Music game device with automatic setting, method for controlling the same, and storage medium therefor

Information

  • Patent Grant
  • 6320110
  • Patent Number
    6,320,110
  • Date Filed
    Monday, August 14, 2000
    23 years ago
  • Date Issued
    Tuesday, November 20, 2001
    22 years ago
Abstract
A music game device is provided in which a player manipulates a manipulation unit in conformity with music. The device includes an input unit for setting play information including a plurality of tunes to be successively played and a play order of the plurality of tunes, a storage unit for collectively storing the play information, an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the music game device, and a reproduction unit for successively reproducing the plurality of tunes in the play order based on the play information stored in the storage unit.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




This invention relates to a game system in which a user enjoys playing the game with music.




2. Description of Related Art




There is known a game system designed such that a user enjoys playing the game in conformity with music. Such a game system is disclosed in Japanese laid-open patent application No. 11-151380, for example. In a game system of such kind, instructions of successive operation or manipulation of an input device, which is in conformity with background music, is shown to the user as playing instruction. If the user manipulates the input device in accordance with the instruction, the sound effect corresponding to the manipulation is outputted in addition to background music, and the play by the user is evaluated based on the degree of coincidence between the manipulation instruction shown to the user and the actual manipulation performed by the user.




In the music game described above, the user needs to select a tune or tunes before starting the game. In some game systems, it is also necessary for the user to set difficulty level of play and/or various options and modes, in addition to the selection of tunes. In a conventional game system, the user needs to select tunes and set various setting as described above (hereinafter referred to as “play condition setting”) tune by tune for every tunes to play. Namely, the user sets play condition for a tune, then plays that tune, and sets play condition for another tune, and then plays that tune. However, it is troublesome and time-consuming to set play condition tune by tune. Particularly, in the music game of the above mentioned kind, a user feels uncomfortable or irritating if he or she has to set play condition of next tune after playing one tune because such a setting operation necessarily interrupts the user's enjoyable play. Generally, users desire to play tunes successively with lively feeling, without interruption.




SUMMARY OF THE INVENTION




It is an object of the present invention to provide a game system with which a user can set play condition for several tunes at a time and successively play several tunes without interruption between tunes.




According to one aspect of the present invention, there is provided a music game device in which a player manipulates a manipulation unit in conformity with music, the device including: an input unit for setting play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; a storage unit for collectively storing the play information; and a reproduction unit for successively reproducing the plurality of tunes in the play order based on the play information stored in the storage unit.




According to the same aspect, there is provided a method of controlling music game device including the steps of: receiving play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; temporarily and collectively storing the play information; and successively reproducing the plurality of tunes in the play order based on the play information.




According to the same aspect, there is provided a computer-readable storage medium which stores program for controlling a computer to execute music game, the program controls the computer as a computer game device including: an input unit for setting play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; a storage unit for collectively storing the play information; and a reproduction unit for successively reproducing the plurality of tunes in the play order based on the play information stored in the storage unit.




In accordance with the music game device thus configured, the player sets his or her favorite tunes that he or she wants to play. At that time, the player uses the input unit to set the plurality of tunes to be played and the play order of those tunes as the play information. The storage unit collectively stores the play information. The reproduction unit successively reproduces the plurality of tunes in the play order. Therefore, the player can play the plurality of tunes without interruption.




The play information may include information of a number of players and play-difficulty of the plurality of tunes. By this, the play condition can be precisely set to meet player's favor.




The music game device may further include an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the game device. Thus, the player can freely set the play information within the allowable range set by the game device provider, and game can be executed to meet the player's favor.




The storage unit may include a removable storage medium from and to which the play information is readable and writable by a different game device. Thus, the play information set by a game device may be used in another game device.




The storage unit may include a link storage unit for exchanging the play information between a plurality of different game devices, and the reproduction unit may perform reproduction based on the play information written into the link storage unit by a different game device. By this, the play information set in a game device can be transferred to and played by another game device.




The music game device may further include: a first display unit for displaying manipulation instruction instructing timings at which the player manipulates the manipulation unit in conformity of the music; and a second display unit for displaying various kinds of dance pictures. By this, the player can enjoy the dance game with manipulating the manipulating unit.




According to another aspect of the present invention, there is provided a game device in which a player manipulates a manipulation unit, the device including: an input unit for setting play information including a plurality of stages which are executed according to a progress degree of game and play conditions in the stages; a storage unit for collectively storing the play information set by the input unit; and a control unit for successively executing the plurality of stages according to the play condition based on the play information stored in the storage unit.




In accordance with the game device thus configured, the player sets the game which he or she wants to play. At that time, the player uses the input unit to set the play information including the plurality of stages to be executed in the game and the play condition in those stages. The storage unit stores the play information, and the control unit executes the stages according to the play condition. Thus, the player can play the plurality of stages without interruption.




The game device may further include an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the game device. Thus, the player can freely set the play information within the allowable range set by the game device provider, and game can be executed to meet the player's favor.




The storage unit may include a link storage unit for exchanging the play information between a plurality of different game devices, and the control unit may control progress of the game based on the play information written into the link storage unit by the different game device. By this, the play information set in a game device can be transferred to and played by another game device.




The game device may further include: a standard play information storage unit for storing preset standard play information; and a rewriting unit for rewriting the standard play information in accordance with the play information set by the input unit. By this, the standard data is automatically used if the player does not set the play information, and it is unnecessary for the player to set all play information.




The storage unit may store a plurality of play information. Therefore, the player can maintain his or her favorite play information.




The nature, utility, and further features of this invention will be more clearly apparent from the following detailed description with respect to preferred embodiment of the invention when read in conjunction with the accompanying drawings briefly described below.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a block diagram showing functional blocks of a home game system according to the present invention;





FIGS. 2A and 2B

show appearances of an example of game controller usable in the home game system shown in

FIG. 1

;





FIG. 3

schematically shows structure of data recorded on a CD-ROM shown in

FIG. 1

;





FIG. 4

is an example of game picture shown to a user during dance game executed by the home game system of

FIG. 1

;





FIG. 5

is a flowchart showing basic process of CPU executing dance game according to the invention;





FIG. 6

is a flowchart showing play condition setting process shown in

FIG. 5

;





FIG. 7

is a flowchart showing NON-STOP ORDER process (successive setting mode) shown in

FIG. 6

;





FIG. 8

is a flowchart showing NON-STOP REVOLUTION process (successive playing mode) shown in

FIG. 6

;





FIG. 9

is a flowchart showing normal setting mode shown in

FIG. 6

;





FIGS. 10A and 10B

are examples of game picture displayed during play condition setting process; and





FIGS. 11A and 11B

are other examples of game picture displayed during play condition setting process.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




The preferred embodiments of the present invention will now be described below with reference to the attached drawings.





FIG. 1

is a block diagram of a home game system according to the present invention. The home game system executes predetermined game programs stored in a CD-ROM


15


functioning as a memory medium. The game system mainly configured by a game device


16


, which includes a CPU


1


mainly configured by a microprocessor, a ROM


2


and a RAM


3


serving as main memory devices for the CPU


1


, a graphics processing unit (GPU)


104


and a sound processing unit (SPU)


6


for executing processing needed to output visual images and sound, buffers


5


and


7


for the above units


4


and


6


, and a CD-ROM reader


8


. The ROM


2


stores operating system which functions as necessary program for the overall control of the game device


16


. Game programs and data read out from the CD-ROM


15


is written into the RAM


3


as necessary. The GPU


4


receives picture data from the CPU


1


and writes it into the frame buffer


5


, converts the picture data to a video signal and outputs it to the monitor


9


at appropriate timings. The SPU


6


reproduces voice and music data as well as music-source data, which are read out from the CD-ROM


15


and stored in the sound buffer


7


, so that corresponding sound is outputted by the speaker


10


. The CD-ROM reader


8


reads out necessary programs and data from the CD-ROM


15


according to the instruction by the CPU


1


, and outputs signals corresponding to the programs and data thus read out. The CD-ROM


15


stores programs and data necessary for the execution of the game. Generally, a television receiver for home use is used as the monitor


9


, and a loudspeaker provided in the television receiver is used as the loudspeaker


10


.




Moreover, a communications control device


11


is connected via a bus


14


to the CPU


1


, and a play controller


12


and the auxiliary storage device


13


are detachably connected to the CPU


1


via the communication control device


11


. The play controller


12


functions as an input device manipulated by a user who plays the game. The play controller


12


includes operation members which are to be manipulated by the user. The communications control device


11


scans the state of the operation members of the play controller


12


at a fixed cycle (e.g. 1/60 second), and outputs signals in correspondence with the scanning result to the CPU


1


. Based on that signal, the CPU


1


judges the state of the play controller


12


. A plurality of controllers


12


and auxiliary storage units


13


may be connected to the communication control device


11


in parallel, at the same time. Actually, a memory card may be used as the auxiliary storage device


13


, for example. With the above-described configuration, the components other than the monitor


9


, the speaker


10


, the play controller


12


, the CD-ROM


15


and the auxiliary storage unit


13


are all accommodated in a single housing to constitute the home game device


16


.




Controllers of various design may be used as the controller


12


. For example, a general type controller


12


A shown in

FIGS. 2A and 2B

may be used. This general type controller


12


A may be used irrespective of the type of the game that the user plays.

FIG. 2A

is a plan view of the controller


12


A, and

FIG. 2B

is a front view of the same controller. The controller


12


A includes a main body MB which can be held in the hand, push switches PB


1


to PB


8


on the main face of the main body MB, push switches PB


9


to PB


12


on the lateral face of the main body MB, and small push switches PB


13


and PB


14


on the main face of the main body MB. The push switches PB


1


to PB


4


on the left side are manipulated to designate the movement directions of a game character or cursor upward, downward, leftward, and rightward, respectively. These switches PB


1


to PB


8


are called as direction designation switches. Various command for playing game are assigned to the switches PB


5


to PB


8


, and appropriate signs are provided on or around the push switches PB


5


to PB


8


so that they can be visually distinguished. In the example shown here, symbols “Δ”, “X”, “□”, “◯” are indicated on the push switches PB


5


to PB


8


respectively. Numeral “1” is indicated on each of the push switches PB


9


and PB


11


, numeral “2” is indicated on each of the push switches PB


10


to PB


12


, a letter “L” is indicated above the push switch PB


1


, and a letter “R” is indicated above the push switch PB


5


. The switch PB


9


is called as “L1 button”, the switch PB


10


is called as “L


2


button”, the switch PB


11


is called as “R1 button”, and the switch PB


12


is called as “R2 button”. The push switch PB


13


is called as “select button”, and the push switch PB


14


is called as “start button”.




As shown in

FIG. 3

, the CD-ROM


15


stores programs for executing a certain game, a dance game in this embodiment, by the game device


16


. The CD-ROM


15


additionally stores music data D


1


for reproducing music (tunes) used in the game, timing data D


2


which defines reference timings at which the user should push the push switches PB


1


to PB


12


of the play controller


12


in accordance with the music, and picture data D


3


for displaying necessary pictures such as dance scene of game characters on the monitor


9


in accordance with the music reproduced based on the music data D


1


. The music data D


1


are prepared for plural tunes, and the picture data D


3


are prepared for plural tunes. These data are managed by codes identifying the tunes. Plural sets of timing data D


2


, having different play-difficulties and/or different play-modes, are prepared for one music data. The play-mode will be described in more detail later. A set of timing data D


2


are divided into plurality of data blocks corresponding to measures (bars) of the tune. Each data block includes information specifying at which beat the push switch should be pressed if the measure for that data block is divided into four or eight beats. The music data D


1


is recorded according to the CD-DA or CD-ROMXA format, for example. The CD-ROM reader


8


decodes the music data recorded on the CD-ROM


15


in response to the instruction by the CPU


1


as necessary, and may supply the decoded data to the SPU


6


directly, without routing the bus


14


. The SPU


6


D/A-converts the data from the CD-ROM reader


8


and supplies the analog music data to the speaker


10


which outputs music. The correspondence between the playback timing of the music reproduced based on the music data D


1


and the manipulation timing of the switches defined by the timing data D


2


are determined by using a table which defines the correspondence between the beat numbers of each measure of the music and the sector numbers on the CD-ROM


15


, for example.





FIG. 4

shows an example of a game picture displayed on the monitor


9


while a dance game is being played according to the program stored in the CD-ROM


15


. As shown in

FIG. 4

, the game picture


200


includes a background picture


201


, and gauges


202


L and


202


R (both may sometimes be represented by the reference code


202


) displayed over both sides of the background picture


201


. The background picture


201


is created based on the picture data D


3


of FIG.


3


. For example, moving pictures of characters CL and CR dancing to the music are displayed in the background picture


201


. The gauges


202


L and


202


R are pictures to instruct the players how to operate the game in time with the music. Reference marks


203


F,


203


B,


203


L, and


203


R (hereinafter may be represented collectively by reference code


203


) contain arrow symbols pointing up, down, left, and right within the game picture


200


, and are provided in a horizontal row at the tops of the gauges


202


L and


202


R. In the game device


16


, the reference marks


203


F,


203


B,


203


L and


203


R correspond to different operation members of the play controller


12


. In the case of general-type controller


12


A shown in

FIG. 2

, the reference mark


203


F pointing upward may correspond to the switch PB


1


, the reference mark


203


B pointing downward may correspond to the switch PB


2


, the reference mark


203


L pointing leftward may correspond to the switch PB


3


, and the reference mark


203


R may correspond to the switch PB


4


.




Timing marks


204


F,


204


B,


204


L, and


204


R (hereinafter sometimes represented collectively by reference code


204


) are displayed below the reference marks


203


F,


203


B,


203


L, and


203


R. The display of the timing marks


204


is controlled in compliance with the timing data D


2


of

FIG. 3

in the following way. When music playback commences, the CPU


1


sets a part of the timing data D


2


(e.g. corresponding to two measures of a tune) as the display range in the gauges


202


, and detects the operation timings of the switches PB


1


, PB


2


, PB


3


and PB


4


within that range. Then, the CPU


1


creates picture data for the gauges


202


by replacing the detected timings with the timing marks


204


. At this time, display positions of the timing marks


204


are calculated so that the corresponding timing marks


204


F,


204


B,


204


L, and


204


R are displayed in proper time sequence below their corresponding reference marks


203


F,


203


B,


203


L, and


203


R. The created picture data of the gauges


202


is sent to the GPU


4


together with the background picture


201


, created using the picture data D


3


of FIG.


3


. The GPU


54


creates a game picture


200


, by combining the background picture


201


and the pictures of the gauges


202


, on the frame buffer


55


, and outputs the created game picture


200


at a predetermined timing to be displayed on the monitor


9


.




The above process is performed repeatedly in a predetermined cycle. The head of the display range is set so as to correspond with the performance position of the tune at the moment of process, and the display range is shifted by a predetermined amount from the head of the tune toward its end by each time the process is performed. As a consequence, the timing marks


204


gradually move upwards on the gauges


202


as the music playback progresses. Then, when the timing marks


204


coincide with the reference marks


203


, the operation timings of the switches PB


1


to PB


4


set in correspondence with the reference marks


203


arrive. The timing arranged in the proper time sequence below the reference marks


203


, thereby enabling the users to easily ascertain future control operations.





FIG. 5

is a flowchart showing the game process executed by the home game device


16


. When a user sets the game CD-ROM


15


in the game device


16


and turns the power of the game device


16


ON, the CPU


1


reads out data recorded on the CD-ROM


15


and performs necessary initial setting. Then, the CPU


1


waits for the game start instruction inputted by the user, and starts the game process shown in

FIG. 5

when receiving the signal corresponding to the play start instruction made onto the controller


12


by the user. In the process shown in

FIG. 5

, first the play condition is set according to the instruction by the user (step S


1


). The play condition setting includes selection of the play-mode, play-difficulty and tune to be played. Since the play condition setting relates to the heart of the invention, this will be described later in more detail. After the play condition is set, the CPU


1


instructs the play start to the associated elements of the game device


16


(step S


2


). By this, the selected music data is supplied from the CD-ROM reader


8


to the SPU


6


, and the music data is reproduced. In addition, the display process of the game picture


200


, i.e., the background picture


201


and the gauge


202


is started. The display process is repeated until the game ends. In order to synchronize the displayed picture with the music playback, the play start instructions to the associated elements in the game device


16


may be sent with appropriate delay.




After the play start, the CPU


1


determines whether or not the evaluation period arrives, based on the present playback position and the timing data D


2


(step S


3


). In the evaluation period, it is determined whether or not the timing of the user's switch manipulation is appropriately coincident, in time, with the preprogrammed manipulation timing in the timing data D


2


. The evaluation period is set to have a predetermined time width before and after the manipulation timing defined by the timing data D


3


. Assuming that the time length of one beat in a tune being played is X, for example, the evaluation range has the time width X/2 before and after the manipulation timing. If the timing data D


2


defines that the third beat of Nth measure in the tune being played is the manipulation timing of the switch PB


5


, the evaluation period for the manipulation timing of the switch PB


5


has the time width of ½ beats before and after the third beat.




If it is determined in step S


3


that the evaluation period arrives, the manipulation of the switches PB within the evaluation period is detected (step S


4


). Then, the evaluation operation is executed to evaluate the detected manipulation (step S


5


). If the switch identical to the switch, for which it is determined in step S


3


that the evaluation period arrived, is manipulated by the user, the manipulation is evaluated more excellent as the time shift of the timing, at which the switch is actually manipulated by the user, from the manipulation timing defined by the timing data D


2


is small. For example, the score may be 100 points if the time shift is zero, the score may be zero if the time shift is more than half of the time width of the evaluation period of the actual manipulation by the user and the preprogrammed manipulation timing. Thus, the score is calculated dependently upon the time shift. If the switch manipulation is not detected or if the manipulation of an incorrect switch is detected during the evaluation period, the evaluation result is lowest. If the evaluation period for plural switches PB overlap with each other in time, the evaluation is separately performed in timely parallel. The evaluation result is stored in the RAM


3


. In the evaluation operation, the total score from the playback start of the tune is operated. The total score may be the sum of the scores from the playback start to the current time. If a score smaller than a predetermined standard score happens at a certain evaluation period, that score may be subtracted from the total score until that time.




When the evaluation operation ends, the information corresponding to the operation result is shown to the user (step S


6


). In that case, the score itself may be displayed on the game picture


200


, or alternatively the score from 0 point to 100 points may be classified into predetermined number of ranks and the rank to which the result belongs may be displayed, like “GREAT”, “POOR”, and the like, for example. It is noted that the evaluation operation and/or display of the evaluation result are not necessarily performed at every manipulation timing, and may be performed at every unit (e.g., one measure). When the evaluation result is displayed, the CPU


1


determines whether or not the play ends (step S


7


). Normally, when one tune is played to its end or when the total score becomes lower than a predetermined standard level, the play ends. However, in NON-STOP mode described later, the play ends when all of preset plural tunes are played or when the total score becomes lower than a predetermined standard level. If it is determined in step S


3


that the evaluation period does not arrive, the process goes to step S


7


. If it is determined that the play does not end (step S


7


; No), the process goes back to step S


3


. If it is determined that the play ends (step S


7


; Yes), the total evaluation of that play is performed based on the evaluation results stored in the RAM


3


(step S


8


), and information corresponding to the total evaluation result is shown to the user (step S


9


). As the total evaluation result, the sum of the scores obtained in step S


5


for the respective manipulation may be used, for example. The total evaluation result may be varied in consideration of the number of the evaluation results belonging to highest or lowest rank. After displaying the total evaluation result, a predetermined ending process is executed (step S


10


), and the game process for one tune ends. If the total score is higher than the predetermined standard level after one tune is played, the tune is cleared and the game progresses to the next tune.




Next, the play condition setting process (step S


1


in

FIG. 5

) which relates to the heart of the invention will be described with reference to

FIGS. 6

to


11


. It is noted that the selection and the setting operation described below may be performed by the user's manipulation of the push switches PB on the play controller


12


. In the play condition setting process, first the user selects the game play mode (step S


20


). As the game play mode, plural different modes determined basically in view of play-difficulties are prepared, and there are “EASY MODE”, “NORMAL MODE” and “HARD MODE” in this example. In those modes, different tunes determined in consideration of the play-difficulty are included. Namely, relatively easy tunes are included in the EASY MODE, and relatively difficult tunes are included in the HARD MODE. The NORMAL MODE includes tunes of intermediate play-difficulty.




In the present invention, in addition to those three modes, there are prepared “NON-STOP REVOLUTION” (hereinafter also referred to as “successive play mode”) by which non-stop play is achieved and “NON-STOP ORDER” (hereinafter also referred to as “successive setting mode”) by which setting for successive play is achieved. Namely, NON-STOP ORDER is a mode in which the play condition for plural tunes can be set at a time, and NON-STOP REVOLUTION is a mode in which the plural tunes are successively played according the play condition setting made in NON-STOP ORDER. In step S


20


, the user selects one of those five modes. Then, the CPU


1


determines whether or not the game play mode selected in step S


20


is NON-STOP ORDER (step S


22


), and if Yes, the process enters the NON-STOP ORDER process (step S


24


) shown in FIG.


7


. If the game play mode selected in step S


20


is not NON-STOP ORDER, the CPU


1


determines whether it is the NON-STOP REVOLUTION (step S


26


). If Yes, the process enters the NON-STOP REVOLUTION process (step S


28


) shown in FIG.


8


. If step S


26


results in No, the mode selected in step S


20


is one of EASY MODE, NORMAL MODE and HARD MODE in which the tune to be played is selected tune by tune. Therefore, the process enters the normal setting mode (step S


30


) shown in FIG.


9


. Thus, the play condition setting ends.




Next, the NON-STOP ORDER process will be described with reference to the flowchart shown in FIG.


7


. If the NON-STOP ORDER is selected, first the CPU


1


accesses the memory card (i.e., the auxiliary storage unit


13


) to read out edit data therefrom (step S


30


). An example of the game picture displayed on the monitor


9


is shown in FIG.


10


A. At the upper part of

FIG. 10A

, the words “NON STOP ORDER” is shown, indicating that the NON-STOP ORDER is being selected. By this step S


30


, edit data is written into the RAM


3


if it exists in the memory card. The edit data is timing data (see.

FIG. 3

) for tunes to be played, which the user himself has produced in advance. The user can produce the timing data for his or her favorite tunes, in addition to the timing data D


2


stored in the CD-ROM


15


, and can use it when playing the game. The timing data thus produced by the user himself is referred to as “edit data”. When produced, the edit data is stored in the memory card. The user, who wants to play with the edit data, inserts the memory card storing the edit data into the game device


16


and selects the edit data in the tune selecting process described later. Since the method of producing edit data is described in a Japanese laid-open patent application No. 11-103114, which is herein incorporated by reference, filed by the applicant of this application, and hence the detailed description will be omitted. It is noted that the data prepared in advance by the game manufacturer and originally stored in the CD-ROM


15


is hereinafter referred to as “original data” in order to distinguish it from the edit data.




Then, data check is performed (step S


32


). The data check is process to check whether the edit data read out in step S


30


is broken or whether the edit data includes incorrect values, etc. It is noted that the broken or incorrect data may be repaired to some extent by changing it to the initial value or else according to a given program. In the data check, information relating to the player, (e.g., whether the data is for single-player or for two-player) is read out, and is used in the check process at the time of play order setting described later. Then, as shown in

FIG. 10B

, the order number selection picture is displayed, and the user selects one of the order number of the NON-STOP ORDER (step S


34


). In the NON-STOP ORDER, a plurality of tunes are set as a group, and a plurality of groups may be prepared. In the example shown in

FIG. 10B

, the user can register up to three groups, and the identification information of those groups is called as “order number”. When the user selects one order number, the process goes to the setting of the tunes to play, the play-difficulty, etc.

FIGS. 11A and 11B

show the examples of the setting picture.




First, the user selects tunes (step S


36


). In this example, one group of NON-STOP ORDER includes arbitrary number of tunes up to 5 tunes. In this example, as shown in

FIG. 11A

, one tune is associated with the concept of one stage, and shown in the game picture as “stage”. The user first selects the name of the first tune. Normally, the user selects one favorite tune from original data. In the description of step S


20


, it is described that EASY MODE, NORMAL MODE and HARD MODE include different tunes based on their play-difficulty. In this NON-STOP ORDER, the user can select the favorite tunes from any tunes included in those three modes. If the edit data is used, the user can select one of the edit data in the item “ED


1


T” in the selection box


30


in FIG.


11


A. In the example of

FIG. 11A

, the edit data is not being used, and hence the item ED


1


T is set to “NO USE”. However, in the example of

FIG. 11B

, the edit data is being selected, and the identification number of the selected edit data (i.e., “S-D-2”) is being displayed.




Then, the user sets the play-difficulty (step S


38


). Specifically, the user sets each items shown in the play-difficulty setting box


32


shown in lower portion of

FIGS. 11A and 11B

. The items shown in the box


32


will be described. The item “LEVEL” indicates the play-difficulty. “MANIAC” is the most difficult level, and “BASIC” is the easiest level. “ANOTHER” is an intermediate level between “MANIAC” and“BASIC”. The item “LITTLE” is an optional mode in which data amount of the play manipulation is somewhat reduced to make the tune little bit easier to play. “LITTLE” is the mode in which data amount is reduced, and “OFF” is the mode in which data amount is not reduced. The item “TURN” is an optional mode in which the manipulation timing of the push switches PB described with reference to

FIG. 4

is rotated. If the item “TURN” is set to “LEFT”, the manipulation timing of the push switches is rotated by 90 degrees in the left (i.e., counterclockwise) direction, and the display of the timing mark


204


shown in

FIG. 4

is changed. For example, if the item “TURN” is set to “LEFT”, at the timing at which leftward timing mark


204


L should be shown, the downward timing mark


204


B, obtained by rotating the timing mark


204


L leftward by 90 degrees, is shown. Similarly, if the item “TURN” is set to “RIGHT”, the manipulation timing is rotated by 90 degrees in the clockwise direction. Therefore, the upward timing mark


204


F is shown in place of the leftward timing mark


204


L. If the item “TURN” is set to “MIRROR”, the manipulation timing and the timing marks


204


on the game display is rotated by


180


degrees. Therefore, the timing mark


204


R is shown at the timing the timing mark


204


L should be shown. The item “HIDDEN” is an optional mode in which some of the timing marks


204


are omitted are not shown to the user. In the “HIDDEN” mode, some timing marks


204


are not shown so that the play-difficulty is substantially increased. If the item “HIDDEN” is set to “OFF”, all timing marks


204


are shown in a normal manner.





FIG. 11A

is an example of the game picture in which the user is setting the third tune and its play-difficulty. The tune number (stage number) of the third tune being selected is shown at the left of the tune selection box


30


, showing that the setting for the third tune is being performed. The play-difficulty setting box


32


is set and shown for each player.





FIG. 11B

is another example of the game picture during the play condition setting. In this example, the play condition for the first tune is being set, and the edit data is used for the first tune as shown by the tune selection box


30


. Namely, the tune “BOOM BOOM DOLLAR” is selected as shown by the item “MUSIC”, and the identification number of the edit data “S-D-2” is shown at the item “ED


1


T”. The “(DOUBLE)” indicates that the edit data S-D-2 is produced for the play by two players. In the play-difficulty setting box


32


, the item “LEVEL” is automatically set to “ED


1


T”. Since the edit data is produced by the user, no other level is prepared unlike the original data prepared by the game software side, and no special play can be performed other than simply reproducing the edit data.




When the play-difficulty is set for the first tune in this way, it is determined whether or not the setting for the order number is ended (step S


40


). If the setting for the second and further tune is needed, the process goes back to step S


36


and the user sets the play condition for the next tune in the same manner. The user can set desired number of tunes within 5 tunes, and if the play condition for all those desired tunes is finished, the user inputs the instruction to finish the setting (step S


40


; Yes). When the user finishes the play condition setting corresponding to that order number, then it is determined whether or not the setting in the NON-STOP ORDER is ended (step S


42


). If the user wants to set the play condition for other order number, he or she instructs so, and the process goes back to step S


34


. Therefore, the user can set the tunes for other order numbers. On the other hand, if the NON-STOP ORDER is to be ended, the user instructs so (step S


42


;Yes). In this embodiment, the setting can be made up to 5 tunes, however, it is unnecessary to set all 5 tunes. At the time of tune selection in step S


36


, once standard data is set for all five tunes and then the standard data is rewritten in steps S


36


and S


38


. Therefore, if all five tunes are played without setting for all five tunes, the tunes not set are played according to the standard data.




When the ending of the NON-STOP ORDER is instructed, it is inquired to the user whether or not the order data set during the NON-STOP ORDER is to be saved (step S


44


). If the user does not instruct saving the data, the process goes back to the routine shown in FIG.


6


. On the other hand, if the user instructs to save the data, the data is stored in the memory card (step S


46


). Since the order data being produced is written on the RAM


3


during the execution of the NON-STOP ORDER, the CPU


1


saves the order data on the RAM


3


to the memory card in response to the save instruction. The order data is configured as a part of system data. If the order data once produced is changed by the NON-STOP ORDER thereafter, the system data portion on the RAM


3


is also changed. Therefore, if the system data is saved after that, the order data after the change is saved to the memory card. The program for executing the NON-STOP ORDER may be designed to automatically save the order data, and in such a case the order data is automatically saved from the RAM


3


to the memory card when the NON-STOP ORDER ends.




Next, the description will be given of the NON-STOP REVOLUTION (successive play mode), in which the tunes are successively played according to the order set during the NON-STOP ORDER, with reference to the flowchart of FIG.


8


. First, the user selects player type (step S


50


). The player type is the kind of users who play the game, and includes four modes, i.e., single-mode, couple-mode, versus-mode and double-mode. The single-mode is played by one user, and the couple-mode is played by two users in cooperation. The versus-mode is played by two users who compete with each other with their scores, and the double-mode is played by a single user who uses the area for two players. Then, the user selects one of the number of NON-STOP ORDER set in advance (step S


52


). Then, it is determined whether or not the order data corresponding to the selected number is set to use edit data (step S


54


). If the user of edit data is set, the CPU


1


refers to the order data to load the designated edit data from the memory card (step S


56


). It is noted that, if the NON-STOP REVOLUTION is executed just after the order is set during the NON-STOP ORDER, the order data set during the NON-STOP ORDER still remains on the RAM


3


and hence it is unnecessary to read out the order data from the memory card. Therefore, the order data should be read out from the memory card in the cases where the game device is turned ON after being reset but the system data has not been loaded yet, or where the system data has been loaded but the order data stored in another memory card is to be used. Then, the CPU


1


performs automatic setting change by executing the program prepared in advance (step S


58


). The automatic setting change is to change the order data set by the user during the NON-STOP ORDER to the standard play setting data prepared in the original game program if the order data set by the user includes inconsistency or incorrect combination in the selected or set tunes or play-difficulties so that it cannot be executed. The condition to change the order data to the standard data is determined by the game side in advance. For example, if the player mode is set to double, it is inhibited to set the item LEVEL to MANIAC. This is because no MANIAC level data is prepared for the player mode double, and in this case the item LEVEL is automatically changed to ANOTHER. In another example, if the player mode is set to double, it is inhibited to set the item TURN to LEFT or RIGHT. This is because the LEFT and RIGHT mode in which the timing marks are rotated by 90 degrees becomes too difficult to play. Therefore, if the player mode is set to double, the item TURN is automatically set to OFF. The above described automatic setting change is also performed when edit data is selected. For example, if the edit data is selected but corresponding edit data is not stored in the memory card, the original data corresponding to the tune is used. When edit data is stored in the memory card but the edit data corresponding to the selected tune is not included, the original data is used. When the player type is set to double but the selected edit data corresponds to the player type SINGLE or COUPLE, or the player type is not DOUBLE but the selected edit data corresponds to the player type DOUBLE, the original data is automatically used. If reading out edit data from the memory card is unsuccessful, no edit data is available and hence original data is used. By the automatic setting change, a freedom is given to the play condition setting by the user, and inconsistent or incorrect setting which is impossible to perform may be removed, thereby executing the play under the control of the game system. After the automatic setting change, the process returns to the main routine shown in

FIG. 5

to continue the play in accordance with the setting.




Next, the normal setting mode in step S


30


of

FIG. 6

will be described with reference to FIG.


9


. If one of the game play mode EASY, NORMAL and HARD is selected in step S


20


in

FIG. 6

, the user sets the play condition for every tune in a normal manner and then plays the tunes. Therefore, the user selects the player type in step S


60


, selects tune in step S


62


and sets the play-difficulty in step S


64


. Since steps S


60


, S


62


, S


64


are the same as steps S


50


, S


36


, S


38


, respectively, and hence the description will be omitted. When the play condition is set for one tune, the process returns to the main routine shown in

FIG. 5

, and the play is started.




In the above described examples, it is determined to set common player type in the NON-STOP ORDER (since

FIG. 7

does not include player type setting step), the program may be designed such that plural player type may be set in an intermixed manner even in the NON-STOP ORDER. In that case, the first tune may be set to the SINGLE mode for one player and the second tune may be set to COUPLE mode for two players. Instead of permitting the setting of plural player type in the NON-STOP ORDER, the NON-STOP REVOLUTION may be executed with using the edit data produced to include different player modes. For example, the edit data produced for the SINGLE mode by a single player is used for the first tune, and the edit data produced for DOUBLE mode by two players is used for the second tune. Further, when producing edit data for COUPLE, VERSUS or DOUBLE mode, the edit data corresponding to the second player may be left blank (with no data) to substantially make the edit data for SINGLE mode.




While the application of the invention to home game system is described, the invention is also applicable to business-use game apparatus. In that case, the program for setting the play condition in the business-use game apparatus may be changed to the program including the NON-STOP ORDER and the NON-STOP REVOLUTION as described above. Further, by utilizing the linkage function of the home game system and business-use game system via memory card, the order data set in the NON-STOP ORDER by one of them may be used the other. Further, by restricting the linkage between them, the NON-STOP REVOLUTION in the home game system may be permitted only if a predetermined play level is achieved in the business-use game system. In that case, when the predetermined play level is achieved in the business-use game system, information indicating that achievement is written into the memory card, and the home game system is controlled to enable the NON-STOP REVOLUTION only if the information is detected.




As described above, according to the invention, the player can set the plural stages (tunes) to be successively played, the performance of the game is improved. In the NON-STOP ORDER, since arbitrary tunes may be selected from all tunes classified into the EASY-mode, NORMAL-mode and HARD-mode, the combination of tunes only possible by the NON-STOP ORDER is achieved, thereby enhancing the nature of amusement and topic.




In a conventional music game, the player cannot select the favorite tune from all tunes prepared. Namely, only limited tunes within the predetermined range are offered to the player according to the progress of the game, and the player can select the tune only from those limited tunes. This limits the possible selection range by the player. On the contrary, according to the present invention, the player can arbitrarily select tunes and play modes, and hence unique combination of tunes and play modes may be achieved.




While the above embodiment is directed to the music game, especially dance game, the present invention is applicable to game of other various types, including plural stages. For example, in the case of battle game, the character and stage may be selected in advance, and the battle play may be successively performed at the pre-selected plural stages by the pre-selected characters.




As described above, according to the present invention, plural tunes may be selected and set at a time so that they can be successively played. Therefore, the play is not interrupted between the tunes, and the game can be played comfortably. By this, the time required to set the selection of tunes or the like may be reduced, and the rotation frequency of the customer may be improved. This increases the playable number of tunes in a unit time, thereby making the game more attractive to users.




The invention may be embodied on other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments therefore to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description and all changes which come within the meaning an range of equivalency of the claims are therefore intended to embraced therein.




The entire disclosure of Japanese Patent Application No. 11-239021 filed on Aug. 25, 1999 including the specification, claims, drawings and summary is incorporated herein by reference in its entirety.



Claims
  • 1. A music game device in which a player manipulates a manipulation unit in conformity with music, the music game device comprising:an input unit for setting play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; a storage unit for collectively storing the play information; an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the music game device; and a reproduction unit for successively reproducing the plurality of tunes in the play order based on the play information stored in the storage unit.
  • 2. The music game device according to claim 1, wherein the play information includes information of a number of players and play-difficulty of the plurality of tunes.
  • 3. The music game device according to claim 1, wherein the play information includes at least one play condition according to which the player plays the game.
  • 4. The music game device according to claim 1, wherein the storage unit comprises a removable storage medium from and to which the play information is readable and writable by a different game device.
  • 5. The music game device according to claim 1, wherein the storage unit comprises a link storage unit for exchanging the play information between a plurality of different game devices, and wherein the reproduction unit performs reproduction based on the play information written into the link storage unit by a different game device.
  • 6. The music game device according to claim 1, further comprising:a first display unit for displaying manipulation instruction instructing timings at which the player manipulates the manipulation unit in conformity of the music; and a second display unit for displaying various kinds of dance pictures.
  • 7. The music game device according to claim 1, further comprising:a standard play information storage unit for storing preset standard play information; and a rewriting unit for rewriting the standard play information in accordance with the play information set by the input unit.
  • 8. The music game device according to claim 1, wherein the storage unit can store a plurality of play information.
  • 9. A game device in which a player manipulates a manipulation unit, the game device comprising:an input unit for setting play information including a plurality of stages which are executed according to a progress degree of game and play conditions in the stages; a storage unit for collectively storing the play information set by the input unit; an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the music game device; and a control unit for successively executing the plurality of stages according to the play condition based on the play information stored in the storage unit.
  • 10. The music game device according to claim 9, wherein the play information includes at least one play condition according to which the player plays the game.
  • 11. The music game device according to claim 9, wherein the storage unit comprises a link storage unit for exchanging the play information between a plurality of different game devices, and wherein the control unit controls progress of the game based on the play information written into the link storage unit by the different game device.
  • 12. The music game device according to claim 9, further comprising:a standard play information storage unit for storing preset standard play information; and a rewriting unit for rewriting the standard play information in accordance with the play information set by the input unit.
  • 13. The music game device according to claim 9, wherein the storage unit can store a plurality of play information.
  • 14. A method of controlling a music game device comprising the steps of:receiving play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; temporarily and collectively storing the play information; automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the game device; and successively reproducing the plurality of tunes in the play order based on the play information.
  • 15. The method of controlling a music game according to claim 14, wherein the play information includes at least one play condition according to which the player plays the game.
  • 16. A computer-readable storage medium which stores a program for controlling a computer to execute a music game, the program controls the computer as a computer game device comprising:an input unit for setting play information including a plurality of tunes to be successively played and a play order of the plurality of tunes; a storage unit for collectively storing the play information; an automatic setting changing unit for automatically changing a part of the play information set by the player to a preset standard play information if the play information set by the player includes a setting which cannot be executed by the music game device; and a reproduction unit for successively reproducing the plurality of tunes in the play order based on the play information stored in the storage unit.
  • 17. The computer-readable storage medium according to claim 16, wherein the play information includes at least one play condition according to which the player plays the game.
Priority Claims (1)
Number Date Country Kind
11-239021 Aug 1999 JP
US Referenced Citations (10)
Number Name Date Kind
5095798 Okada et al. Mar 1992
5399799 Gabriel Mar 1995
5405053 Zublin Apr 1995
5613909 Stelovsky Mar 1997
5739457 Devecka Apr 1998
5763804 Rigopulos et al. Jun 1998
5824933 Gabriel Oct 1998
5864868 Contois Jan 1999
5973250 Zirille et al. Oct 1999
6031174 Takabayashi Feb 2000
Foreign Referenced Citations (4)
Number Date Country
0702366 Mar 1996 EP
06-308985 Nov 1994 JP
07-085638 Mar 1995 JP
08212760 Aug 1996 JP