Abstract:
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 ). Furthermore, the game system displays objects ( 60 ) corresponding to each operation timing within the predetermined time range on a game screen ( 50 ) and displays a judgment line ( 65 ) that corresponds to the current time and moves within the game screen ( 50 ), such that the judgment line ( 65 ) traverses in order each object ( 60 ) at the operation timing recorded in the sequence data ( 28 ). The game system also alters at least either the judgment line ( 65 ) movement direction or movement speed according to predetermined conditions.

Description:
TECHNICAL FIELD 
       [0001]    The present invention relates to a game system that indicates an operation timing of an operating unit disposed in an input device to a player, a control method of controlling a computer and a computer program used thereof. 
       BACKGROUND ART 
       [0002]    There have been known game machines in which an operation timing is guided by displaying a note bar corresponding to a rhythm sound along a predetermined path and moving the note bar toward an operation reference mark such that the note bar matches with an operation reference mark at an operation timing (for example, see Patent Literature 1).
   Patent Literature 1: Japanese Patent Application Laid-Open No. 2001-96061.   
 
       SUMMARY OF INVENTION 
     Technical Problem 
       [0004]    In the game machine disclosed in Patent Literature 1, the operation reference mark is fixed. Further, a moving direction of an operation indication mark moving toward an operation reference mark with the lapse of time is also fixed. For this reason, a player can easily infer a displacement direction and a displacement speed between the operation indication mark and the operation reference mark associated with the lapse of time. 
         [0005]    In this regard, the present invention is directed to provide a game system, a control method of controlling a computer and a computer program used thereof, which are capable of changing the displacement direction or the displacement speed between the operation indication mark and the operation reference mark associated with the lapse of time. 
       Solution to Problem 
       [0006]    A game system of the present invention comprises: a display device that displays and outputs a game screen; an input device that includes at least one operating unit; a sequence data storage device that stores sequence data in which operation timing on the operating unit during a game is described; an operation timing determining device that determines the operation timing of the operating unit included in a predetermined time range from a current time to the future in the game based on the sequence data; an indication mark display device that causes an operation indication mark corresponding to each operation timing determined by the operation timing determining device to be displayed on the game screen; and a reference mark control device that causes an operation reference mark corresponding to a current time to be displayed on the game screen while causing the corresponding operation reference mark to move on the game screen such that the corresponding operation reference mark sequentially passes through operation indication marks at operation timings described in the sequence data, wherein the reference mark control device changes at least one of a moving direction and a moving speed of the operation reference mark according to a predetermined condition. 
         [0007]    According to the present invention, at least one of the moving direction and the moving speed of the operation reference mark can be changed according to the predetermined condition. Thus, the displacement direction or the displacement speed between the operation indication mark and the operation reference mark associated with the lapse of time can be changed according to the predetermined condition. Further, since the moving direction of the operation reference mark or the like changes, it is difficult to predict the operation indication mark through which the operation reference mark passes next. For this reason, it is possible to provide the element of surprise to development of the game, and thus amusement of a game can be improved. 
         [0008]    In an aspect of the game system of the present invention, the reference mark control device may change at least one of the moving direction and the moving speed of the operation reference mark at interval of predetermined time period using the predetermined time period as the predetermined condition. In this case, since at least one of the moving direction and the moving speed of the operation reference mark can be changed according to the lapse of time, the development of the game can be changed at interval of the predetermined time period. 
         [0009]    At least one of the moving direction and the moving speed of the operation reference mark may change in an arbitrary manner. For example, in an aspect of the game system of the present invention, the indication mark display device may cause the operation indication marks to be displayed in a line in time order along a plurality of paths, and the reference mark control device may change the at least one of the moving direction and the moving speed of the operation reference mark by displaying the operation reference mark while moving the operation reference mark along one of the plurality of paths and changing a moving path of the operation reference mark to another path among the plurality of paths according to the predetermined condition. 
         [0010]    Further, any devices 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. 
         [0011]    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 an operation on the operating unit and the operation timing designated in the sequence data. In this case, the timing of an 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. 
         [0012]    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 a 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 an operation reference mark moves to pass through an operation indication mark at an operation timing corresponding to a rhythm of music, and at least one of the moving direction and the moving speed of the operation reference mark can be changed according to a predetermined condition. 
         [0013]    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: a display device that displays and outputs a game screen; an input device that includes at least one operating unit; a sequence data storage device that stores sequence data in which operation timing on the operating unit during a game is described, wherein the control method of controlling the computer comprises the steps: an operation timing determining step that determines the operation timing of the operating unit included in a predetermined time range from a current time to the future in the game based on the sequence data; an indication mark display step that causes an operation indication mark corresponding to each operation timing determined in the operation timing determining step to be displayed on the game screen; a reference mark control step that causes an operation reference mark corresponding to a current time to be displayed on the game screen while causing the corresponding operation reference mark to move on the game screen such that the corresponding operation reference mark sequentially passes through operation indication marks at operation timings described in the sequence data; and a step that changes at least one of a moving direction and a moving speed of the operation reference mark according to a predetermined condition in the reference mark control step. 
       Advantageous Effects of Invention 
       [0014]    Further, a computer program for a game system of the present invention is a computer program for a game system comprising: a display device that displays and outputs a game screen; an input device that includes at least one operating unit; a sequence data storage device that stores sequence data in which operation timing on 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 timing determining device that determines the operation timing of the operating unit included in a predetermined time range from a current time to the future in the game based on the sequence data; an indication mark display device that causes an operation indication mark corresponding to each operation timing determined by the operation timing determining device to be displayed on the game screen; and a reference mark control device that causes an operation reference mark corresponding to a current time to be displayed on the game screen while causing the corresponding operation reference mark to move on the game screen such that the corresponding operation reference mark sequentially passes through operation indication marks at operation timings described in the sequence data, and the computer program is configured to further cause the reference mark control device to serve as a device that changes at least one of a moving direction and a moving speed of the operation reference 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 or the computer program for a game system of the present invention. 
         [0015]    As described above, according to the present invention, it is possible to change the displacement direction or the displacement speed between the operation indication mark and the operation reference mark associated with the lapse of time. 
     
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         [0016]      FIG. 1  is a diagram illustrating an example of a game machine to which a game system according to an embodiment of the present invention is applied. 
           [0017]      FIG. 2  is a functional block diagram of a game machine. 
           [0018]      FIG. 3  is a diagram schematically illustrating a game screen. 
           [0019]      FIG. 4  is a diagram illustrating an example of a path along which a determination line moves. 
           [0020]      FIG. 5  is a diagram illustrating another path example along which a determination line moves. 
           [0021]      FIG. 6  is a diagram illustrating an example of content of sequence data. 
           [0022]      FIG. 7  is a diagram illustrating an example of content of path data. 
           [0023]      FIG. 8  is a diagram illustrating an example of a flowchart of a path decision process routine. 
           [0024]      FIG. 9  is a diagram illustrating an example of a flowchart of a sequence process routine. 
           [0025]      FIG. 10  is a diagram illustrating an example of a flowchart of an operation evaluation routine. 
           [0026]      FIG. 11  is a diagram illustrating an exemplary arrangement of objects according to a modified embodiment. 
           [0027]      FIG. 12  is a diagram illustrating an example of a flowchart of a path decision process routine when an arrangement of objects is decided in advance independently of a path of a determination line and a time interval between operation timings. 
           [0028]      FIG. 13  is a diagram illustrating an example of a flowchart of a sequence process routine when the routine of  FIG. 12  is executed. 
       
    
    
     DESCRIPTION OF EMBODIMENTS 
       [0029]    Hereinafter, an embodiment of a game system according to the present invention will be described.  FIG. 1  is a diagram illustrating a game machine for business use to which a game system according to an embodiment of the present invention is applied. As illustrated in  FIG. 1 , a game machine  1  includes a casing  2 , and a monitor  3  serving as a display device arranged, obliquely toward a player P side, on the top surface of the casing  2 . A transparent touch panel  5  serving as an input device is superimposed on the surface of the monitor  3 . The touch panel  5  is a known input device that outputs a signal corresponding to a contact position when the player P contacts the touch panel  5  with his/her finger or the like. In addition, the game machine  1  includes various kinds of input devices and output devices provided 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 in  FIG. 1 . 
         [0030]      FIG. 2  is a functional block diagram of the game machine  1 . As illustrated in  FIG. 2 , a control unit  10  serving as a computer is disposed in the casing  2 . The control unit  10  includes a game control unit  11  serving as a control host, a display control unit  12  that operates according an output from the game control unit  11 , and an audio output control unit  13 . The game control unit  11  is 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 unit  12  causes a predetermined image to be displayed on the monitor  3  by rendering an image corresponding to image data provided from the game control unit  11  in a frame buffer and then outputting a video signal corresponding to the rendered image to the monitor  3 . The audio output control unit  13  causes a predetermined sound (including music or the like) to be reproduced from a speaker  14  serving as an audio output device by generating an audio reproduction signal corresponding to audio reproduction data provided from the game control unit  11  and then outputting the generated audio reproduction signal to the speaker  14  connected to the control unit  10 . 
         [0031]    An external storage device  20  is connected to the game control unit  11 . As the external storage device  20 , 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). 
         [0032]    A game program  21  and game data  22  are stored in the external storage device  20 . The game program  21  is a computer program necessary for the game machine  1  to execute a music game according to a predetermined procedure, and includes a sequence control module  23  and an evaluating module  24  in order to achieve a function according to the present invention. When the game machine  1  is activated, the game control unit  11  executes various kinds of initial settings necessary to operate as the game machine  1  by 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 program  21  by reading the game program  21  from the external storage device  20  and then executing the game program  21 . Here, when the sequence control module  23  of the game program  21  is executed by the game control unit  11 , a sequence processing unit  15  is generated in the game control unit  11 . Further, when the evaluating module  24  of the game program  21  is executed by the game control unit  11 , an operation evaluating unit  16  is generated by the game control unit  11 . The sequence processing unit  15  and the operation evaluating unit  16  are logical devices actualized by a combination of computer hardware and a computer program. The sequence processing unit  15  executes 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&#39;s operation, or the like. The operation evaluating unit  16  executes a process which includes evaluating the player&#39;s operation and then controlling a game based on an evaluation result, or the like. In addition, the game program  21  includes various kinds of program modules necessary to execute a music game in addition to the modules  23  and  24 , and logical devices corresponding to the modules are generated in the game control unit  11  although not illustrated. 
         [0033]    The game data  22  includes various pieces of data to be referred to when a music game is executed according to the game program  21 . For example, the game data  22  includes music data  25 , sound effect data  26 , and image data  27 . The music data  25  is data necessary to cause music which is a target of a game to be reproduced and output from the speaker  14 .  FIG. 2  illustrates a single kind of music data  25 , but the player can actually select a piece of music to be played from among a plurality of pieces of music. In the game data  22 , one or more pieces of music data  25  are recorded in association with information identifying each piece of music. The sound effect data  26  is data in which each of one or more types of sound effects to be output from the speaker  14  in response to the player&#39;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 data  27  is data used to cause a background image, various kinds of objects or icons, and the like in a game screen to be displayed on the monitor  3 . 
         [0034]    The game data  22  further includes sequence data  28  and path data  29 . The sequence data  28  is data used to define an operation timing to be indicated to the player. At least one piece of sequence data  28  is prepared for a single music data. The path data  29  is data used to define a variation in a moving path of an operation reference mark which will be described later or the like. The details of the data  28  and  29  will be described later. 
         [0035]    Next, an outline of a music game executed by the game machine  1  will be described. The game machine  1  is 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.  FIG. 3  is a diagram schematically illustrating a game screen. A plurality of objects  60  each serving as an operation indication mark corresponding to each operation timing described in the sequence data  28  are displayed on the game screen  50  while a music game is being executed, that is, when music is being reproduced. Further, a determination line  65  serving as an operation reference mark is displayed at an appropriate position on the game screen  50  while music is being reproduced. Further, a dashed arrow in  FIG. 3  represents a path W along which the determination line  65  moves. The determination line  65  moves along the path W at a predetermined speed so as to match with an object  60  corresponding to operation timing at operation timing according to the progress of music. 
         [0036]    There are a plurality of moving paths W along which the determination line  65  moves.  FIG. 4  is a diagram illustrating an example of a path along which the determination line  65  moves. A dashed line in  FIG. 4  represents the path W 1 . As illustrated in  FIG. 4 , the path W 1  extends from the right side to the left side of the game screen  50 , draws a reverse U-shaped trajectory so as to make a detour in a part thereof, and then extends to the left side again on an extension of the original trajectory. Then, the objects  60  are arranged in a line, on the path W 1  along which the determination line  65  moves, in time order along the path W 1 . Specifically, a rightmost object  60 A is arranged near a starting point of the path W 1 , a first corner object  60 C is arranged at a first corner of the detour, a second corner object  60 F is arranged at a second corner of the detour, a third corner object  601  is arranged at a third corner of the detour, a fourth corner object  60 L is arranged at a last corner at which an extension from the detour toward the left side starts again, and a leftmost object  60 N is arranged near an ending point of the path W 1 . Further, between one object  60  and a next object  60  on the same path, there is provided an interval corresponding to a time interval between an operation timing corresponding to the one object  60  and an operation timing corresponding to the next object  60 . In the example of  FIG. 4 , between the rightmost object  60 A and the next object  60 B positioned next to the rightmost object  60 A on the path W 1 , there is provided a distance corresponding to a time interval between an operation timing corresponding to the rightmost object  60  and an operation timing corresponding to the next object  60 B. 
         [0037]    The determination line  65  moves along the path W 1  from the right side to the left side to match with each object  60  at an operation timing corresponding to each object  60  according to the progress of music. The player is required to perform a touch operation of touching the determination line  65  in tune with an arrival of the determination line  65  at each object  60 . When the player performs the touch operation, a time difference between a time at which the determination line  65  arrives at the object  60  and a time at which the player performs the touch operation is detected. The smaller the time difference is, the higher the player&#39;s operation is evaluated. In the example of  FIG. 4 , the determination line  65  is positioned directly before arriving at the object  60 A positioned at the right end of the path W 1 . It is preferable that the player perform the touch operation on the determination line  65  in tune with an arrival of the determination line  65  at the object  60 A. In the present embodiment, an operating unit is configured by a combination of the determination line  65  displayed on the monitor  3  and the touch panel  5  to be superimposed on the determination line  65 . In addition, in the following, the determination line  65  may be used as a term representing the operating unit. 
         [0038]    Further,  FIG. 5  is a diagram illustrating another path example along which the determination line  65  moves. A dashed line in  FIG. 5  represents another path W 2  along which the determination line  65  moves. As illustrated in  FIG. 5 , the positions at which objects  60  are arranged on a game screen  50  of  FIG. 5  are the same as the positions at which the objects  60  are arranged on the game screen of  FIG. 4 . Meanwhile, the other path W 2  along which the determination line  65  moves is different from the moving path W 1  of  FIG. 4 . In the example of  FIG. 5 , the other path W 2  extends from a rightmost object  60  to a fourth corner object  60 L from the right side toward the left side. Then, the other path W 2  changes its direction to the upper side at the fourth corner object  60 L, returns to right side from a third corner object  601  until a position of a second corner object  60 F, then changes its position to the upper side, and extends leftward again up to a leftmost object  60 N. Furthermore, the other path W 2  extends rightward from the leftmost object  60  to a first corner object  60 , changes its direction to the upper side, and extends up to an object  60 E near the second corner object  60 F. The determination line  65  moves along the other path W 2  to match with each object  60  on the path W 2  at an operation timing corresponding to each object  60 . Further, in the example of  FIG. 5 , each of the first corner object  60 C and the fourth corner object  60 L serves as an object  60  representing two operation timings. 
         [0039]    As illustrated in  FIGS. 3 to 5 , the objects  60  representing the operation timing are arranged on the moving path of the determination line  65  in time order. Further, even when the objects  60  are arranged in the same form, a plurality of paths W may exist as the moving path of the determination line  65 , and the objects  60  may be arranged on a plurality of paths. Furthermore, the object  60  displayed as the same object  60  on the game screen  50  may indicate two operation timings. In the same music, the objects  60  displayed on the game screen  50  at the same time are the objects  60  whose operating timings are included in a predetermined time range. And, a plurality of paths W are provided as the moving path of the determination line  65  for each predetermined time range serving as a predetermined time period, and the moving path of the determination line  65  changes at intervals of predetermined time periods. Furthermore, even within each predetermined time period, that is, even when an arrangement of the objects  60  is the same, the moving path of the determination line  65  is not necessarily the same. For this reason, it is difficult for the player to predict the moving direction of the determination line  65  based on only the arrangement of the objects  60  displayed on the game screen  50 . Thus, the player is requested to execute an operation in tune with a rhythm of music while responding to an unexpected movement of the determination line  65 . In addition, in  FIGS. 3 to 5 , for convenience of description, the moving paths W, W 1 , and W 2  of the determination line  65  are indicated by dashed lines, but the moving paths W, W 1 , and W 2  are not actually displayed on the game screen  50 . Further, each of the paths W 1  and W 2  serves as each of a plurality of paths according to the present invention. 
         [0040]    Next, the details of the sequence data  28  and the path data  29  will be described with reference to  FIGS. 6 and 7 . The sequence data  28  includes a condition definition portion  28   a  and an operation sequence portion  28   b  as illustrated in  FIG. 6 . In the condition definition portion  28   a , there is described information designating an execution condition of a game that differs according to 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 object  60 , or the like. In addition, in  FIG. 6 , the condition definition portion  28   a  is provided in the head portion of the sequence data  28 , but the condition definition portion  28   a  may be added to an appropriate intermediate position of the operation sequence portion  28   b . Thus, processes such as a change the tempo of music, a change of an assignment of a sound effect, or the like can be achieved. 
         [0041]    Meanwhile, in the operation sequence portion  28   b , a timing to perform the touch operation on the object  60  is described in association with information identifying each predetermined time period of the object  60  on the game screen.  FIG. 6  is a diagram illustrating an example of content of the sequence data. As partially illustrated in  FIG. 6 , the operation sequence portion  28   b  is 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 identifying a predetermined time period. 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=100, and ¼ has elapsed from the head of a second beat in a second beat of a first bar of a music is designated as an operation timing or a display start timing, “01,2,025” is described. 
         [0042]    The information identifying a predetermined time period is defined for each piece of music and for each segment from the start of the progress of the music based on a beat or the like, that is, each time a predetermined time elapses in the music. Specifically, the information identifying a predetermined time period is configured with, for example, a number “01” or the like representing a piece of music and an alphabet “A” or the like identifying a number of a corresponding segment in the music like “01A,” “01B,” or “02A,” “02B.” In other words, “01A” is described for an operation timing corresponding to a first segment of a piece of music corresponding to the music number 01. 
         [0043]    In the example of  FIG. 6 , an operation timing and an operating unit are designated such that at each of timings of a starting point in time (000) of a fourth beat of a first bar, a timing in which “010” has elapsed from the starting point in time of the fourth beat of the first bar, and a timing in which “016” has elapsed from the starting point in time of the fourth beat of the first bar, the objects  60  corresponding to the respective operation timings match with the determination line  65 , and the touch operation of touching the position at which the determination line  65  is arranged in tune with the matching is performed. Furthermore, the object  60  corresponding to the starting point in time (000) of the fourth beat of the first bar is instructed so as to be displayed in a first segment of the music number 01. Further, it is instructed that at each of timings of a timing in which “024” has elapsed from a starting point in time of a fourth beat of a second bar, a timing in which “033” has elapsed, and a timing in which “040” has elapsed, the objects  60  corresponding to the respective operation timings match with the determination line  65 , and the objects  60  is displayed in a second segment of the music number 01. 
         [0044]    The path data  29  is data in which a plurality of paths along which the determination line  65  moves are described in association with information identifying a predetermined time period.  FIG. 7  is a diagram illustrating an example of content of the path data  29 . As illustrated in  FIG. 7 , the path data  29  is configured as a set of a plurality of records in which information identifying a predetermined time period is associated with information indicating each of a plurality of paths W prepared for each predetermined time period. Further, the information identifying a predetermined time period and information indicating each of a plurality of paths W are separated by a comma. And, the information identifying a predetermined time period is configured with, for example, a number “01” representing music and an alphabet “A” identifying a number of a corresponding segment in the music, similarly to the sequence data  28 . Further, an alphabet “A” or the like is separated by a comma and described as information identifying a plurality of paths W. The alphabet “A” or the like is associated with each of a plurality of paths W of the determination line  65  which is previously set. 
         [0045]    In the example of  FIG. 7 , at least five paths from “A” to “E” are set as a path for moving the determination line  65  to a first segment of the music number 01 identified by the information “01A” identifying a predetermined time period. Further, for example, a path corresponding to “A” of the information “01A” identifying a predetermined time period corresponds to the path W 1  illustrated in  FIG. 4 , and a path corresponding to “B” corresponds to the path W 2  illustrated in  FIG. 5 . 
         [0046]    The sequence processing unit  15  of the game control unit  11  controls a display of the determination line  65  such that the determination line  65  matches with the object  60  at an operation timing designated by the sequence data  28 . Further, the sequence processing unit  15  decides a path along which the determination line  65  moves from among a plurality of paths W defined in the path data  29 . A concrete process executed by the sequence processing unit  15  will be described later. 
         [0047]    Next, a process of the game control unit  11  when the game machine  1  executes a music game will be described. The game control unit  11  reads the game program  21  and 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 music to be played in a game or a difficulty level. A procedure receiving the instruction may be the same as in a known music game. 
         [0048]    When a game start is instructed, the game control unit  11  causes reproduction of the music to be started through the speaker  14  by reading the music data  25  corresponding to the music selected by the player and outputting the read music data  25  to the audio output control unit  13 . Through this operation, the control unit  10  functions as a music reproducing device. Further, the game control unit  11  causes the game screen  50  to be displayed on the monitor  3  by reading the sequence data  28  corresponding to the player&#39;s selection in synchronization with reproduction of the music, generating image data necessary for the game screen  50  with reference to the image data  27 , and outputting the generated image data to the display control unit  12 . Furthermore, as processes necessary to display the game screen  50  or the like during execution of the music game, the game control unit  11  repeatedly executes a path decision process routine illustrated in  FIG. 8 , a sequence process routine illustrated in  FIG. 9 , and an operation evaluation routine illustrated in  FIG. 10  in a predetermined cycle. In addition, the sequence processing unit  15  handles the routines of  FIGS. 8 and 9 , and the operation evaluating unit  16  handles the operation evaluation routine of  FIG. 10 . 
         [0049]      FIG. 8  illustrates an example of a flowchart of a path decision process routine executed by the sequence processing unit  15 . When the routine of  FIG. 8  starts, in step S 1 , the sequence processing unit  15  of the game control unit  11  determines a predetermined time period to which a game screen to be displayed from now belongs. For example, this determination may be made by comparing a current time with a predetermined time period. Alternatively, this determination may be made by comparing a current time with information of a predetermined time period corresponding to an operation timing described in the sequence data  28 . 
         [0050]    In step S 2 , the sequence processing unit  15  acquires the path information corresponding to the predetermined time period from the path data  29  based on the predetermined time period determined in step S 1 . For example, when it is determined in step S 1  that the predetermined time period is “01A,” “A” to “E” or the like are acquired from the path data  29  as a plurality of paths W corresponding to “01A.” 
         [0051]    Subsequently, in step S 3 , the sequence processing unit  15  executes a lottery of a path to be set at this time as a path of the determination line  65  among pieces of path information corresponding to a plurality of paths W acquired in step S 2 . For example, the lottery may be achieved as a random lottery using a random number. Then, in next step S 4 , the sequence processing unit  15  decides a path selected in the lottery of step S 3  as a current path of the determination line  65 , and then ends the current routine. The routine is repeatedly executed at intervals of predetermined time periods before a next predetermined time period comes. 
         [0052]    Further,  FIG. 9  illustrates an example of a flowchart of the sequence process routine executed by the sequence processing unit  15 . When the routine of  FIG. 9  starts, in step S 11 , the sequence processing unit  15  of the game control unit  11  first acquires a current time in the music. For example, clocking starts, by an internal clock of the game control unit  11 , 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 S 12 , the sequence processing unit  15  acquires data of operation timing present in a time length corresponding to a display range of the game screen  50  from the sequence data  28 . 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. 
         [0053]    In step S 13 , the sequence processing unit  15  calculates coordinates of each object  60  and the determination line  65  on the game screen  50 . For example, this calculation is performed as follows. First, arrangement coordinate of each object  60  is acquired. For example, this arrangement coordinates of the objects  60  are decided based on the result of the routine of  FIG. 8 . Since the path decided by the routine of  FIG. 8  corresponds to the music and an elapsed time of the music, the position (operation timing) of the objects  60  arranged in time order along the path from the starting position of the path can be decided accordingly. For this reason, it is possible to set the arrangement position of each object  60  in advance for every plurality of paths W prepared corresponding to each predetermined time period. In other words, it is possible to prepare information of the arrangement coordinates of the objects  60  in order of operation timings described in the sequence data  28  on each of a plurality of paths W, that is, information of the arrangement coordinates of all the objects  60  corresponding to each of all paths in advance. And, when the arrangement coordinate of each object  60  is prepared for each path in advance, it is possible to acquire the arrangement coordinate of the object  60  corresponding to each operating timing included in a predetermined time period, that is, a predetermined time range together with the path of the determination line  65  based on the routine result of  FIG. 8 . Next, the position of the determination line  65  on the path in the time axis direction (that is, the moving direction of the determination line  65 ) of the path is determined based on a time difference between each operation timing and the current time. Thus, it is possible to acquire the coordinates of each of the objects  60  arranged in time order along the path of the determination line  65  and the coordinates of the position of the determination line  65  along the time axis on the path. 
         [0054]    In addition, the arrangement coordinate of each object  60  on the path may be acquired, for example, by a calculation. Specifically, in step S 13 , it is preferable that the sequence processing unit  15  calculate the arrangement coordinates that have a arrangement of time order in the moving direction from a movement starting position of the determination line  65 , and an interval corresponding to the moving speed of the determination line  65  based on the sequence data  28 , according to the path, along which the objects  60  are to be arranged, decided by the routine of  FIG. 8 . 
         [0055]    Next, in step S 14 , the sequence processing unit  15  generates image data necessary to render the game screen  50  based on the coordinate of each object  60  and the coordinates of the determination line  65  which are calculated in step S 13 . Specifically, the sequence processing unit  15  generates the image data so that each object  60  and the determination line  65  are arranged at the calculated coordinates. Subsequently, in step S 15 , the sequence processing unit  15  outputs the image data to the display control unit  12 . As a result, the game screen  50  is displayed on the monitor  3 . When the process of step S 14  ends, the sequence processing unit  15  ends the current sequence process routine. By repetition execution of the above-described process, the determination line  65  moves along the predetermined path W such that the determination line  65  arrives at the object  60  corresponding to the operation timing at the operation timing described in the sequence data  28 . 
         [0056]    Next, the operation evaluation routine of  FIG. 10  will be described. When the operation evaluation routine of  FIG. 10  starts, in step S 21 , the operation evaluating unit  16  first determines the presence or absence of the touch operation on the determination line  65  with reference to an output signal of the touch panel  5 . At this time, when the position other than the determination line  65  is touched, it is determined that there is no touch operation. When it is determined that there is no touch operation, the operation evaluating unit  16  ends the current routine. On the other hand, when it is determined that there is the touch operation, the operation evaluating unit  16  proceeds to step S 22 . In step S 22 , the operation evaluating unit  16  determines timing (a time in the music) at which the touch operation is performed based on the position signal output from the touch panel  5 . Subsequently, in step S 23 , the operation evaluating unit  16  specifies a nearest operation timing described in the sequence data  28 , that is, an operation timing which is closest in time in the sequence data  28 , and acquires a time difference between the operation timing and a time at which the touch operation has been made. 
         [0057]    Next, in step S 24 , the operation evaluating unit  16  determines whether or not the player&#39;s operation is appropriate by determining whether or not the time difference is within an evaluation range. A predetermined time range is set to before and after an operation timing of a comparison target as the evaluation range. For example, a plurality of steps of levels is set centering on operation timing, and a time range in which the levels are set is used as the evaluation range. When it is determined in step S 24  that the time difference is outside the evaluation range, the operation evaluating unit  16  ends the current routine. On the other hand, when it is determined that the time difference is within the evaluation range, the operation evaluating unit  16  proceeds to step S 25 . Subsequently, in step S 25 , the operation evaluating unit  16  decides an evaluation on the player&#39;s touch operation based on the time difference acquired in step S 24 . 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 unit  16  proceeds to step S 26 , and controls an output to the display control unit  12  such that the evaluation result is displayed on the game screen  50 . When the process of step S 26  is completed, the operation evaluating unit  16  ends the current routine. 
         [0058]    As described above, according to the game machine  1  of this embodiment, the determination line  65  moves along any one of a plurality of paths W prepared for each predetermined time period. Further, the moving path W of the determination line  65  changes at intervals of predetermined time periods, that is, at intervals of predetermined time ranges. Thus, the moving path of the determination line  65  can be changed in various forms. Further, since the moving path of the determination line  65  changes in various forms, it is difficult to predict the moving path of the determination line  65  from the arrangement of the objects  60  displayed on the game screen  50 . For this reason, it is possible to provide the element of surprise to development of the game, and thus amusement of a game can be improved. 
         [0059]    In the above embodiment, the external storage device  20  of the game machine  1  serves as a music data storage device and a sequence data storage device. Further, the control unit  10  serves as an operation timing determining device, an indication mark display device, and a reference mark control device by causing the sequence processing unit  15  to execute the routines of  FIGS. 8 and 9 . Furthermore, the control unit  10  serves as an evaluating device by causing the operation evaluating unit  16  to execute the routine of  FIG. 10 . 
         [0060]    The present invention is not limited to the above-described embodiment and can be embodied in appropriate embodiments. In the above embodiment, the display range of the game screen  50  is used as the predetermined time period, and a plurality of paths W are set for each display range of the game screen  50 , that is, for each arrangement pattern of the objects  60  arranged on the game screen. However, the present invention is not limited to this embodiment. For example, the arrangement positions of the objects  60  between a plurality of paths W prepared in the same predetermined time period may not be the same. In other words, the arrangement positions of the objects  60  may be different between a plurality of paths W prepared in the same predetermined time period. Further, for example, a unit smaller than the display range of the game screen  50  may be used as the predetermined time period, and a plurality of paths W may be set within the display range of the game screen  50 . In this case, the moving path of the determination line  65  can be changed even in a state in which the arrangement pattern of the objects  60  does not change. 
         [0061]    Further, in the above-described embodiment, the moving speed of the determination line  65  is set to be constant. However, the moving speed of the determination line  65  may be freely changed according to a condition such as a game circumstance to improve a difficulty level of a game. For example, the moving speed of the determination line  65  may be reduced by decreasing the progress tempo of music in midstream, and a path in which the moving speed of the determination line  65  changes in midstream may be prepared in advance. Further, the moving path of the determination line  65  may include a path that allows the same trajectory as the already progressed path to be traced in a direction reverse to the current moving direction, that is, a path that allows backward movement along the same path. In this case, it is possible to provide a rendering effect by which the determination line  65  moves back, and thus the moving path of the determination line  65  can be changed in more various forms. 
         [0062]    Further, in the above embodiment, the objects  60  are arranged in time order along the path W of the determination line  65  apart from each other by a distance corresponding to a time interval therebetween. However, the present invention is not limited to this example. For example, any distance may be set as a distance between the objects  60 . In this case, it is preferable that the moving speed of the determination line  65  be adjusted corresponding to a distance from the object  60  corresponding to the next operation timing. Further, the invention is not limited to the configuration in which the operation indication mark is arranged on the previously set path of the determination line  65 .  FIG. 11  is a diagram illustrating an exemplary arrangement of objects  60  according to a modified embodiment. In the example of  FIG. 11 , the objects  60  are arranged in advance in the form of a matrix. Further, the determination line  65  is arranged at the position near the center of the objects  60  arranged in the form of a matrix. And, for the determination line  65 , directions including up and down direction, left and right directions, an oblique direction oblique to the right, and an oblique direction oblique to the left are prepared as moving path W candidates. In other words, in the example of  FIG. 11 , the arrangement position of each object  60  corresponding to the operation timing described in the sequence data  28  is decided in advance independently of the path of the determination line  65  and a time interval between operation timings. And, in this case, it is preferable that the moving speed or the moving direction of the determination line  65  or the like be adjusted corresponding to the arrangement position of each object  60  such that the determination line  65  sequentially passes through the objects  60  at the operation timings described in the sequence data  28 . In this case, examples of the sequence process and the path decision process executed by the sequence processing unit  15  will be described with reference to  FIGS. 12 and 13 . 
         [0063]      FIG. 12  is a diagram illustrating an example of a flowchart of the path decision process routine executed by the sequence processing unit  15  when the arrangement of the objects  60  is decided in advance independently of the path of the determination line  65  and the like. When the path decision process routine of  FIG. 8  is compared with the routine of  FIG. 12 , in the routine of  FIG. 12 , steps S 5  and S 6  are executed instead of steps S 1  and S 2  of the routine of  FIG. 8 . Specifically, when the routine of  FIG. 12  starts, in step S 5 , the sequence processing unit  15  acquires information about the arrangement coordinate of each object  60  included in a predetermined time range. The arrangement coordinate of each object  60  is set in advance for each predetermined time range. For this reason, the arrangement coordinate of each object  60  can be acquired from the information about the arrangement coordinates of the objects  60  prepared in advance for each predetermined time range. Next, in step S 6 , the sequence processing unit  15  acquires current coordinate of the determination line  65 , compares the acquired coordinate with the coordinate of each object  60 , and specifies the objects  60  positioned in the respective directions (the up and down directions, the left and right directions, the oblique directions, and the like). Subsequently, in step S 3 , the sequence processing unit  15  executes a lottery of a path used for next movement among paths leading to the objects  60  positioned in the respective directions. The lottery may be executed in the same manner as in step S 3  of the routine of  FIG. 8 . Further, next step S 4  may be executed in the same manner as in the routine of  FIG. 8 . The routine of  FIG. 12  is repeatedly executed each time the determination line  65  passes through each object  60  after movement of the determination line  65  starts. Through this operation, the moving path along which the determination line  65  moves toward the next object  60  is decided. 
         [0064]    Meanwhile,  FIG. 13  is a diagram illustrating an example of a flowchart of the sequence process routine executed by the sequence processing unit  15  when the routine of  FIG. 12  is executed. When the sequence process routine of  FIG. 9  is compared with the routine of  FIG. 13 , in the routine of  FIG. 13 , steps S 16  and S 17  are executed instead of step S 12  of the routine of  FIG. 9 . Specifically, in the routine of  FIG. 12 , in step S 16 , the sequence processing unit  15  acquires coordinate of each object  60  in the display range (the predetermined time range). The coordinates are prepared in advance as described above. Next, in step S 17 , the sequence processing unit  15  acquires the path decided in the routine of  FIG. 12  as the next moving path (when there is no change, the same path is acquired each time the routine is performed. In addition, when there is no change, step S 17  may be skipped so that the same path as in the previous time can be used). Subsequently, in step S 13 , the sequence processing unit  15  calculates coordinates of the determination line  65 . For example, this calculation is performed as follows. First, the sequence processing unit  15  specifies the coordinate of the object  60  positioned next on the moving path W acquired in step S 17 . Then, the sequence processing unit  15  determines the nearest operation timing in the sequence data  28  corresponding to the specified object  60 , and determines the position of the determination line  65  on the corresponding moving path W in the time axis direction (that is, the moving direction of the determination line  65 ) of the moving path W decided in step S 17  based on time difference between the nearest operation timing and the current time. Through this operation, it is possible to acquire the coordinates of the positions of the determination line  65  along the time axis on the moving path W at which the determination line  65  passes through the next object  60  at the nearest operation timing described in the sequence data  28 . Further, steps S 14  and S 15  of the routine of  FIG. 13  may be executed in the same manner as in the routine of  FIG. 9 . As a result of the routine of  FIG. 13 , when the movement distance from the object  60  corresponding to the next operation timing is long, the movement of the determination line  65  is displayed fast, whereas when the movement distance from the object  60  corresponding to the next operation timing is short, the movement of the determination line  65  is displayed slowly. Through this operation, the moving speed of the determination line  65  is adjusted. In addition, the routine of  FIG. 12  can be applied when the objects  60  are arranged on a plurality of paths W along which the determination line  65  moves. In this case, in order to acquire the coordinate of each object  60 , the routine of  FIG. 12  may be configured such that in step S 5 , the path data  29  is acquired, and the arrangement coordinate of each object  60  previously set for each path W is used. Through this operation, even when the objects  60  are arranged on a plurality of moving paths W of the determination line  65 , the moving speed can be adjusted through the routine of  FIG. 13 . In other words, even when the objects  60  are arranged on a plurality of moving paths W of the determination line  65 , a distance between the objects  60  arranged on the moving path W can be flexibly set. 
         [0065]    As described above, the present invention is not limited to the embodiment in which the determination line  65  passes through the operation indication marks arranged on the moving path along the path. The moving direction and the moving speed of the determination line  65  may be decided such that the determination line  65  sequentially passes through the operation indication marks at the operation timing described in the sequence data  28  based on the position of the operation indication mark and the position of the determination line  65 . In other words, the operation indication mark may be arranged on the game screen in an arbitrary manner. Even in this case, since it is possible to change the displacement direction or the displacement speed between the operation indication marks, it is possible to provide the element of surprise to the development of the game. 
         [0066]    In the above embodiments, the predetermined time period is used as a predetermined condition, but the present invention is not limited to this embodiment. For example, a predetermined operation on the determination line or the like may be employed as a predetermined condition, and the moving direction of the determination line or the like may be changed according to the predetermined operation. Further, an option for changing the determination line may be prepared, and the moving direction of the determination line or the like may be changed according to a game circumstance, a progress state, or the like. Furthermore, the moving direction of the determination line or the like may be changed according to the player&#39;s level. 
         [0067]    In the above embodiments, the touch panel is used as the input device, but the input device is not limited to this embodiment. For example, as long as at least one operating unit is disposed, there may be used input devices having various configurations such as a controller in which a plurality of push buttons serving as an operating unit are provided. 
         [0068]    In the above embodiments, the game machine  1  is configured as a music game machine in which music is reproduced, and an operation indication mark moves toward an operation reference portion based on a played time of the music. However, the present invention is not limited to this embodiment. The game machine  1  can provide 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 
       [0000]    
       
           1 : Game machine 
           3 : Monitor (display device) 
           5 : Touch panel (input device and operating unit) 
           14 : Speaker (audio output device) 
           10 : Control unit (computer, operation timing determining device, indication mark display device, reference mark control device, and evaluating device, music reproducing device) 
           20 : External storage device (music data storage device and sequence data storage device) 
           21 : Game program 
           22 : Game data 
           25 : Music data 
           28 : Sequence data 
           50 : Game screen 
           60 : Object (operation indication mark) 
           65 : Determination line (operation reference mark and operating unit) 
         W, W 1 , and W 2 : Path (plurality of paths)