a game such as selection of a piece of music to be played in a game or a difficulty level. A procedure receiving the instruction may be the same as in a known game.

When a game start is instructed, the game control unit11causes reproduction of the music to be started through the speaker14by reading the music data25corresponding to music selected by the player and outputting the read music data25to the audio output control unit13. Through this operation, the control unit10functions as a music reproducing device. Further, the game control unit11causes the game screen50to be displayed on the monitor3by reading the sequence data28corresponding to the player's selection in synchronization with reproduction of the music, generating image data necessary for the game screen50with reference to the image data27, and outputting the generated image data to the display control unit12. Further, as processes necessary to display the game screen50or the like during execution of the music game, the game control unit11repeatedly executes a sequence process routine illustrated inFIG. 7, an object assignment process routine illustrated inFIG. 8, and an operation evaluation routine illustrated inFIG. 9in a predetermined cycle. In addition, the sequence processing unit15handles the routines ofFIGS. 7 and 8, and the operation evaluating unit16handles the operation evaluation routine ofFIG. 9.

FIG. 7illustrates an example of a flowchart of the sequence process routine executed by the sequence processing unit15. When the routine ofFIG. 7starts, in step S1, the sequence processing unit15of the game control unit11first acquires a current time in the music. For example, clocking starts, by an internal clock of the game control unit11, from a reproduction start point in time of the music, and the current time is acquired based on a value of the internal clock. Subsequently, in step S2, the sequence processing unit15acquires data of operation timing present in a time length corresponding to a display range of the game screen50from the sequence data28. For example, the display range is set to a time range of about two bars of the music from the current time to the future.

Next, in step S3, the sequence processing unit15executes an assignment of the object60corresponding to each acquired operation timing. For example, this assignment is achieved by executing the routine ofFIG. 8.FIG. 8illustrates an example of a flowchart of an assignment process routine executed by the sequence processing unit15. The sequence processing unit15executes the routine ofFIG. 8on each of acquired operation timings. When the routine ofFIG. 8is started, in step S11, the sequence processing unit15determines whether or not the object60has been already assigned to an operation timing of a target. When the determination result is positive, that is, when it is determined that the object60has been already assigned to an operation timing of a target, the subsequent process is skipped, and the current routine ends. In addition, an example of determining the presence or absence of the assignment will be described in detail in subsequent step S13.

When the determination result in step S11is negative, the sequence processing unit15proceeds to step S12. In step S12, the lane SR on which an operation timing of a target is to be displayed is determined based on the description of the sequence data28, and it is determined whether or not a retreating object60is present in the determined lane SR within a predetermined time period. The retreating object60represents the object60that moves back up to a part above the upper reference line UL in the third lane SR3in the example ofFIG. 4. The details of processing of the retreating object60will be described with reference to the routine ofFIG. 9. Further, when an operation timing of a target is assigned to the retreating object60, as a predetermined time period, there is set a time period in which trouble such as the high speed which is inappropriate for indicating operation timing or the like does not occur. For example, at the stage in which the assignment process is being executed, in the cases such as a case that the retreating object60is positioned above the upper reference line UL, a case that the retreating object60is positioned within a predetermined range from the upper reference line UL, or the like, the predetermined time period may be set to correspond to the position of the retreating object60. Alternatively, a condition of a predetermined time period may be omitted. When the determination result in step S12is negative, that is, when it is determined that no retreating object60is present in the lane SR of the target within a predetermined time period, the sequence processing unit15proceeds to step S13. On the other hand, when the determination result is positive, the sequence processing unit15proceeds to step S14.

In step S13, the sequence processing unit15assigns a new object60to an operation timing of a target, and then ends the current routine. For example, this assignment is achieved such that the sequence processing unit15adds object information used for distinction from the retreating object60to the operation timing. For example, information such as “A” may be added as the object information. Further, based on the presence or absence of the object information, in step S11, the sequence processing unit15can determine whether or not the object60has been already assigned to an operation timing of a target.

Meanwhile, in step S14, the sequence processing unit15assigns the retreating object60to the operation timing of the target, and ends the current routine. For example, this assignment can be achieved by adding the object information to the operation timing as described above. Further, in this case, for example, “S” may be used as object information corresponding to the retreating object60.

In addition, the assignment process of the object60is not limited to the above-described example. For example, when the retreating object60is present in the lane SR corresponding to the operation timing of the target, the assignment can be also achieved by correcting an appearance position at which a next object60appears to the predetermined position SL above the upper reference line UL up to which the retreating object60moves upward. In this case, the retreating object60disappears at the predetermined position SL to which the retreating object60has moved back along the moving direction, a new object60indicating a next operation timing appears at the disappearance position, and the new object60moves toward the operation reference mark55to arrive at the appropriate timing. Thus, a rendering effect by which a single object60repeatedly moves up and down can be made.

Referring back to the routine ofFIG. 7, subsequently, in step S4, the sequence processing unit15calculates coordinates of each object60which has been subjected to the assignment in step S3in the game screen50. For example, this calculation is performed as follows. Among the lanes SR1, SR2, and SR3, the lane on which the object60is to be arranged is determined based on a designation of any one of the lanes SR1, SR2, and SR3associated with an operation timing corresponding to each object60, that is, a designation of any one of “lane1” to “lane3” in the example ofFIG. 6. Next, the position of each object60from the operation reference mark55in the time axis direction (that is, the moving direction of the object60) is determined based on a time difference between each operation timing and a current time. Through this operation, it is possible to acquire coordinates of each object60necessary to arrange each object60on the designated one of the lanes SR1, SR2, and SR3along the time axis from the operation reference mark55. Further, at this time, coordinates of the retreating object60are calculated by considering the predetermined position SL above the upper reference line UL to which the retreating object60moves up as the appearance position.

Next, in step S5, the sequence processing unit15generates image data necessary to render the game screen50based on the coordinates of each object60calculated in step S4. Specifically, the image data that causes each object60to be arranged at the calculated coordinates is generated. Subsequently, in step S6, the sequence processing unit15outputs the image data to the display control unit12. As a result, the game screen50is displayed on the monitor3. When the process of step S6ends, the sequence processing unit15ends the current sequence process routine. By repeatedly executing the above process, the objects60are displayed to move along the lanes SR1, SR2, and SR3such that the object60arrives at the operation reference mark55at operation timing described in the sequence data28. Further, when the appropriate operation is executed on the operation reference mark55at an appropriate timing, the retreating object60that moves back up to the predetermined position SL above the upper reference line UL and then moves toward the operation reference mark55again is displayed to move toward the operation reference mark55to match with the operation reference mark55at a new operation timing as the object60indicating the new operation timing.

Next, the operation evaluation routine ofFIG. 9will be described. When the operation evaluation routine ofFIG. 9starts, in step S21, the operation evaluating unit16first determines the presence or absence of the touch operation on the operation reference mark55with reference to an output signal of the touch panel5. At this time, when the position other than the operation reference mark55is touched, it is determined that there is no touch operation. When it is determined that there is no touch operation, the operation evaluating unit16ends the current routine. On the other hand, when it is determined that there is the touch operation, the operation evaluating unit16proceeds to step S22. In step S22, the operation evaluating unit16determines the position of the operation reference mark55at which the touch operation is performed based on the position signal output from the touch panel5, and then further determines whether or not the determined position of the operation reference mark55is an appropriate position. At this time, the operation evaluating unit16first specifies a lane SR corresponding to a nearest operation timing described in the sequence data28, that is, a lane SR corresponding to an operation timing which is closest in time in the sequence data28. And, the operation evaluating unit16employs the position of the operation reference mark55on the lane SR corresponding to the specified operation timing as an appropriate position. Thus, the operation evaluating unit16compares the position of the operation reference mark55on the lane SR corresponding to the operation timing which is closest in time in the sequence data28with the position of the operation reference mark55at which the touch operation has been performed, and determines whether or not the position of the touch operation is appropriate. When the determination result in step S22is positive, the operation evaluating unit16proceeds to step S23. On the other hand, when the determination result is negative, the operation evaluating unit16skips the subsequent process, and ends the current routine.

In step S23, the operation evaluating unit16determines timing (a time in music) at which the touch operation is performed. Subsequently, in step S24, the operation evaluating unit16specifies a nearest operation timing described in the sequence data28, that is, an operation timing which is closest in time in the sequence data28, and acquires a time difference between the operation timing and a time at which the touch operation has been made. Next, in step S25, the operation evaluating unit16determines whether or not the player's operation is appropriate by determining whether or not the time difference is within an evaluation range. A predetermined time range before and after an operation timing of a comparison target is set as the evaluation range. For example, a plurality of steps of levels is set centering on the operation timing, and a time range in which the levels are set is used as the evaluation range. When it is determined in step S25that the time difference is outside the evaluation range, the operation evaluating unit16ends the current routine. On the other hand, when it is determined that the time difference is within the evaluation range, the operation evaluating unit16proceeds to step S26.

In step S26, the operation evaluating unit16starts a display of a backward movement that the object60arriving at the operation reference mark55moves back toward the predetermined position SL above the upper reference line UL. As a result, the object60starts to move toward the predetermined position SL above the upper reference line UL in an upper direction which is a direction reverse to the moving direction. This object60serves as the retreating object60in the routines ofFIGS. 8 and 9. In step S27, the operation evaluating unit16decides an evaluation on the player's touch operation based on the time difference acquired in step S24. For example, this evaluation is achieved by determining whether or not a timing of the touch operation belongs to any one of a plurality of levels set in the time range. A plurality of levels are set such that the time range is divided in units of predetermined time periods, and the touch operation that belongs to a division close to an operation timing of each division is highly evaluated. Thereafter, the operation evaluating unit16proceeds to step S28, and controls an output to the display control unit12such that the evaluation result is displayed on the game screen50. When the process of step S28is completed, the operation evaluating unit16ends the current routine.

As described above, according to the game machine of this embodiment, the object60starts to move back in a direction reverse to the moving direction in response to the appropriate touch operation. And, the object60that has moved back starts to move toward the operation reference mark55from the predetermined position SL again in order to indicate a new operation timing. In other words, the distance between the object60and the operation reference mark55can be not only decreased but also increased. Further, since the operation timing is guided using the object60that repeatedly moves forward or backward with respect to the operation reference mark55, the player needs to take the course of the object60after the touch operation into account. For this reason, compared to when the object60just moves toward the operation reference mark55to reduce the distance, a new game element can be added. Thus, amusement of a game can be improved.

In the above embodiment, the external storage device20of the game machine1serves as a music data storage device and a sequence data storage device. Further, the control unit10serves as an operation guide device and a direction change device by causing the sequence processing unit15to execute the routines ofFIGS. 7 and 8. Furthermore, the control unit10serves as a distance change device and an evaluating device by causing the operation evaluating unit16to execute the routine ofFIG. 9.

The invention is not limited to the above embodiment and can be embodied in appropriate embodiments. In the above embodiment, an evaluation result of the player's touch operation is used as the predetermined condition. And, when the touch operation is appropriate, backward movement and forward movement with respect to the operation reference mark are repeatedly executed. In this case, an evaluation may be executed based on the number of times that the object60repeats backward movement and forward movement with respect to the operation reference mark. For example, an evaluation may be executed such that a bonus score is given each time the number of repetition times reaches 10 times, 20 times, or the like.

Further, in the above embodiment, an evaluation result of the player's touch operation is used as the predetermined condition, but the invention is not limited to this example. For example, the presence or absence of the player's touch operation may be used as the predetermined condition instead of the evaluation result. Further, various kinds of conditions may be used as the predetermined condition according to a game progress condition such as an option for the progress of a game or the development of a game.

In the above embodiment, an intermediate state of the backward movement of the object60that retreats upward from the operation reference mark55to the predetermined position SL above the upper reference line UL is also displayed, but the intermediate movement state may not be displayed. In other words, the intermediate state of the backward movement of the object60that started to move backward is not displayed, and instead, a display may be performed such that the object60instantly moves to the predetermined position SL of a target position above the upper reference line UL.

In the above embodiment, the object60serving as the operation indication mark moves toward the operation reference mark55, but the invention is not limited to this embodiment. For example, the operation reference mark may move toward the operation indication mark, or both the operation reference mark and the operation indication mark may be displaced.

Further, in the above embodiment, it is possible to discriminate an operating unit corresponding to each operation timing by using a lane discriminated for each operating unit, but the present invention is not limited to this embodiment. For example, each operating unit may be discriminated using an operation indication mark that differs in color, shape, or the like according to each operating unit. Further, in the above embodiment, a plurality of operating units is disposed, but the present invention is not limited to this embodiment. The present invention can be applied even when a single operating unit is disposed.

In the above embodiment, the touch panel is used as the input device, but the input device is not limited to this embodiment. For example, as long as an operating unit is disposed like a controller in which a plurality of push buttons serving as an operating unit are provided, input devices having various configurations may be used.

In the above embodiments, the game machine1is configured as a music game machine in which music is reproduced, and an operation indication mark moves toward an operation reference mark based on a played time of the music. However, the present invention is not limited to this embodiment. The game machine1can execute various kinds of games as long as operation timing is indicated through a video. Furthermore, the game system of the invention may be actualized in appropriate embodiments such as a game machine for business use installed in commercial facilities, a stationary game machine for home use, a portable game machine, or a game system implemented using a network.

REFERENCE SIGNS LIST

1: Game machine3: Monitor (display device)5: Touch panel (input device and operating unit)14: Speaker (audio output device)10: Control unit (computer, operation guide device, distance change device, direction change device, evaluating device, and music reproducing device)20: External storage device (music data storage device and sequence data storage device)21: Game program22: Game data25: Music data28: Sequence data50: Game screen55: Operation reference mark60: Object (operation indication mark)SR1: First lane (predetermined path)SR2: Second lane (predetermined path)SR3: Third lane (predetermined path)SL: Predetermined positionUL: Upper reference line