Abstract:
Provided is a game machine which can actualize a play between games having different difficulty levels. The game machine is applied to a game system that progresses a game between a plurality of game machines connected via a network. The game machine comprises an external storage that stores a sequence data wherein each operation timing is written so as to differ from each other. And, the game machine: teaches each operation timing, of based on sequence data that differs from sequence data used in another machine functioning as another terminal in the game system; obtains operation information for the other machine; and, based on it, determines whether or not prescribed reflection conditions have been fulfilled. Then, when the prescribed reflection conditions have been fulfilled based on its results, the game machine reflects the operation information for the other machine in a travel path for an object for teaching the operation timing for the game machine.

Description:
TECHNICAL FIELD 
       [0001]    The present invention relates to a game machine that is applied to a game system which progresses a game between a plurality of terminals connected via a communication line, that can function as one of the plurality of terminals, and a control method used therefor and a computer program used thereof. 
       BACKGROUND ART 
       [0002]    There are game machines in which a plurality of players alternately operates each operating unit in tune with a rhythm of music. Of the game machines, there has been known a game machine which is played by a plurality of players, and in which each player alternately operates each operating unit while deciding a next player to operate each operating unit through an operation of each operating unit (for example, see Patent Literature 1). 
         [0003]    Patent Literature 1: Japanese Patent Application Laid-Open (JP-A) No. 2003-236243. 
       SUMMARY OF INVENTION 
     Technical Problem 
       [0004]    In the game machine disclosed in Patent Literature 1, one player&#39;s operation result affects progress of the game of the other player directly. Therefore, the game progresses via the common game screen. In the game machine like this, there is not assumed a game which has to use a game screen different from opponents. As a game like this, for example, there is assumed a case which executes a game with difficulty level differing from opponents. That is, in the game machine disclosed in Patent Literature 1, a play using a game with different difficulty level cannot be actualized. 
         [0005]    In this regard, an object of the present invention is to provide a game machine which can actualize a play between games having difficulty level differing from each other, a control method therefor, and a computer program. 
       Solution to Problem 
       [0006]    A game machine of the present invention is a game machine which is applied to a game system progressing a game between a plurality of terminals connected through a communication line, based on play acts by a player of each terminal, and which is capable of functioning as one of the plurality of terminals, wherein the game machine comprises: a reference timing data storage device adapted and configured to store two or more pieces of reference timing data in which reference timings at which the play acts should be performed in the game are described so that contents of the reference timings differ from each other; a reference timing teaching device adapted and configured to teach the reference timings for own game machine, based on a piece of the reference timing data differing from a piece of the reference timing data used in another game machine functioning as another terminal of the game system, among the two or more pieces of reference timing data; an other machine information acquiring device adapted and configured to acquire other machine information relating to the play acts on the other game machine; and a condition determination device adapted and configured to determine whether or not a predetermined reflection condition has been met based on the other machine information acquired by the other machine information acquiring device, and wherein the reference timing teaching device reflects the other machine information to a teaching aspect for teaching the reference timings for the own game machine, when the predetermined reflection condition has been met based on a determination result of the condition determination device. 
         [0007]    According to the present invention, there is provided a game using pieces of reference timing data differing between the own game machine and the other game machine. That is, the game having different contents progress between the own game machine and the other game machine. Due to this, it is possible to provide the game having different difficulty levels between the own game machine and the other game machine. Further, a result of one play act is reflected to a teaching aspect of reference timings of the other, between the own game machine and the other game machine using different reference data, using a predetermined reflection condition. That is, even if games having different difficulty levels are played, it is possible to use one play act for progress of the game of the other, using the predetermined reflection condition. Due to this, it is possible to actualize a play between games having different difficulty levels. 
         [0008]    The contents of the two or more pieces reference timing data may differ from each other in any way. For example, in an aspect of the game machine according to the present invention, the two or more pieces of reference timing data may differ from each other, due to a difference of number of the described reference timings. 
         [0009]    In an aspect of the game machine according to the present invention, the play acts may include two or more kinds of acts, the condition determination device may determine that the predetermined reflection condition has been met when number of specific kind of acts reaches at a predetermined number, based on the specific kind of acts among the two or more kinds of acts included in the other machine information. In this case, it is possible to use one specific kind of act as an act influencing the other. 
         [0010]    In the aspect using predetermined number of specific kind of acts as the predetermined reflection condition, number according to a ratio between number of the reference timings described in the piece of the reference timing data used in the own game machine and number of the reference timings described in the piece of the reference timing data used in the other game machine may be used as the predetermined number. In this case, one specific kind of act is reflected to the progress of the game of the other at a ratio according to number of reference timings. When number of the reference timings is large, since this means that the play acts to be performed are many, the difficulty level is higher in many cases than the case in which number of that is little. That is, the difference of number of the reference timings relates to the difference of the difficulty level. Accordingly, in this case, it is possible to try to adjust the difference of the difficulty level more appropriately, since it is possible to reflect one specific kind of act to the other at a ratio according to the difficulty level of the game. 
         [0011]    Any kind of acts may use as the specific kind of act. For example, in an aspect using the specific kind of act, acts of a case in which each play act is not executed by each player within predetermined time, or an inappropriate case as each play act may be used as each specific kind of act. 
         [0012]    In an aspect of the game machine according to the present invention, the game machine may further comprise: an input apparatus including at least one operation unit for inputting the play acts; and a display apparatus that displays a game screen, wherein the reference timing data storage device may store two or more pieces of sequence data in which operation timings for the one operation unit are described as the reference timings so that contents of the operation timings differ from each other, as the two or more pieces of reference timing data, the other machine information acquiring device may acquire operation information for the one operation unit of the other game machine, as the other machine information, the condition determination device may determine whether or not the predetermined reflection condition has been met based on the operation information acquired by the other machine information acquiring device, wherein the reference timing teaching device may comprises; a game region presenting device adapted and configured to display a game region to which a plurality of reference portions arranged apart from each other are set, on the game screen, and a mark display control device adapted and configured to teach the operation timings, by displaying operation indication marks for indicating the operations on the one operating unit while moving the operation indication marks in the game region so that each operation indication mark arrives at at least one of the plurality of the reference portions along any one of moving paths connecting the reference portions with each other at each operation timing indicated by a piece of the sequence data differing from a piece of the sequence data used in the other game machine, and wherein the mark display control device may reflect the operation information of the other game machine to a teaching aspect for teaching the own operation timings, by using the operation information of the other game machine for selecting at least one moving path of at least one operation indication mark to be displayed on the own game machine when the predetermined reflection condition has been met, based on a determination result of the condition determination device. In this case, in a game in which operation indication marks move between reference portions for teaching operation timings, it is possible to actualize a play using sequence data having different difficulty levels between the own game machine and the other game machine. 
         [0013]    In an aspect of the game machine according to the present invention, when a special operation indication mark displayed at a case in which a predetermined display condition has been met is displayed on the game screen of the other game machine as the operation indication mark, the mark display control device may display the special operation indication mark on the game screen of the own game machine as the operation indication mark corresponding to any one of the operation timings, and may reflect the operation information for the special operation indication mark on the other game machine to the special operation indication mark on the own game machine, separately from the predetermined reflection condition. In this case, it is possible to reflect operation information for one special operation indication mark to the moving path of the special operation indication mark of the other, separately from the different of the difficulty level. That is, it is possible to use one special operation indication mark as a means influencing the progress of the game directly. 
         [0014]    In an aspect of the game machine according to the present invention, the game machine may further comprise: an audio output apparatus that reproduces and outputs a sound; a music data storage device adapted and configured to store music data used to reproduce music; and a music reproducing device adapted and configured to reproduce the music through the audio output apparatus based on the music data, and wherein timings in the music may be used as the reference timings. In this case, it is possible to actualize the play between the games having the different difficulty levels, in a music game. 
         [0015]    A control method of controlling a computer of the present invention is a control method of controlling a computer incorporated into a game machine which is applied to a game system progressing a game between a plurality of terminals connected through a communication line, based on play acts by a player of each terminal, which is capable of functioning as one of the plurality of terminals, and which comprises a reference timing data storage device adapted and configured to store two or more pieces of reference timing data in which reference timings at which the play acts should be performed in the game are described so that contents of the reference timings differ from each other, and wherein the control method of controlling the computer comprises the steps: a reference timing teaching step that teaches the reference timings for own game machine, based on a piece of the reference timing data differing from a piece of the reference timing data used in another game machine functioning as another terminal of the game system, among the two or more pieces of reference timing data; an other machine information acquiring step that acquires other machine information relating to the play acts on the other game machine; and a condition determination step that determines whether or not a predetermined reflection condition has been met based on the other machine information acquired by the other machine information acquiring device, and wherein the reference timing teaching step further includes a step that reflects the other machine information to a teaching aspect for teaching the reference timings for the own game machine, when the predetermined reflection condition has been met based on a determination result of the condition determination device. 
         [0016]    Further, a computer program for a game machine of the present invention is a computer program for a game machine which is applied to a game system progressing a game between a plurality of terminals connected through a communication line, based on play acts by a player of each terminal, which is capable of functioning as one of the plurality of terminals, and which comprises a reference timing data storage device adapted and configured to store two or more pieces of reference timing data in which reference timings at which the play acts should be performed in the game are described so that contents of the reference timings differ from each other, and wherein the computer program for the game machine is configured so as to cause a computer which is incorporated into the game machine to function as: a reference timing teaching device adapted and configured to teach the reference timings for own game machine, based on a piece of the reference timing data differing from a piece of the reference timing data used in another game machine functioning as another terminal of the game system, among the two or more pieces of reference timing data; an other machine information acquiring device adapted and configured to acquire other machine information relating to the play acts on the other game machine; and a condition determination device adapted and configured to determine whether or not a predetermined reflection condition has been met based on the other machine information acquired by the other machine information acquiring device, and wherein the computer program for the game machine is configured so as to cause the reference timing teaching device to further function as a device adapted and configured to reflect the other machine information to a teaching aspect for teaching the reference timings for the own game machine, when the predetermined reflection condition has been met based on a determination result of the condition determination device. It is possible to actualize a game machine of the present invention by executing the computer program or the control method of controlling a computer of the present invention. 
       Advantageous Effects of Invention 
       [0017]    As described above, according to the present invention, there is provided a game using pieces of reference timing data differing between own game machine and the other game machine. That is, it is possible to provide the game having different difficulty levels between the own game machine and the other game machine. Further, even if games having different difficulty levels are played, it is possible to use one play act for progress of the game of the other, using the predetermined reflection condition. Due to this, it is possible to actualize a play between games having different difficulty levels. 
     
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         [0018]      FIG. 1  is a diagram illustrating a game system to which a game machine according to an embodiment of the present invention is applied. 
           [0019]      FIG. 2  is a diagram illustrating physical configuration of a game machine. 
           [0020]      FIG. 3  is a functional block diagram of a game machine. 
           [0021]      FIG. 4  is a diagram schematically illustrating a game screen of a music game which is played through game machines. 
           [0022]      FIG. 5  is a diagram for describing a region of an object. 
           [0023]      FIG. 6  is a diagram illustrating an example of each game screen displayed on each game machine during a play using a same music in which difficulty levels are different from each other. 
           [0024]      FIG. 7  is a diagram illustrating an example of contents of sequence data. 
           [0025]      FIG. 8  is a diagram illustrating an example of contents of sequence data corresponding to high difficulty level. 
           [0026]      FIG. 9  is a functional block diagram of a game control unit  11  for actualizing a play using pieces of music with different difficulty levels. 
           [0027]      FIG. 10  is a diagram illustrating an example of a flowchart of an operation detection process routine. 
           [0028]      FIG. 11  is a diagram illustrating an example of a flowchart of a sequence process routine. 
           [0029]      FIG. 12  is a diagram illustrating an example of a flowchart of a path determination process routine. 
           [0030]      FIG. 13  is a diagram illustrating an example of a flowchart following  FIG. 12 . 
       
    
    
     DESCRIPTION OF EMBODIMENTS 
       [0031]    Hereinafter, an embodiment of a game machine according to the present invention will be described.  FIG. 1  is a diagram illustrating a game system to which the game machine according to an embodiment of the present invention is applied. In the game system  1 , a plurality of game machines  2  and a center server  3  are connected to a network  5  via routers  4 . The center server  3  is not limited to this example configured by a single physical apparatus. For example, the single logical center server  3  may be configured by a server group that consists of a plurality of physical apparatuses. Each game machine  2  functions as a terminal apparatuses (or client) of the game system  1 , by being connected to the network  5 . As the network  5 , the internet is used. Incidentally, the network  5  is not limited to the internet, as far as a communication line is used. Also, as the communication line, either wired line or wireless line may be used. 
         [0032]    Each game machine  2  is configured as an arcade game machine which allows a play of a game in predetermined range in exchange for payment of play fee. An appropriate number of these game machines  2  are installed in each of several commercial facilities such as stores  6  or the like. Each router  4  is associated with and installed in each store  6  and the center server  3 . The game machines  2  in the same store  4  are connected to the network  5  via the common router  4 . Incidentally, a local server may be installed between the game machines  2  and each store  4 . And, the game machines  2  may be connected to the center server  3  via the local server, so as to be able to communicate to the center server  3 . 
         [0033]    A control unit (not illustrated) is provided in the center server  3 . The control unit is configured as a computer unit comprising a microprocessor and an internal storage (not illustrated) including: a read only memory (ROM) storing a program such as operating system or the like which should be executed by the microprocessor; a random access memory (RAM) providing a work area for the microprocessor, or the like. Further, an external storage (not illustrated) is connected to the center server  3 . In the external storage, there are stored various server program to be executed by the control unit, and various data referred to by the server program. 
         [0034]      FIG. 2  is a diagram illustrating physical configuration of the game machine  2 . The game machine  2  includes a casing  7 , and a monitor  8  serving as a display apparatus arranged, obliquely toward a player P side, on the top surface of the casing  7 . A transparent touch panel  9  is superimposed on the surface of the monitor  8 . The touch panel  9  is a known input apparatus that outputs a signal corresponding to a contact position when the player P contacts the touch panel  9  with his/her finger or the like. In addition to the above apparatuses, the game machine  1  includes various kinds of input apparatuses and output apparatuses provided in a typical arcade game machine such as a button used to make a selection or a decision, a power switch, a volume operation switch, and a power lamp. However, they are not illustrated in  FIG. 2 . 
         [0035]      FIG. 3  is a functional block diagram of the game machine  2 . As illustrated in  FIG. 3 , a control unit  10  serving as a computer is provided in the casing  7 . The control unit  10  includes a game control unit  11  serving as a control host, a display control unit  12  and an audio output control unit  13  which operate according to an output from the game control unit  11 . The game control unit  11  is configured as a unit in which a microprocessor is combined with various kinds of peripheral apparatuses such as an internal storage (for example, a ROM or a RAM) necessary for operations of the microprocessor. The display control unit  12  causes a predetermined image to be displayed on the monitor  8  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  8 . The audio output control unit  13  causes a predetermined sound (including music or the like) to be reproduced from a speaker  14  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  serving as an audio output apparatus connected to the control unit  10 . 
         [0036]    The game control unit  11  is connected with an external storage  20 . As the external storage  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) or the like, or a non-volatile semiconductor memory apparatus including an electrically erasable programmable read-only memory (EEPROM) or the like. 
         [0037]    A game program  21  and game data  22  are stored in the external storage  20 . The game program  21  is a computer program necessary for the game machine  2  to execute a music game according to a predetermined procedure. 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  2  by executing an operation program stored in an internal storage thereof. And then, the game control unit  11  sets an environment for executing the music game according to the game program  21  by reading the game program  21  and then executing the game program  21  from the external storage  20 . The game control unit  11  is a logical apparatus actualized by a combination of computer hardware and a computer program. The game control unit  11  executes processes necessary for the music game such as a process of instructing the player to make an operation in tune with reproduction of music (musical composition) selected by the player, and a process of generating a sound effect in response to the player&#39;s operation. Furthermore, as a part of the processes, the game control unit  11  executes also a process of evaluating the player&#39;s operation and then controlling a game based on an evaluation result, or the like. 
         [0038]    The game data  22  includes various pieces of data to be referred to when the music game is executed according to the game program  21 . As examples of such various pieces of data, the game data  22  includes music data  25 , sound effect data  26 , and the image data  27 . The music data  25  is data necessary to cause music which is a target of the game to be reproduced and output from the speaker  14 .  FIG. 3  illustrates a single kind of music data  25 , but the player can actually select the music to be played from among a plurality of pieces of music. These pieces of the music data  25  are recorded with information for identifying each piece of music, in the game data  22 . The external storage  20  functions as a music data storage device, by storing the music data  25 . 
         [0039]    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 association with a unique code for each of the sound effects. The sound effect includes sounds of musical instruments and various kinds of sounds. Pieces of sound effect data which are equal in number to a predetermined octave number and have different musical pitches according to each of kinds of sounds may be 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  8 . 
         [0040]    The game data  22  further includes sequence data  28  serving as reference timing data. The sequence data  28  is data used to define operations to be indicated to the player. At least a piece of the sequence data  28  is prepared for a single music data. The details of the sequence data  28  will be described later. The external storage  20  functions as a reference timing data storage device, by storing the sequence data  28 . 
         [0041]    Next, an outline of the music game executed by the game machines  2  will be described. The game machines  2  are configured as music game machines of a match-up type which competes for a result by operation timings of two players (including a case in which the game machine  2  functions as the other player) when the two players execute an operation in tune with music. Further, through such a music game, the game machines  2  are configured so that one game player of one game machine itself can play with the other players of the other game machines  2  connected to the one game machine via the network  5 . 
         [0042]    Before the game is started, there is sent matching request requiring an opponent, from each game machine  2  to the center server  3  via the network  5 . The center server  3  makes a match between two players playing with each other, based on the matching request from each game machine  2 . When the opponent is determined based on designation of the center server  3 , between the players, there is started the play using communication between the game machines  2 . 
         [0043]      FIG. 4  is a diagram schematically illustrating a game screen of the music game which is played through the game machines  2 . The game screen  50  includes a game region  52  for teaching operation timings to the player, and an information region  53  for displaying game information including scores of two players in which a match has been made, or the like. The game region  52  is formed as a quadrilateral. A first reference portion  55 A and a second reference portion  55 B serving as reference portions are arranged on near both ends of the game region  52  in a longitudinal direction (the vertical direction of the  FIG. 4 ) so as to face each other. Each of the reference portions  55 A and  55 B extends in the form of a straight line in a direction orthogonal to the longitudinal direction of the game region  52 . 
         [0044]    Each of the reference portions  55 A and  55 B is used as a reference of a current time on the game by the both players of two game machines  2  in which a match has been made. Specifically, the first reference portion  55 A functions as a mark indicating a reference of a current time of the player of the one game machine (who may be hereinafter referred to as the first player). And, the second reference portion  55 B functions as a mark indicating a reference of a current time of the player of the other machine who becomes the opponent (who may be hereinafter referred to as second player). Here, in the example of  FIG. 4 , the game screen  50  is illustrated so that the near side is at the bottom and the far side is at the top in view of the player side. Further, at each of the reference portions  55 A and  55 B, different colors are used for distinguishing each player. In the example of  FIG. 4 , a red straight line is used as the first reference portion  55 A, and a blue straight line is used as the second reference portion  55 B. Further, the information region  53  is arranged around the game region  52 . One end side of the game region  52  in the longitudinal direction is used for displaying a score and the like of the one player. And, the other end side thereof is used for displaying a score and the like of the other player. 
         [0045]    Each of the reference portions  55 A and  55 B includes a plurality of rebounding points arranged at predetermined intervals. As illustrated in the diagram as broken lines, the plurality of rebounding points R 1  included in the first reference portion  55 A and the plurality of rebounding points R 2  included in the second reference portion  55 B are connected with each other through a plurality of paths W. Specifically, on the first reference portion  55 A, there are provided the plurality of paths W reaching from one rebounding point R 1  to the rebounding points R 2  included in the second reference portion  55 B. In the same way, on the second reference portion  55 B, there are provided the plurality of paths W reaching from one rebounding point R 2  to the rebounding points R 1  included in the first reference portion  55 A. Incidentally, in the  FIG. 4 , there are illustrated only a part of rebounding points R 1  and R 2 . However, many rebounding points R 1  and R 2  exist actually at predetermined intervals along reference portions  55 A and  55 B. 
         [0046]    The plurality of paths W extending from the rebounding point R 1  of the first reference portion  55 A extends to upper side end portion  52 U at the side of the second reference portion  55 B while passing through the rebounding point R 2 . Further, the plurality of paths W extending from the rebounding point R 2  of the second reference portion  55 B extends to underside end portion  52 B at the side of the first reference portion  55 A while passing through the rebounding point R 1 . When one rebounding point R 1  of the first reference portion  55 A is focused on, for the one rebounding point R 1 , as the plurality of paths W, there are provided three paths W 1 , W 2 , and W 3  extending from the one rebounding point R 1  toward three rebounding point R 2  included in the second reference portion  55 B. During execution of the music game, that is, during the progress of reproduction of music, objects  60  serving as operation indication marks indicating operations are displayed on the paths W connecting the rebounding points R 1  with the rebounding points R 2  according to the sequence data  28 . Incidentally, in  FIG. 4 , for convenience of description, the paths W 1 , W 2 , and W 3  are denoted by the dashed lines. However, none of the plurality of paths W is displayed on the actual game screen  50 . 
         [0047]    The objects  60  appear at the rebounding points R 1  or the rebounding points R 2  at appropriate timings in music. Further, according to the progress of the music, the objects  60  move along the paths W extending from the rebounding points R 1  or R 2  at the appearance positions, toward the other of the rebounding points R 1  and R 2  positioned at the opposite side from one of the rebounding points R 1  and R 2  at the appearance positions. And, when appropriate operations are executed in tune with the arrival of the objects  60 , the objects  60  disappear. In exchange for this disappearance of the objects  60 , next objects  60  appear at the rebounding points R 1  and R 2  on each reference portion  55 A or  55 B at which the appropriate operations have been executed. That is, when the appropriate operations have been executed, arrival positions (the rebounding points) of the objects  60  function as the appearance positions of the next objects  60 . Incidentally, each of objects  60  moves along any one of the paths W which is set at each rebounding point R 1  (or R 2 ). Steps for selecting one path W from the paths W are further described later. 
         [0048]    The objects  60  which have appeared at the appearance positions move from the appearance positions toward the rebounding points R 1  or R 2  located in the other side. For this reason, when the appropriate operations have been executed, the objects  60  repeatedly move between the reference portions  55 A and  55 B so as to alternately rebound at the rebounding points R 1  and R 2 . On the other hand, when the appropriate operations have not been executed, the objects  60  pass through each reference portion  55 A or  55 B, and move to the upper side end portion  52 U or the underside end portion  52 B along paths W. And, the arrival positions of the objects  60  at the upper side end portion  52 U or the underside end portion  52 B function as the appearance positions of the next objects  60 . For this reason, when the appropriate operations have not been executed, the objects  60  change moving directions at each end portion  52 U or  52 B toward each reference portion located in the other side so as to alternately rebound at each end portion  52 U or  52 B. As the moving paths of the objects  60  after rebounding at the end portions  52 U and  52 B, there are set paths in which the distance to the rebounding points to be arrived at will become shortest without going through side walls  52 L and  52 R. 
         [0049]    As the appropriate operations described above, each player is required to perform a touch operation of touching the position of the reference portion  55 A or  55 B at which the objects  60  have arrived in tune with the arrival of the objects  60  at the reference portion  55 A or  55 B. When each player performs the touch operation, there is detected a time difference between a time when the objects  60  match each of the reference portions  55 A and  55 B and a time when each player has performed the touch operation. The smaller the time difference is, the higher an operation of the player is evaluated. Further, a sound effect is reproduced from the speaker  14  in response to the touch operation. A well-known method may be used as the method of reproducing the sound effect. For example, as the well-known method of reproducing a sound effect, there exist a method of adding a sound effect from music while reproducing the music, and a method of reproducing a sound effect corresponding to a miss operation while muting the music when missed. Further, for example, there also exists a method in which when music is divided in parts, each part is assigned to each operation timing, and the appropriate operations are executed, a part of the music assigned to the corresponding operation timing is played back (a method of forming the music by the appropriate operation at each operation timing. For this reason, when a miss operation is made, a part of the music to which the operation timing is assigned is not reproduced). 
         [0050]    In the example of  FIG. 4 , the object  60  moves toward the rebounding point R 2  of the second reference portion  55 B along the path W 1 . In this case, it is preferable that the second player performs the touch operation at the position of the second reference portion  55 B displayed on the other game machine (the second player&#39;s own game machine) at which the object  60  arrives, in tune with the arrival at the second reference portion  55 B. Further, the object  60  is displayed in color corresponding to the reference portion  55 A or  55 B of a destination toward which the object  60  is currently moving. In other words, in the example of  FIG. 4 , the object  60  is displayed in blue until arriving at the rebounding point R 2  of the second reference portion  55 B, and the next object  60  appearing at the rebounding point R 2  at the arrival position is displayed in red. In this embodiment, a plurality of operating units are configured by a combination of each of the reference portions  55 A and  55 B on the monitor  8  and the touch panel  9  superimposed thereon. Incidentally, in the following, each of the reference portions  55 A and  55 B may be used as a term representing the operating unit. Further, the second reference portion  55 B is the reference portion corresponding to the operating unit of the opponent player&#39;s game machine (the other machine). 
         [0051]    The paths W along which the objects  60  move are determined based on positions of the objects  60  when the reference portion  55 A or  55 B is touched. In order to make a comparison of position easy, each object  60  is divided into a plurality of regions.  FIG. 5  is a diagram for describing regions of each object  60 . In  FIG. 5 , dashed lines represent the paths W 1 , W 2 , and W 3 . And, an alternate long and short dash line  62  represents the boundary between the regions. 
         [0052]    In the example of  FIG. 5 , the object  60  is divided into four regions. In the four regions, there are included a contact region S, right region R, left region L, and remaining region O. The contact region S is a region near a contact point at which the object  60  first comes in contact with each reference portion  55 A or  55 B. The right and left regions R and L are regions located at the right and left side of the contact region S. And, according to the touch operation of the player to any one of regions, there is selected the path W along which the object  60  should move next. Specifically, as the path along which the object  60  moves, when near the contact region S or the remaining region O (including each region) are touched, the straight line path W 2  reaching to R 1  at the shortest distance is selected. Further, the first right path W 3  reaching to R 1  through the right side wall  52 R of the game region  52  in the longitudinal direction is selected, when near the left region L (including this region) is touched. And, the first left path W 1  reaching to R 1  through the left side wall  52 L of the game region  52  in the longitudinal direction is selected, when near the right region R (including this region) is touched. The distances of moving paths W 1  to W 3  are different from each other. Therefore, the moving distance along which the object  60  moves to the reference portion  55 A or  55 B of the next destination differs, according to the positional relation between the operation position and the position of the object  60 . Meanwhile, the operation timing to touch the object  60 , that is, the timing at which the object  60  arrives at each of the reference portions  55 A and  55 B is constant regardless of the moving path. For this reason, the path and moving velocity of the object  60  which moves toward the one player change according to the touch operation of the other player. Since a difficulty level of the game is changed due to this, and the operation in which influence on the other player is considered is required to each player. 
         [0053]    Incidentally, in  FIG. 4 , there is displayed only one object  60  in the game region  52 . However, a plurality of objects  60  in which positions, velocities, or paths are different from each other may be displayed in the game region  52 . In such a case, control about displays or movements of the objects  60  such as the appearance positions, the moving paths, or the disappearance positions of the objects  60  is executed for each object  60  according to the examples described above. 
         [0054]    Further, pieces of music with different difficulty levels are provided in the game machines  2 , as the music used in the music game. Furthermore, pieces of same music in which difficulty levels are different from each other are also provided. And, it is also possible to execute the play using the pieces of music with the different difficulty levels, between the one game machine  2  and the opponent game machine  2 . In the case of the play using same music having same difficulty levels, a same game screen  50  (including a case in which the upper side and the downside are reversed) is displayed at same time on the game screens  50  of the one game machine and the opponent other game machine. However, when the difficulty levels are different, number of the objects  60  to be displayed in the same time may be different. Therefore, in the case of the play using the music with different difficulty levels, the game screens  50  in which number of the objects  60  or the like are different from each other may be used at the same time. 
         [0055]      FIG. 6  is a diagram illustrating an example of each game screen  50  displayed on each game machine  2  during the play using the same music in which the difficulty levels are different from each other. In  FIG. 6 , the one game screen  50 A of the one game machine is located on the left side. In contrast, the other game screen  50 B of the other game machine of the one game machine&#39;s opponent is located on the right side. Further,  FIG. 6  illustrates the one game screen  50 A and the other game screen  50 B under the play at the same time. As illustrated in  FIG. 6 , in the one game screen  50 A, there is displayed one object  60  moving toward the second reference portion  55 B on the first left path W 1  from the first reference portion  55 A. 
         [0056]    On the other hand, each reference portion  55 A or  55 B are located in the opponent game machine  2  on the position in which the upper side and the downside are reversed so that it is easy to play for the second player. Specifically, the first reference portion  55 A used by the first player is located on the upper side in the other game screen  50 B, in the opposite from the one game screen  50 A. Also, the second reference portion  55 B used by the second player is located on the downside in the other game screen  50 B. Furthermore, in addition to the object  60  located on the first left path W 1  extending from the rebounding point R 1 , other two objects  60  are displayed on the other game screen  50 B. Specifically, as compared with the one game screen  50 A, in the other game screen  50 B, there are added displays of the object  60  moving on the first right path W 3  and the object  60  moving on the straight line path W 2 . Further, the straight line path W 2  and the first right path W 3  extend from the rebounding point R 1  different from the first left path W 1  of the first reference portion  55 A. 
         [0057]    Normally, in the case of the play using the same music having same difficulty levels, a game screen in which the upper side and the downside of the one game screen  50 A have been reversed (the first reference portion  55 A is located on the upper side, the second reference portion  55 B is located on the downside) should be displayed at the same time on the other game machine  2 . However, as described in  FIG. 6 , in the case of the play using the music with the different difficulty levels, the different game screen  50  between the one game machine and the other game machine may be displayed. And, the one object  60  on the first left path W 1  is seen by the first player. In contrast, a total of three objects  60  in which two objects  60  are added to the one object  60  are seen by the second player. Therefore, the appropriate operations for the three objects  60  are required to the second player playing through the other game machine  2 . 
         [0058]    Further, when the appropriate operations have been executed for the three objects  60  by the second player, three objects  60  corresponding to the three objects  60  and moving toward the first reference portion  55 A may be further displayed on the other game screen  50 B. However, three objects  60  corresponding to these three objects  60  are not always displayed on the one game screen  50 A. In the one game screen  50 A, for example, only one object  60  may be displayed as the object  60  corresponding to the three objects  60 , according to the difficulty level of the music used by the one game machine  2 . In other words, the play using the game screen  50  in which number of the objects  60  is different from each other may be executed, between the one game machine  2  and the other game machine  2 . 
         [0059]    As described above, when the play between the pieces of music with different difficulty levels is executed, used number of the objects  60  is different between both game machines  2 . Therefore, it is not possible to use operation information of each player directly. In a case like this, one player&#39;s operation information is reflected on the other game screen  50 , according to a predetermined reflection condition. Further, a predetermined ratio may be used as the predetermined reflection condition. As an example of the predetermined ratio like this, there is used a ratio of number of the objects  60  displayed. Referring to the example of  FIG. 6 , the predetermined ratio in this case is described below. In the example of  FIG. 6 , three objects  60  are displayed on the other game screen  50 B, for one object  60  displayed on the one game screen  50 A. That is, number of the objects  60  displayed is a ratio of 1 to 3. Accordingly, in this case, the ratio of 1 to 3 is applied as the predetermined ratio. Specifically, when the second player has missed the touch operation to the objects  60  three times through the other game machine, this is reflected on the game screen  50 A as one time miss. That is, in the example of  FIG. 6 , when the second player has missed the operations (when the appropriate operations have not been executed) for all of the three objects  60  displayed on the other game screen  50 B, the information of this miss operation is reflected as the operation for the one object  60  displayed on the one game screen  50 A. 
         [0060]    On the other hand, the operation results of the game machine  2  side in which number of the objects  60  displayed is less, that is, the operation results of the one game machine side in the example of  FIG. 6  are reflected directly. In other words, in the example of  FIG. 6 , the miss operation for the one object  60  displayed on the one game screen  50 A is reflected directly as the miss operation for one of the three objects  60  included in the other game screen  50 B. In the way like this, one operation result is reflected to the other display. In this case, “1” or “3” constituting the ratio of 1 to 3 function as a predetermined number of the present invention. Further, the miss operation is employed as a specific kind of act of the present invention. 
         [0061]    Incidentally, when the same music is used, common objects  60  corresponding to each other may be included. In contrast, when the different pieces of music are used, such common objects  60  may not be included. Therefore, the objects  60  to which the operation results on the other game machine are reflected are not limited to the objects  60  with the correspondence relation. Operation results on the other game machine may be reflected to the objects  60  without the correspondence relation, as far as it is reflected with the predetermined ratio. Further, the objects  60  to which the operation results are reflected is not limited to the objects  60  immediately after meeting the predetermined reflection condition. For example, the operation result (for example, the miss operation) for the object  60  meeting the predetermined reflection condition (for example, the object  60  for which the miss operation corresponding to predetermined number has been executed) may be reflected to the object  60  which is delayed in predetermined number from the object to which the operation result should be reflected. In other words, the relation between the object  60  meeting the predetermined reflection condition and the object  60  to which its result is reflected may be shifted at predetermined number. 
         [0062]    Next, the details of the sequence data  28  will be described with reference to  FIG. 7  and  FIG. 8 .  FIG. 7  is a diagram illustrating an example of contents of the sequence data. As illustrated in  FIG. 7 , the sequence data  28  includes a condition definition portion  28   a  and an operation sequence portion  28   b.  In the condition definition portion  28   a,  there is described information designating an execution condition of a game that differs according to the music such as information designating the tempo, a beat, a track of music, and a sound effect to be generated when the touch operation is performed on the objects  60 . Incidentally, in  FIG. 7 , the condition definition portion  28   a  is included only 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, processing of changing the tempo of the music, an assignment of a sound effect, or the like can be actualized. 
         [0063]    Meanwhile, in the operation sequence portion  28   b,  each timing to touch each object  60 , and information indicating each player (in other words, information indicating each reference portion at which the object  60  should arrive, among the reference portions  55 A and  55 B) are described in association with each other. Further, the operation sequence portion  28   b  also includes information for indicating the appearance position of each object  60 . 
         [0064]    As a part of details is illustrated in  FIG. 7 , in this example, the operation sequence portion  28   b  includes an operation timing portion  28   c,  a display position indication portion  28   e,  a record information portion  28   h,  and an appearance position indication portion  28   g.  The operation timing portion  28   c  indicates timings (operation timings) to perform operations in the music. The display position indication portion  28   e  indicates each player on which the objects  60  start to be displayed (in other words, any one of reference portions on which the objects  60  start to be displayed). The record information portion  28   h  is for distinguishing each record. The appearance position indication portion  28   g  indicates each appearance position of each object  60 . In other words, the operation sequence portion  28   b  is configured as a set of a plurality of records in which these pieces of information are described so as to be associated with each other. 
         [0065]    Each operation timing is described such that a bar number in the music, a beat number, and a value representing a time in a beat are separated by a comma. The time in a beat refers to 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 length of one beat into n unit times. For example, when a time in which n is  100 , and ¼ elapses from the head of the second beat in the second beat of the first bar of music is designated as an operation timing, “01,2,025” is described. 
         [0066]    In the display position indication portion  28   e,  there are described indications for each player side on which the objects  60  should start to be displayed. Specifically, in a case indicating the first reference portion  55 A side corresponding to the first player, there is described “P1”. And, in a case indicating the second reference portion  55 B side corresponding to the second player, there is described “P2”. Each indication for each player on which each object  60  starts to be displayed corresponds to the indication for the reference portion requiring the touch operation, since the objects  60  move between the reference portions  55 A and  55 B. Specifically, when the first reference portion  55 A is indicated as the position for starting the display, this corresponds to the indication for the touch operation on the second reference portion  55 B, since the object  60  in which the display is started moves toward the second reference portion  55 B at the opposite side. Similarly, when the second reference portion  55 B is indicated as the position for starting the display, this corresponds to the indication for the touch operation on the first reference portion  55 A located at the opposite side, that is, located at the moving direction of the object  60  in which the display is started. Furthermore, the indication of the player on which the object  60  starts to be displayed corresponds to an indication of the color of the object  60  to be displayed. And, a blue object  60  is displayed when the indication of the player is “P1”. Also, a red object  60  is displayed when the indication of the player is “P2”. 
         [0067]    In the record information portion  28   h,  there are described numbers according to alignment sequence for each object  60 . Specifically, as the record information, “1” is described in the initial record. And, after this, unique numbers such as “2”, “3”, or the like are described in each record in descending order from upper side. 
         [0068]    In the appearance position indication portion  28   g,  there is described information indicating the record numbers. In other words, as the information indicating the appearance position, there are described numbers such as “1”, “2”, “3”, or the like. When “1” is described in the appearance position indication portion  28   g,  as the appearance position, there is indicated the arrival position of the object indicated by the record of which “1” is described in the record information portion  28   h . Specifically, as the appearance position of the object  60  corresponding to the record of which “1” is described in the appearance position indication portion  28   g,  there is indicated the position at which the object  60  corresponding to the number 1 of the record information portion  28   h  has been touched appropriately, or has arrived by the miss operation. Similarly, when “2” or “3” are described in the appearance position indication portion  28   g,  as the appearance positions, there is indicated the position at which the object  60  corresponding to the records of which “2” or “3” are described in the record information portion  28   h  has been touched appropriately, or has arrived by the miss operation. 
         [0069]    Furthermore, the information described in the appearance position indication portion  28   g  also corresponds to an indication of the appearance timing. Specifically, the object  60  corresponding to the record of which “1” is described in the appearance position indication portion  28   g  starts to be displayed at a timing at which the object  60  corresponding to the record of which “1” is described in the record information portion  28   h  has been touched appropriately (or the timing in which this object  60  arrived at each end portion  52 U or  52 B). In other words, in order to make an effect of continuity, in the appearance position indication portion  28   g,  there is described the indication for associating one record with next record corresponding to the next object  60  so that the next object starts to be displayed on the arrival position (or the position on which the appropriate touch operation has been executed) of the object  60  corresponding to the one record at the arrival timing (or the timing at which the appropriate touch operation has been executed). Further, information indicating fixed position is described as the initial appearance position for the appearance position corresponding to the initial record. For example, as the information indicating such an initial appearance position, an alphabet such as “S” or the like is described in the appearance position indication portion  28   g.    
         [0070]    In the example of  FIG. 7 , it is indicated that the red object  60  arriving at the second reference portion  55 B at a timing in which “010” elapses from the start point in time of the fourth beat of the first bar appears at the initial appearance position on the first reference portion  55 A. Further, by the indication of this example, the arrival position and arrival timing (or, the position on which the appropriate touch operation has been executed and the timing thereof) of this object  60  function as the appearance position and the appearance timing of the blue object  60  arriving at the second reference portion at a timing in which “016” elapses from the start point in time of the fourth beat of the first bar. 
         [0071]    On the other hand,  FIG. 8  is a diagram illustrating an example of contents of the sequence data  28  corresponding to high difficulty level. The part illustrated in  FIG. 8  corresponds to the part illustrated by the sequence data  28  of  FIG. 7 . In other words, in the part of  FIG. 7  and the part of  FIG. 8 , there is illustrated the case in which the music is same but the difficulty level is different with each other (the difficulty level of  FIG. 8  is higher than that of  FIG. 7 ). When the part illustrated in  FIG. 7  is compared with the part illustrated in  FIG. 8 , as illustrated in  FIG. 8 , in the sequence data  28  of  FIG. 8 , as the record information portion  28   h,  there are added two records in which numbers of “25” and “26” are described. Specifically, in the sequence data  28  of  FIG. 8 , there is added the indication displaying the object  60  arriving at the first reference portion  55 A at the timing in which “041” elapses from the start point in time of the second beat of the second bar. Similarly, there is also added the indication displaying the object  60  arriving at the first reference portion  55 A at the timing in which “042” elapses from the start point in time of the second beat of the second bar. In other words, the sequence data  28  of  FIG. 8  includes more indications for the operation timings than that of  FIG. 7  by these added records. Therefore, when the sequence data  28  of  FIG. 8  is used, in comparison with the case in which the sequence data  28  of  FIG. 7  is used, number of objects displayed becomes large by number of these records. In this way, the game data  22  includes not only the sequence data  28  corresponding to the pieces music with the different difficulty levels from each other but also sequence data  28  corresponding to the pieces of same music having the different difficulty levels. 
         [0072]    Next, a configuration for actualizing the play using the pieces of music with the different difficulty levels will be described with reference to  FIG. 9 .  FIG. 9  is a functional block diagram of the game control unit  11  for actualizing the play using the pieces of music with the different difficulty levels. As illustrated in  FIG. 9 , the game control unit  11  is provided with a storage portion  63 , a position calculation portion  66 , an image generation portion  67 , and a condition determination portion  68 . The operation information of the one game machine (own game machine) and the opponent game machine (the other game machine) is stored in the storage portion  63 . And, the condition determination portion  68  determines the paths W on which the objects  60  to be displayed on the one game screen  50 A should be arranged, based on the operation information stored in the storage portion  63 . At this time, the condition determination portion  68  also determines whether or not the predetermined reflection condition in which the operation information in one of game machines  2  should be reflected to the game screen  50  of the other game machine  2  is met. This determination result is provided to the position calculation portion  66 . 
         [0073]    The position calculation portion  66  calculates each position (coordinate) on the game screen  50  on which each object  60  should be arranged, based on the determination of the condition determination portion  68 . The calculation result is provided to the image generation portion  67 . And, based on the calculation result of the position calculation portion  66 , the image generation portion  67  generates and outputs image data so that the game screen  50  on which the objects  60  are arranged at the calculated positions is displayed. Due to this, the game screen  50  differing from one of game machines (for example, the other game machine) is displayed on the other monitor  8  (for example, the monitor  8  of the one game machine) so that one operation information (for example, the operation information of the other game machine) is reflected to the other (for example, the one game machine) according to the predetermined reflection condition. 
         [0074]    Next, processes executed by the game control unit  11  for actualizing the play using the pieces of music with the different difficulty levels between both game machines  2  through the network  5  will be described. The game control unit  11 , in order to actualize such a play, executes an operation detection process routine of  FIG. 10 , a sequence process routine of  FIG. 11 , and subroutines of  FIG. 12  and  FIG. 13 . Incidentally, in addition to the above processes, the game control unit  11  executes various kinds of well known processes necessary for executing the music game such as a matching process, a process for evaluating operations of the players, or the like. However, details of these processes are not described. 
         [0075]      FIG. 10  is a diagram illustrating an example of a flowchart of the operation detection process routine executed by the game control unit  11 . The game control unit  11  executes the routine of  FIG. 10  at predetermined cycle repeatedly. The routine of  FIG. 10  is a process executed for obtaining contents (the operation position and the operation timing) of the touch operation by the first player and the second player. 
         [0076]    When the routine of  FIG. 10  is started, in Step  51 , the game control unit  11  first determines whether or not the touch operation has been executed by the first player after the last routine is finished, with reference to outputs of the touch panel  9 . When the touch operation has been executed, the game control unit  11  proceeds to Step S 2 . In Step  2 , the game control unit  11  acquires the position in which the touch operation is executed by the first player, and the timing at which the touch operation is executed. And, the game control unit  11  also generates the operation information including them, and causes the storage portion  63  to store this operation information. In next Step  3 , the game control unit  11  sends the operation information stored in Step  2 , to the opponent game machine  2 . 
         [0077]    In next Step S 4 , the game control unit  11  determines whether or not the operation information has been received from the opponent game machine  2  after the finish of the last routine. When the operation information has been received, the game control unit  11  proceeds to Step S 5 . And, the game control unit  11  causes the storage portion  63  to store the received operation information with the receipt time in this Step S 5 . After the finish of the processing in Step S 5 , the game control unit  11  finishes the current process. On the other hand, when the determination result in Step S 1  is negative result, that is, when the touch operation has not been executed, the game control unit  11  skips Step S 2  and Step S 3 , and proceeds to Step S 4 . Furthermore, when the determination result in Step S 4  is negative result, that is, when the operation information has not been received, the game control unit  11  skips Step S 5 , and finishes the current routine. As the actual operation timing of each player, there is handled each of operation timings of the first player and the second player included in the operation information stored by the routine of  FIG. 10 . 
         [0078]    On the other hand,  FIG. 11  is a diagram illustrating an example of a flowchart of the sequence process routine executed by the game control unit  11 . The routine of  FIG. 11  is a process executed for displaying and moving the objects  60  in the game region  52 . The game control unit  11  executes the routine of  FIG. 11  at predetermined cycle repeatedly. The cycle is equal to the rendering cycle of the game screen  50 , that is, the frame rate. Incidentally, the cycle in which the routine of  FIG. 11  is executed is equal to the cycle in which the routine of  FIG. 10  is executed, or longer than that. 
         [0079]    When the routine of  FIG. 11  is started, in step S 11 , the game control unit  11  first acquires a current time in the music. For example, clocking is started, by an internal clock of the game control unit  11 , and the current time is acquired from a value of the internal clock, based on a reproduction start point time of the music. The time on the music may be specified based on elapsed time from the reproduction start point time. Further, it may be specified based on another value which is correlated with the elapsed time. For example, the time may be specified by using number of beats from the reproduction start point time of the music, number of frames of the game screen  50 , or the like. 
         [0080]    Next, in Step S 12 , the game control unit  11  acquires data of the operation timings which are present within a time length corresponding to a display range of the game region  52  which should be rendered at the next frame, from the sequence data  28 . And, the game control unit  11  retains it in the internal storage. As an example, the display range is set to a time range of about two bars of the music from the current time (incidentally, the time at the rendering time of the next frame) to the future. In next Step S 13 , the game control unit  11  executes a subroutine for determining the paths at which all of the objects  60  to be rendered in next frame should be arranged. The details of this subroutine will be described later. 
         [0081]    In next Step S 14 , the game control unit  11  calculates coordinates of the objects  60  to be rendered in next frame. As an example, this calculation is made as follows. First, the game control unit  11  determines each path W to display each object  60  included in the display range, based on the processing result of Step S 13 . Next, the game control unit  11  determines the position of each object  60  from the reference portions  55 A and  55 B in the time axis direction (that is, the moving direction of the objects  60 ), according to the moving direction (the reference portions  55 A or  55 B at which the objects  60  should arrive) corresponding to each the object  60 , and a time difference between each operation timing and a current time. Through this operation, it is possible to acquire the coordinates of the objects  60  necessarily for arranging each object  60  on each path W along the time axis from each reference portion  55 A or  55 B. 
         [0082]    In next Step S 15 , the game control unit  15  generates image data necessary for rendering the game region  52 , based on the coordinates of the objects  60  calculated in Step S 14 . Specifically, the game control unit  11  generates the image data so that each object  60  is arranged on each calculated coordinate. Images of the objects  60  or the like may be acquired from the image data  27 . In next step S 16 , the game control unit  11  outputs the image data to the display control unit  12 . As a result, the display of the game region  52  on the monitor  8  is renewed. When the processing of Step S 16  ends, the game control unit  11  finishes the current routine. By executing repeatedly the above-described processes, each object  60  appears at the predetermined position in game region  52 . Further, each object  60  proceeds on each path W according to the operation of each player, in tune with the progress of the music. And, the display of each object  60  is controlled so that each object  60  arrives at each reference portion  55 A or  55 B at the predetermined operation timing. 
         [0083]    Next, a path determination process routine will be described, in reference to  FIG. 12  and  FIG. 13 .  FIG. 12  and  FIG. 13  are diagrams illustrating an example of a flowchart of the path determination process routine. This routine is called and executed in Step S 13 , as the subroutine of the routine of  FIG. 11 . The routine of  FIG. 12  and  FIG. 13  is a process for determining the path at which each object  60  should be arranged according to the operation result of each player. Further, the game control unit  11  executes this routine through the condition determination portion  68  mainly. 
         [0084]    When the routine of  FIG. 12  is started, in Step S 21 , the game control unit  11  first determines whether or not there are unprocessed records. The unprocessed record means each record of the sequence data  28  acquired in Step S 12  of the routine of  FIG. 11 , that is, each record in which the processed record is not set among the operation timings. In other words, the unprocessed record means the operation timing in which the path W to arrange the object  60  is not determined yet among the operation timings included in the display range. When the result of Step S 21  is negative result, that is, when the unprocessed record does not exist in the operation timings in display range, the game control unit  11  finishes the current routine. And, the game control unit  11  returns to the routine of  FIG. 11 . 
         [0085]    On the other hand, when the result of Step S 21  is of affirmative result, that is, when the unprocessed record exists, the game control unit  11  proceeds to Step S 22 . In Step S 22 , the game control unit  11  determines whether or not the unprocessed record of the processing target is of a record for the own game machine. This determination is executed, for example, based on the display position indication portion  28   e  included in the sequence data  28 . Specifically, when the record of the processing target, that is, the display position indication portion  28   e  associated with the operation timing of the processing target is “P1”, the game control unit  11  determines it as the record for the own game machine. In contrast, when the display position indication portion  28   e  of that is “P2”, the game control unit  11  determines it as the record for the opponent game machine. When this determination result is of affirmative result, that is, when the record of the processing target is of the record for the own game machine, the game control unit  11  proceeds to Step S 23 . 
         [0086]    In Step S 23 , the game control unit  11  determines whether or not there is the operation information including the operation timing of a record associated with the record of the processing target as the record indicating the appearance position within a predetermined range. As described above, in the sequence data  28 , there are the operation timings associated with each other through the appearance position indication portion  28   g.  For example, among the records associated with these, the record indicating the appearance position is referred to as the indication record. In contrast, the record in which the appearance position is indicated is referred to as the subjected indication record. In Step S 23 , the game control unit  11  determines whether or not there is the operation information including the operation timing corresponding to the indication record of the processing target within the predetermined range. This reason is that the operation result to the object  60  corresponding to the indication record is reflected to the object  60  corresponding to the record of processing target. Further, this predetermined range is of the range of time which is set to the operation timing described in the sequence data  28  as an acceptable range in which it can be assumed that the appropriate operation has been performed. Furthermore, this predetermined range also is of the range of the distance which is set to the arrival position (the rebounding position of the moving target) of the object  60  to each reference portion  55 A (or  55 B) as an acceptable range in which it can be assumed that the object  60  is touched. When this determination result is affirmative, that is, when there is the operation information including the operation timing of the indication record within the predetermined range, the game control unit  11  proceeds to Step S 24 . 
         [0087]    In Step S 24 , the game control unit  11  determines the path W at which the object  60  corresponding to the record of the processing target should be arranged, as the normal path. Specifically, the normal path is determined as follows, based on the operation information. The game control unit  11  first determines a positional relation between the position of the touch operation and the position of the object  60 , based on the determined operation information. Further, the game control unit  11  determines the path W based on the positional relation. This determination is executed, as described above, based on any one of four regions O, R, S, and L illustrated in  FIG. 5  in which the touch operation has been performed, or which is the nearest from the position of the touch operation. The relation between each region O, R, S, or L and the path is as described above. And, as the appearance position on the normal path, there is employed the appearance position indicated by the indication record described above. In other words, the normal path is determined, based on the touch operation included in the operation information and the appearance position indicated by the indication record. 
         [0088]    In next Step S 25 , the game control unit  11  sets the record of the processing target to the processed record, and returns to the processing of Step S 21 . Due to this, the operation result of the own game machine is reflected to the object  60  corresponding to the operation result of the other game machine. 
         [0089]    On the other hand, when the determination result of Step S 23  is negative, that is, when there is not the operation information including the operation timing of the indication record within the predetermined range, the game control unit  11  proceeds to Step S 26 . In Step S 26 , the game control unit  11  determines the path W on which the object  60  corresponding to the record of the processing target is arranged, as the miss path. In the case in which there is not the operation information including the operation timing of the indication record within the predetermined range, this means that the appropriate operation is not performed to the object  60  corresponding to the indication record. In this case, the object  60  of the indication record corresponding to this record of the processing target arrives at any one of both end portions  52 U and  52 B. Therefore, for example, as the miss path of such a case, there is employed the path W extending toward the reference portion  55 A (or  55 B) at the opposite side in the shortest distance from the position on the end portion  52 U (or  52 B) at which the object  60  of the indication record arrives. Further, in this case, the position on the end portion  52 U (or  52 B) at which the object  60  of the indication record arrives is used as the appearance position of the object  60  corresponding to the record of the processing target. And, the game control unit  11  proceeds to Step S 25 , and executes the processing described above, after finishing the processing of Step S 30 . 
         [0090]    Furthermore, when the determination result of Step S 22  is negative result, that is, when the record of the processing target is of the record for the opponent game machine, the game control unit  11  proceeds to Step S 27  of  FIG. 13 . In Step S 27 , the game control unit  11  determines whether or not there is the operation information including the operation timing of the indication record associated with the record of the processing target within the predetermined range, using the operation information stored in the storage portion  63 . This determination is executed in the same way as Step S 23  described above. When this determination result is negative, that is, when there is not the operation information including the operation timing of the indication record within the predetermined range, the game control unit  11  proceeds to Step S 28 . 
         [0091]    In Step S 28 , the game control unit  11  determines whether or not the predetermined reflection condition is met. As the predetermined reflection condition, for example, there is employed a condition which is met in a case in which a specific kind of operation reaches at the predetermined ratio between the own game machine and the other game machine. Further, in Step S 27 , when there is not the operation information, the control unit  11  can determine this as the miss operation (the operation in which the position or the timing of the touch operation is not appropriate). In other words, the game control unit  11  determines whether or not it is the miss operation as the specific kind of act. Therefore, in Step S 28 , as an example of the specific kind of operation, there is applied the miss operation. Further, as the predetermined ratio, for example there is applied a ratio according to the difficulty level. As the ratio like this, for example, there is used the ratio of number of the operation timings. Specifically, when number of the operation timings is the ratio of 1 to 3, this ratio is applied as the predetermined ratio. In other words, in this case, if the difficulty level of the other game machine is higher than that of the own game machine, in Step S 28 , the game control unit  11  determines that the predetermined reflection condition has been met when the miss operation has been performed three times on the other game machine. Contrariwise, if the difficulty level of the own game machine is higher than that of the other game machine, in Step S 28 , the game control unit  11  determines that the predetermined reflection condition has been met when the miss operation has been performed one time on the other game machine. Incidentally, the predetermined ratio is not limited to the embodiment in which the predetermined ratio is set according to the difficulty level. For example, as the predetermined ratio, the fixed ratio may be set in advance. 
         [0092]    When the determination result of Step S 28  is affirmative result, that is, when the predetermined reflection condition is met, the game control unit  11  proceeds to Step S 29 . In Step S 29 , the game control unit  11  determines the path W on which the object  60  corresponding to the record of the processing target should be arranged, as the miss path. This determination is executed in same way as Step S 26  described above. The game control unit  11  returns to Step S 25  of  FIG. 12 , after finishing the processing of Step S 29 . And, the game control unit  11  executes the processing described above in Step S 25 . 
         [0093]    On the other hand, when the determination result of Step S 27  is affirmative result, or when the determination result of Step S 28  is negative result, in other words, when there is the operation information including the operation timing of the indication record within the predetermined range, or when the predetermined reflection condition is not met, the game control unit  11  proceeds to Step S 30 . 
         [0094]    In Step S 30 , the game control unit  11  determines the path W on which the object  60  corresponding to the record of the processing target should be arranged, as the automatic path. In this case, for example, as the appearance position, there is used the rebounding point R 2  at which the object  60  corresponding to the record of the processing target arrives. Further, as the automatic path, there is used each path W extending from the rebounding point R 2 . And, any one of paths W may be determined by lottery. In other words, in this case, in Step S 30 , as the automatic path, there is used the path W which is determined by lottery from the paths W extending from the rebounding point R 2  at which the object  60  corresponding to the indication record arrives. Further, in this case, the object  60  corresponding to the indication record disappears on the second reference portion  55 B on which the rebounding point R 2  is provided. Incidentally, the automatic path may be fixed for each rebounding point R 2  in advance. Or, the automatic path may be changed in predetermined order. Furthermore, the automatic path may be determined by lottery from the paths W, according to the operation information on the other game machine, for example, based on each path W which can be determined in the case in which the operation information is used. And, as the automatic path, the high rate path may be used. 
         [0095]    The game control unit  11  returns to Step S 25  of  FIG. 12 , after finishing the processing of Step S 30 . And, the game control unit  11  executes the processing described above, in Step S 25 . Through the execution of the routine of  FIG. 12 , the path W on which each object  60  corresponding to each operation timing should be arranged is determined. Further, between both game machines  2  during the play using the same music having the different difficulty levels, according to the predetermined reflection condition, the operation result of one of the game machines is reflected to the game screen of the other. 
         [0096]    As described above, according to this embodiment, between the one game machine and the other game machine, the operation information of one of game machines is reflected to the game screen  50  of the other, using the predetermined reflection condition. Further, as an example of the predetermined reflection condition, there is used the ratio of number of the operation timings. That is, it is possible to try to adjust the difference of the difficulty level, according to number of the operation timings. Due to this, it is possible to actualize the play between both game machines  2  in which number of the operation timings to be operated is different from each other. In other words, it is possible to use the pieces of music with the different difficulty levels from each other, between the one game machine and the other game machine. 
         [0097]    Further, it is possible to expand the target of the opponent, since it is possible to actualize the play using pieces of music with the different difficulty levels. Due to this, it is possible to increase opportunities of the play, and, for example, it is possible to actualize the play with friends having the different play levels in which the play is not made normally. Accordingly, it is possible to improve the interest of the game. 
         [0098]    In the above-described embodiment, the control unit  10  functions as a music reproduction device. Further, the control unit  10  functions as a reference timing teaching device, a game region presenting device, a mark display control device, and a condition determination device, by executing the routine of  FIG. 11 ,  FIG. 12 , and  FIG. 13  through the game control unit  11 . Furthermore, the control unit  10  functions as an other machine information acquiring device, by executing the routine of  FIG. 10  through the game control unit  11 . 
         [0099]    The present invention is not limited to the above-described embodiment and can be implemented in appropriate embodiments. In the above-described embodiment, there is employed the miss operation as the specific kind of act. However, the specific kind of act is not limited to such an embodiment. For example, various kinds of operations indicating the paths W 1 , W 2 , and W 3  may be employed as the specific kind of act. 
         [0100]    In addition to the object  60 , other operation indication marks may be displayed in the game. For example, when a predetermined display condition has been met (for example, a case in which a predetermined operation is performed, a case in which a predetermined score is obtained, a case in which a predetermined option is acquired, or the like meet this condition), a special object may be displayed as the one of such operation indication marks. Further, when the special object is displayed on the other game machine, a special object may be also displayed on the one game machine as operation reference mark corresponding to any one of the reference portions. And, the operation information to the special object of the other machine may be reflected directly to the special object corresponding to this which is displayed in the one machine, separately from the predetermined reflection condition. In other words, the moving path of special operation indication mark in the one game machine may be changed according to the operation information to the special object in the other game machine. Due to this, it is possible to use the special operation indication mark as a means capable of directly reflecting the one operation information to the other. 
         [0101]    Further, in the above-described embodiment, as the difference of contents between pieces of reference timing data, there is employed number of the reference timings. However, the difference of contents between pieces of reference timing data is not limited to the embodiment like this. The differences such as a difference in which number of the reference timings is same but the moving velocity of the displayed reference indication marks corresponding to the reference timings is different from each other, a difference in which the reference timing itself is difference from each other, or the like may be employed as the difference of contents between pieces of reference timing data. And, in these cases, for example, number according to velocity ratio, or the like may be used as the predetermined number used to the predetermined reflection condition. 
         [0102]    Further, in the above-described embodiment, between the one game machine and the other game machine, there are executed same games having the different difficulty levels. However, the game played on the game machines  2  is not limited to the game like this. The game having completely different rule or contents may be played between the one game machine and the other game machine, as long as the one play act is reflected to the progress of the other game according to the predetermined reflection condition. 
         [0103]    In the above-described embodiment, on the game machines  2 , there is played the music game. However, the game played on the game machines  2  is not limited to the embodiment like this. For example, as the other games, a RPG (role-playing game), an action game, a sports game, a shooter game, or the like may be played on the game machine  2 . Further, in the above-described embodiment, the game machine  2  is applied to the game system in which the center server  3  exists between the game machines  2 . However, the game system to which the game machine of the present invention is applied is not limited to the embodiment like this. For example, the center server  3  may be omitted. That is, the game machine may be applied to the game system configured by two game machines connected with each other through a communication line. Furthermore, the game machine of the present invention may be actualized in appropriate embodiments such as an arcade game machine installed in commercial facility, a stationary game machine for home use, a portable game machine, or the like.