The present invention relates to an interactive musical instrument game and in particular to an electronic game that utilizes a real musical instrument for providing game input as prompted by a game display and usually in coordination with a recorded recognized song or song segment.
The idea of teaching the playing of an actual keyboard instrument through a computer has been discussed in prior art documents, such as US2006/0252503. There are also several prior art systems in the market that try to teach piano through a computer, notably the Miracle Piano Systems, published by Software Toolworks, Nintendo, Synthesia published by HDPiano.com, among others. However, these devices are primarily intended for education, and in general are not effective in having fun with music or learning to play actual phrases and parts of music.
There are also several electronic games that receive game input from musical instruments, such as Guitar Hero, published by RedOctane. However, these systems utilize mock-type (i.e., not “real”) musical instruments and do not provide significant music education value. A “real” musical instrument, as defined here, has means for selecting the “pitches” of a song and includes both actual instruments and musical instrument simulators that have places on the instrument that can be associated with a “pitch”. “Pitch” represents the perceived fundamental frequency of a sound.
Accordingly, there is a need for a musical instrument teaching method and system that is fun to play as a game and more effective than presently available music teaching systems and methods.
The invention provides an electronic game that utilizes a real musical instrument for providing game input as prompted by a game display and usually in coordination with a recorded recognized song or song segment.
In general, in one aspect, the invention features an interactive musical game system including a real musical instrument, a computing unit and a display. The real musical instrument includes real keys configured to be manipulated by a player for playing music and thereby providing game input. The computing unit communicates with the real musical instrument and includes a database and a music application. The display is connected to the computing unit and is configured to display a virtual musical instrument corresponding to the real musical instrument. The virtual musical instrument includes virtual keys corresponding to the real keys of the real musical instrument. The database includes musical recordings and data specific to each musical recording that associate pitches of each musical recording with a specific manipulation sequence of the virtual keys. The music application causes a specific musical recording to be played and highlights simultaneously the associated specific virtual keys and the corresponding real keys during the playing of the specific musical recording with the same designation. The display further displays a score board, a target bar located above the virtual musical instrument and one or more lines diverging from a common starting point and end at a point of the target bar located directly over a highlighted virtual key, thereby indicating the specific manipulation sequence of the virtual keys during the playing of the specific musical recording. Manipulation of the highlighted real keys by the player coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a positive scoring event in the score board in real-time.
Implementations of this aspect of the invention may include one or more of the following features. Manipulation of the highlighted real keys by the player not coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a negative scoring event in the score board. No manipulation of the highlighted real keys by the player coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a negative scoring event in the score board. The musical recordings may be songs, song segments, musical arrangements, instrumental musical pieces or vocal musical pieces. The computing unit communicates with the real musical instrument via musical instrument digital interface (MIDI) communications. The game system may further include a first set of speakers broadcasting sound generated from the playing of the musical recordings and/or the playing of the real musical instrument. The game system may further include a second set of speakers broadcasting sound generated from the playing of the real musical instrument. The real musical instrument may be an electronic keyboard, a synthesizer, a Keytar, a computer keyboard in which the keys are software mapped to correspond to music notes, a saxophone, a guitar, a EWI, a non-full size electronic keyboard, a touch pad, or a gesture-triggered controller. The display may further display one or more time prompts running along the one or more lines, respectively. The time prompts hit the target bar at the point located directly over the highlighted virtual key at the time the player needs to hit the corresponding real key. The real musical instrument may further include means for highlighting simultaneously the real keys with the virtual keys with the same designation. The designation may be light, colors, shapes, numbers, letters, textures, font type, font size, or key relative position. The real musical instrument may further include a lighting source for highlighting simultaneously the real keys with the same colors as the corresponding virtual keys. The lighting source may be a projector receiving an image of the lighted virtual keys of the virtual musical instrument and projecting the image onto the real keys of the real musical instrument. The game system may further include one or more additional real musical instruments configured to be manipulated by the player or by one or more additional players and wherein the display is further configured to display one or more additional virtual music instruments corresponding to the one or more additional real musical instruments. The computing unit may be a computer, a Playstation, an Xbox, a Wii, a PlayStation, a Nintendo DS, a game controlling device or a handheld game controlling device. The display may be a computer display, a television display, a projected display, a video game console, or an arcade machine display.
In general, in another aspect, the invention features a method for an interactive musical game including providing a real musical instrument, providing a computing unit and providing a display. The real musical instrument includes real keys configured to be manipulated by a player for playing music and thereby providing game input. The computing unit communicates with the real musical instrument and includes a database and a music application. The database includes musical recordings and data specific to each musical recording that associate pitches of each musical recording with a specific manipulation sequence of the virtual keys. The display is connected to the computing unit and is configured to display a virtual musical instrument corresponding to the real musical instrument. The virtual musical instrument comprises virtual keys corresponding to the real keys of the real musical instrument. The music application causes a specific musical recording to be played and highlights simultaneously the associated specific virtual keys and the corresponding real keys during the playing of the specific musical recording. The display further displays a score board, a target bar located above the virtual musical instrument and one or more lines diverging from a common starting point and end at a point of the target bar located directly over a highlighted virtual key, thereby indicating the specific manipulation sequence of the virtual keys during the playing of the specific musical recording. Manipulation of the highlighted real keys by the player coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a positive scoring event in the score board. Manipulation of the highlighted real keys by the player not coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a negative scoring event in the score board. No manipulation of the highlighted real keys by the player coinciding with the simultaneously displayed manipulation sequence of the highlighted virtual keys during the playing of the specific musical recording causes a negative scoring event in the score board.
Referring to
The system also includes a bidirectional communication mechanism 104 between the computer 102 and the instrument 120. Mechanism 104 causes specific keys 122a-122c on the actual keyboard 120 to get highlighted based on signals controlled by the RKM software 150 and received from the computer 102 during the playing of a song. Mechanism 104 also transmits signals from the keyboard keys to the computer 102. The highlighted specific keys 122a-122c on the keyboard 120 correspond to the pitches of the song that is played. In one example, mechanism 104 is implement via bidirectional musical instrument digital interface (MIDI) communications. MIDI is an industry standard protocol that enables electronic musical instruments and computers to communicate, control, synchronize and exchange data with each other. A MIDI instrument or controller transmits “event messages” such as the pitch and intensity of the musical notes that are played, control signals for parameters such a volume and vibrato and clock signals to set the tempo. When a musical performance is played on a MIDI instrument (or controller) it transmits MIDI channel messages from its MIDI Out connector.
A typical MIDI channel message sequence corresponding to a key being struck and released on a keyboard includes the following:
The user presses the middle C key with a specific velocity (which is usually translated into the volume of the note) and the instrument sends one Note-On message.
The user changes the pressure applied on the key while holding it down—a technique called Aftertouch and the instrument sends one or more Aftertouch messages.
The user releases the middle C key, again with the possibility of velocity of release controlling some parameters and the instrument sends one Note-Off message.
Note-On, Aftertouch, and Note-Off are all channel messages. For the Note-On and Note-Off messages, the MIDI specification defines a number (from 0-127) for every possible note pitch (C, C #, D etc.), and this number is included in the message.
In one example, a MIDI channel message includes the following four parts:
(1) the “command”—in this case NoteOn (0x80) or NoteOff(0x90)
(2) the “channel”—any channel could be consistently used, for example channel 1.
(3) data1—this is the MIDI pitch
(4) data2—for NoteOn, this is the “velocity”, which in the present invention is used to indicate the type of highlighting. NoteOff is then used to turn off the highlighting for that note.
Sometimes a NoteDown message with a velocity of zero actually indicates a Note release, making it not necessary to implement the NoteUp messages. In other implementations the velocity may be used for the note highlighting messages. If the velocity were non-zero, the velocity could be interpreted as an indication of how a note should be highlighted, selecting one of up to 127 possible colors, for example. Alternately, the seven bits of the velocity could be interpreted as a color, using for instance two bits for red intensity, three bits for green intensity and two bits for blue intensity. This would result in three possible red illumination levels (besides off), seven possible green intensity levels besides off, and three possible blue levels besides off, which can then be combined in a red-green-blue (RGB) fashion into one of 127 possible colors. Since the colors need to be easily distinguishable from one another in the described application, it is hard to imagine a situation in which more than 127 color shades might be needed. But if that should become necessary, additional bits could be conveyed. For instance, if two notes on messages for the key were sent in rapid succession, the velocity data of the second message could be interpreted as additional bits, giving a total of 14 bits instead of 7, and 17,367 shades besides completely off.
In implementations where independent signals are used for the three RGB components, one MIDI channel is used for red intensity, one for green intensity and one for blue. Similarly, the highlighting may utilize a subtractive color technology rather than an additive one, and the intensities of concern will be cyan, yellow and magenta instead of red, green and blue.
In alternate implementations, the “highlighting” method may not use color at all and it may have very few or even just one level (or color) other than off. For instance, keys may be physically moved slightly to show that they were highlighted or made to vibrate or physically “hum” or be of a different temperature or conduct heat differently, which one could easily discern through touch.
Another way to convey the control information through MIDI is to convey it as “controller” information rather than as “note channel” information. “SysX” technology may be used in this implementation. The exact use of channels and message content is defined almost arbitrarily and combined in various ways with other messages, but the meaning attached to the messages includes the highlighting message info above.
In any of these systems, there may be “panic” messages which causes all highlighting to reset to off. In addition to or in place of the messages above instructing single keys to highlight, “bulk” messages may be used which would give the keyboard a new highlighting scheme to use in place of the current one. These messages may be implemented in MIDI, XML, JSON or some other technology.
In one particular implementation, the music keys are considered to be numbered from 0 successively left to right, regardless of their MIDI pitch. In this implementation the instruction: “2,0; 3,1; 4,2; 7,3; 10,4; 11,5” tells the keyboard to discard any previous lighting and to
Highlight key number 2 in color 0
Highlight key number 3 in color 1
Highlight key number 4 in color 2
Highlight key number 7 in color 3
Highlight key number 10 in color 4
Highlight key number 11 in color 5
The remainder of the keys are not to be highlighted. In this system, the actual colors are taken from a predefined, fixed list of colors. For example, 0:blue, 1:green, 2:red, 3:yellow, 4:cyan, 5:orange. If the keyboard starts with a ‘C’, the corresponding pitches will be D, D#, E, G, A# and B, respectively. However, it would also be possible to have a system which downloaded the list of colors at the beginning or periodically as necessary or desirable.
In the embodiment of
Referring to
Referring to
Referring to
The division of a song and its vocal and instrumental parts into song segments is arbitrary. A person or process breaking a song into song segments can make choices to please the needs and abilities of an intended audience, opting to try to keep the number of pitches used near or below a particular number. In one example, a simple automated process, could decide to use 16-bar segments of tracks in a Musical Instrument Digital Interface (MIDI) file for the song segments. In other examples, the division of a particular song into song segments, either manual or automated, takes into consideration aspects of the particular songs in a more detailed manner. In one embodiment, represented by the examples above, the number of keys used within a song segment is kept around seven. In other song segments the number of keys used is between three and eleven keys. This requires skill and discretion in choosing the song segments. Once, the song segments are defined, each segment can be seen to include certain pitches and not others. This defines how the song segment will appear and be used on the keyboard.
A song segment may contain a certain number of pitches, some of which may be played more than once. In one example, the melody to “Mary Had A Little Lamb”, as commonly played, has four different pitches, but all are used more than once, as shown in
It is not necessary to perform the song segment in the original work with the same type of instrument used by the player. For instance, a keyboard could be used to play a vocal melody line, a synthesizer could be used to play a brass line or a guitar lead, a guitar could be used to play the notes of a string section line, among others This type of substitution often happens in real musical ensembles, so it is not even unnatural to do it here.
The song segment may contain more than one pitch played at a time. For instance, it may be a left or right hand part of a piano selection. Alternatively, the pitches played by both hands maybe considered together as the pitches of a song segment. Although, as we shall see, there are advantages to defining the song segment in such a way as to include a limited number of pitches, that restriction is not included in how we are defining a song segment.
It might even be played by more than one instrument or player if, in the mind of the listener, it might meld together into a musical concept. For example, a set of tympani is a set of individual tuned drums that are physically independent from one another, but the melodic line produced by using all of these drums together might be considered to be a single song segment. In another example, classical composers at times have written melodic lines that run from the violins through the violas ending, for instance, on the cello. The composer may conceive and the listener may hear this as a single melodic line, even though it is played serially by different players on different instruments. The part played by the player may be transposed from the original. It might even be simplified from the original.
As was mentioned above, the keyboard 120 has some means to highlight a set of keys on the keyboard (or fret positions on the fretboard). Though it is of some use to highlight all of them in the same way, greater benefit can be obtained by varying each highlighted key in a different way. For example, on a keyboard with lighted keys, the non-highlighted pitches might be unlit and the highlighted pitches lit. Though it is of some use for them to be all one color, it would be a functional improvement if more than one color were used and better still if each color used was unique and easily distinguishable.
For instance, using the “Mary Had a Little Lamb” example in the key of C, the pitches would be C, D, E and G from lowest pitch to highest pitch. We might light them respectively blue, green, red and yellow 122a 122b, 122c, 122d, respectively, as shown in
Using the four color representation, one could think of “Mary Had a Little Lamb” as red-green-blue-green-red. However, on keyboard 120, not every key is colored. In fact, all of the keys which are not selected are not colored or colored the same or identified by some unique changeable characteristic. The keys that are used are colored, as was described above, and remain colored during the entire duration of the song segment. Therefore at a glance, the player can tell which keys do not have to be considered for a song segment and which ones will be used. The keyboard 120 ideally illustrates this for all the keys even before the playing of the song segment begins. This allows the player to quickly consider how to place his hand or hands, or feet for a pedal clavier, in such a way as to be able to easily and quickly access those keys, ideally even before the playing of the song passage begins. This described the concept of the “focused” keyboard.
This is very different from approaches that indicate one or sometimes more notes on a keyboard or on a keyboard representation just before they are used, such as Piano Wizard or Synthesia. In these prior art cases, the keys have all the same or different colors and there is not any form of constant highlighting of the keys used in the song and, more importantly, constant non-highlighting of all the keys not used in the song, even when they occur physically between keys that are used, such as the F in “Mary Has A Little Lamb”.
In the focused keyboard 120 of this invention, it would be considered functionally better if the same colors were used. However, the present approach does not use one color for C's, another for D's, and so on. Instead we use one color for the lowest note actually used in a particular song segment, another for the second lowest note actually used, and so on. Therefore, if we use a different song segment, or a song segment played on a different key, we may use the same colors, but they will generally be on different keys since the keys used by the new song segment or the song segment played on a different key would be different. In the example of
It is possible that a song segment might encompass an entire song from start to finish, such as in “Mary Had A Little Lamb” above. However, in many cases, more than one song segment may be used in succession. For instance, there may be one song segment for the intro, one for each verse, one for the first part of the chorus, one for the remainder of the chorus and one for the ending. Since it is desirable to have not more than a few pitches in each song segment (for example, less than twelve and, preferably, no more than six), in complicated musical passages or those involving chords, it may be desirable to change to a new song segment quite often, sometimes even within a measure.
Referring to
Many alternative coloring strategies can be accommodated by the focused keyboard 120. Referring to
A focused keyboard's 120 color (or other designation) selection could in some cases be set up specially for something highly dependent on the particular song segment, for instance making things easier to grasp by capitalizing on some symmetry in the music. Referring to
Referring to
There may be circumstances that make one scheme preferential over another, such as cost considerations or a principle in a music lesson being taught. For example, the scheme of
The controlling software or hardware 150 used with the focused keyboard 120 may always consistently use the same approach to key coloring. Alternately, it may use different strategies at different times, either chosen by the user's preference or chosen within the usage context, for instance, keeping pitch colors the same when pitch-oriented lessons were given and keeping the color for the thumb key the same when teaching lessons about fingering.
Ideally the game or other mechanism allows the player to first work with each song segment individually, possibly even allowing it to be slowed down or advanced a note at a time. In this way, when the song segments are used together and the highlighting changes (ideally as the last note of the previous segment is being played), the user is ready and expecting the “focus” change since the user has already played the song segments individually. In another possible embodiment, a focused keyboard 120 or fretboard is used without playing with recorded sounds or even trying to play in rhythm. In this case, the focused keyboard 120 helps the player to only focus on the keys used for the particular passage.
The present system doesn't lead the user through, note by note. Instead, in system 100 the notes actually played during a song segment are highlighted, whether or not they are a part of a particular chord or scale. Rarely this might coincide to come up with the same set of keys, but usually it would be quite different. This is because many of the song segments are melody or counterpoint lines and these usually do not simply follow the notes of a chord or scale up and down. In one example, a song segment covers a chordal accompaniment pattern that includes playing a C and F chord, possibly in “broken fashion”. The notes of the C-chord are C-E-G, the notes of the F-chord are C-F-A and the notes for the entire C-Major scale are C-D-E-F-G-A-B-C. The highlighting of the notes on the keyboard is based on the notes that are actually played in the song segment, i.e., C-E-F-G-A, as shown in
Expanding further with a musical example, a simplified right-hand accompaniment pattern to John Lennon's “Imagine” is shown in
In contrast, a non-focused keyboard which highlights chords, may display the left group of notes 572 for the odd-numbered measures C-E-G and the right group of notes 574 for the even measures C-F-A, shown in
The scoring of the game is described with reference to
If a note is matched pretty well, it results in an explosion 117a, as shown in
Referring to
Game 100 is able to accurately match and score notes in real-time, as fast as they are played. Prior art games may appear to do a similar thing in their scoring, but there is an important difference. While prior art games may allow graduated scoring for notes (or steps) that are slightly off in time, they do nothing that compares to graduated scoring for notes that are different but close in pitch. In the present game, any of the twenty-five keys on the standard two-octave keyboard might be pressed at any time, whether lit or not and partial score and matching will be considered for even unlit keys that are played at nearly the right time as the lighted note. Therefore, the present game compares and matches keys played based on time and pitch rather than just on time.
Since this is a music game, what the player hears when playing is of paramount importance. There is actually some flexibility in what sound is offered. Because the audio sounds from the recording closely match what the player is playing on the game keyboard, the player feels as if he is part of making the sound. This can be the case even when the sounds heard do not reflect or include what the player is doing at all, particularly if the player is doing well. A similar situation can happen with real musicians in a group. If one is playing clarinet in a concert band with a lot of clarinets and the nearby other clarinets are playing the same part, it can be hard to discern one's own playing and even if one stops playing, it may not sound that much different. All the parts playing the same notes blend in together and it is difficult to discern the instruments individually. Comparably, if the sound played from the player's keyboard is very similar to the sound on the recording and he is doing well at playing the same part with the recording, he may feel as if he is hearing himself play, even when only the recording is being heard. This effect is strengthened by the fact that the ear hears sound intensity in a logarithmic way. When two instruments play instead of one, the combined sound is three decibels louder, but that is not heard as a doubling of the sound volume.
There are situations in which the player might really want to blend in well and wants the sound of his own “instrument” to closely match the sound qualities of the associated instrument on the recording and wants to hear his part only quietly or not at all. For instance, when showing off for friends, one might want to sound just like the player in the recording, be heard distinctively a little, but not be too obvious when wrong or mistimed notes were played. On the other hand, when the player is alone and seriously wanting to do better, he may want to be able to hear his part clearly and distinctly by having it loud compared to the recording and possibly of a somewhat different tone quality. For example, the recording may be using an electric piano sound but the player chooses to hear a different and distinguishable model of electric piano (such as Wurlitzer-like instead of Fender Rhodes-like) or even chooses to hear his playing with an acoustic piano or perhaps a marimba sound. This can be very helpful when learning, since the player can relate to both the similarities between his playing and the audio track as well as the differences. Another effect that can be controlled by the computer and used separately or in combination with this is to play the players part and the recorded part in two different places spatially, for instance the audio track in the left stereo channel and the player in the right stereo channel.
In cases where the game is using an audio recording in which it can separate the instrument that corresponds with the player from the other instruments in the recording, there are even more useful possibilities. For instance, the corresponding instrument in the audio track may be dropped altogether, leaving only the player playing that part in the result.
If the player can control the mix, he could also turn the audio recording off altogether, only hearing his own playing. A player might also find it fun, interesting and useful to remix the levels of the instruments and voices in the recording, to the extent the audio recording made it possible to do so. In the current implementation, the player can change the mix between game audio and his own playing at any time. On the screen, the player can see the current mix represented by the brightness of the keyboard icon compared to the brightness of the band icon, as shown in
In one embodiment of game 100, there is an audio track (stereo pair of tracks, actually) that contains what the player is to hear during the game. Most often, this is the original audio of the song, as performed in a well known version by the creating artists without modification. This is one reason why players and bystanders seem to love the sound of the game. In some cases, this audio is slowed down or even slightly speeded up for the benefit of game ease or difficulty. In other cases, this audio may be transposed (pitch changed) so that the player's part on the often two-octave keyboard might correspond properly to the notes. The only sound that is added in this case are a few “lead-in” beats that alert the player that the audio is about to begin. The sound of these metronome-like lead-in beats is generally percussive in nature, though it could be a voice (“one, two, three, four”) like a band leader. currently the game uses one hi-hat cymbal sound for the downbeat and another for the other beats in the lead-in, though other prototypes use bongo sounds or other instruments.
An alternative to supplying an audio track in the above manner is to supply MIDI-tracks (played through some MIDI-compatible synthesis method) or a combination of the two. One advantage to the audio is that it sounds more natural to the player and avoids the need to supply software and/or hardware to play the described MIDI-tracks. In one embodiment, the above-mentioned audio and the generated lead-in beats is all that the player hears during the actual playing of the song during the game. Between songs, the keyboard does other things, as described elsewhere. When the audio needs to be slowed down excessively, it may sound unrealistic and even grotesque. In these cases when a usable and pleasant slowed down audio track is not available, it may be preferable to substitute with a MIDI equivalent. That does require the presence of MIDI software or hardware within the system or external to it which might not be necessary otherwise, since the simple lead-in beats can easily be done by other means. Another possibility to support playing very slow (typically less than 50%) of the original tempo is to use alternate audio tracks specifically designed to be slower performances of the same songs. These might be recorded by the original artists or by others.
There are other aural things that can be played along with the playing of the song. The existence, strength and mix of these might be determined as a player preference or fixed values might be tested and built into the game. These possibilities include:
There are a lot of possible choices here. They could be dictated by player preferences, considered preset choices, circumstances within the game or some combination of these.
In the embodiment of
As was mentioned above, in the embodiment of
Referring to
Some keyboards have small speakers built-in, as shown n
A minimum of four colors or other distinguishing mechanism would be desired for a reasonable game. If only a small number of colors were used, they could be repeated again in order on higher notes without adding an intolerable amount of confusion. However, the game works significantly better, when each key that is lit has its own color. In some embodiments, between one and nine colors per song excerpt have been used, but there is nothing magical about the number “nine” and more colors could be available and used on some songs.
From an electronic point of view, keyboard 120 (or any other musical instrument) signals the pressing of notes electronically to the game processor. It is highly desirable that it signals their release as well, but one could still have a good game without that feature. Keyboard 120 also accepts electronic signals telling it to make a particular key a particular color.
Other desirable features of game 100 include the following among others:
Keyboard 120 may have a small amount of memory that would allow it to store the sounds of instruments recently used in the game and/or instruments in the game specified by the player. This will be useful in cases keyboard 120 is temporarily removed from the game. It may also have other built-in sounds as well. With enough memory and appropriate onboard intelligence, the keyboard 120 may even be able to download and store audio song samples from the game so that the player could play along with them even without the game. In some embodiments, the keyboard 120 incorporates the computer 102 and/or display 106.
Other embodiments of the invention may include one or more of the following. The keys in the focused keyboard 120 may be designated with shapes, numbers, letters, textures or type font size, instead of color. Another possibility is to reposition keys to show their status in the song segment. For instance, the keys not used could be slightly lowered. This may be done with or without another designation system, such as colored keys. The “prompting” display of the keys, as was described above, shows the keys used by colored dots arranged in order of pitch in one dimension and in order of times in the perpendicular or another dimension. These dots move towards a target position 107, as shown in
Furthermore, in other embodiments, two (or more) song segments for the same song are shown and used simultaneously together. For example, something with both a piano part and synthesizer part, as is common in Elton John recordings. Alternatively, it may be two or more synthesizers, or a piano and organ, or even two or more string, horn or vocal parts. Both parts are shown on the computer display or on two different displays or even on two displays in two or more different locations connected by wiring or some sort of network. Games/learning exercises that can be played in this setup include the following among others:
One player plays two parts on a larger keyboard, one with each hand. A third or even a fourth part could be played with pedals in the style of a classical organist or some synthesizer artists.
One player plays two parts with a hand on each of two keyboards. Again, adding pedal parts is possible. The players may use the game to work up to this complexity one step at a time.
Two or more players may each play one part on a larger keyboard or instruments.
Two or more players may each play one or more parts on separate keyboards or instruments.
Combinations of different instrument may be used, for instance, keyboard and fretboard. The fact that each part is presented in a focused manner to the player involved would help keep the complexity manageable, and this would, of course, very much be like real musicians playing together in ensemble.
Another variation is where two or more players are involved with the same song segment or segments. Some variations include:
The players alternately play the song segment in a competitive manner. They might use the same keyboard (or instrument) or they might each use their own, particularly if they were in different locations. It is also possible to set up a competitive situation if they are not playing the same song segment scenario and/or level, but to be fair one would have to handicap if the difficulties involved were different. Similarly, a handicap system could give a weaker player a chance to compete meaningfully against a stronger player. It would also be possible for a player on a keyboard to compete with one on a fretboard given a handicap system or other means to compensate, even though the ease of playing the part might favor one type of instrument over another.
In other embodiments, instruments other than keyboards are used. They include guitar with lighted fretboard, bass guitar lighted fretboard, soprano sax lighted keys, alto sax lighted keys and EWI lighted keys, among others, as shown in
Several embodiments of the present invention have been described. Nevertheless, it will be understood that various modifications may be made without departing from the spirit and scope of the invention. Accordingly, other embodiments are within the scope of the following claims.
This application claims the benefit of U.S. provisional application Ser. No. 61/146,064 filed on Jan. 21, 2009 and entitled INTERACTIVE MUSICAL INSTRUMENT GAME which is commonly assigned and the contents of which are expressly incorporated herein by reference.
Number | Date | Country | |
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61146064 | Jan 2009 | US |