The present invention relates generally to music-based video games, and more particularly to music-based video games with a guitar-shaped controller.
Video games provide fun and enjoyment for many. Video games allow game players to participate in a variety of simulated activities. Video games allow game players to perform roles and experience activities that the game players may not be able or desire to experience directly, whether due to cost, danger, or equipment concerns, or simply due to a role or activity being a fantasy.
Video game systems have traditionally utilized a variety of input controllers to allow a game player to interact with the game, including, for example, joysticks, gamepads, keyboards, mice, trackballs, touch screens, or other known controllers. By operating such controllers, the video games allow game players to experience activities, at least to an extent, that the game players may otherwise be unable or incapable of taking part in.
In many instances, traditional input controllers are adapted for use with a wide variety of video games. The use of generic controllers is convenient, allowing a game player to use a single controller with a wide variety of video games and simulated activities. The use of generic input controllers may, however, detract from the experience of a simulated activity, considering that a generic controller may not in fact be utilized in the activities being simulated.
One genre of video games is the music-based video game, also referred to as rhythm-action games or rhythm games. Music-based video games often present instructive cues for manipulation of buttons and the like on an input controller, with the video game providing music and increasing a game player's score if the game player complies with the instructive cues. An additional element of realism may be provided by use of an input controller that at some level mimics look and feel of a musical instrument.
Video game play relies on both user operation of a controller and video displays, however. Providing more than the most minimal element of realism for the input controller may be difficult without so complicating the video displays, and indeed operation of the controller, that the video game is, for useful purposes, unplayable.
Aspects of the invention relate to a music-based game which makes use of a guitar-shaped controller with parallel opposing rows of fret buttons.
One aspect of the invention provides a non-transitory computer readable medium including program instructions to program a processor of a video game compute device, the program instructions including program instructions to: command display of notes on a display, the notes providing instructive cues to a game player, the notes scrolling in a first plurality of lanes, the notes including a first set of notes and a second set of notes, the first set of notes having a first shape and the second set of notes having a second shape different than the first shape, the notes providing instructive cues to a game player for operation of a second plurality of fret buttons of a guitar-shaped controller, a number of the second plurality of fret buttons being at least twice a number of the first plurality of lanes; determine if user inputs from a game controller indicate game player compliance with the instructive cues provided by the notes; and increase a score associated with the game player if the user inputs from the game controller indicate game player compliance with instructive cues provided by the notes.
Another aspect of the invention provides a video game system for a music-based video game, comprising: a video game compute device comprising a processor programmed by program instructions to provide for video game play of the music-based video game; and a guitar-shaped controller having a body with a neck extending longitudinally from the body, a strum bar providing a strum bar input protruding from a face of the body, and a plurality of fret buttons on the neck, the plurality of fret buttons including a first set of fret buttons and a second set of fret buttons, each fret button of the first set of fret buttons opposing a corresponding fret button of the second set of fret buttons across a plane including a line defined by a longitudinal middle of the neck; with the program instructions including program instructions to: command display on a display of notes moving in a plurality of lanes, the notes providing instructive cues to a game player as to operation of the plurality of fret buttons, the notes including a first set of notes having a first shape and a second set of notes having a second shape, the first set of notes providing instructive cues to the game player to operate the first set of fret buttons, the second set of notes providing instructive cues to the game player to operate the second set of fret buttons, with notes of the first set and notes of the second set each moving in each of the plurality of lanes, each lane of the plurality of lanes being associated with a different fret button of the first set of fret buttons and a different fret button of the second set of fret buttons, determine game player compliance with the instructive cues based on inputs from the fret buttons of the guitar-shaped controller and the strum bar input, and increase a score associated with the game player if the game player has complied with the instructive cues.
These and other aspects of the invention are more fully comprehended upon review of this disclosure.
Instructions providing for operation during game play are generally stored on removable media, for example, an optical disk, although they may instead or in addition be stored on non-removable media in various embodiments. Accordingly, the game compute device may include an optical drive, for example, a DVD-ROM, CD-ROM, Blu-ray drive, or similar device, for reading the instructions for operating during game play. In other embodiments, the instructions providing for operation during game play may be stored in a remote server that is accessed over one or more networks. In yet other embodiments, the instructions providing for operation during game play may be stored on the local memory of the video game console.
The video game console of
In
In some embodiments, controller 105 may also comprise one or more motion sensing devices, which determine the motion of the controller and/or user, and allow the user to interact with the video game console using physical movements. Motion sensing devices may include, for example, one or more gyroscopes, accelerometers, altimeters, geomagnetic sensors, magnetometers, optical or infrared projectors and transceivers, depth-sensing cameras, global positioning systems, thermal imaging systems, or any other similar device that generates signals provided to the video game console from which the video game console can determine motion of the controller and/or user. In some embodiments, the motion sensing device may be worn by the user. As used herein, the term “motion” is used broadly to encompass motion, position, posture, orientation, and location. Examples of systems incorporating exemplary motion sensing devices include the Nintendo Wii and Wii U, Sony PlayStation Move, and Microsoft Kinect platforms.
The video game console is in communication with a display unit 103, generally through an audio-video cable or similar wired connection, although a wireless connection may be used in some embodiments. Display unit 103 is generally some television or monitor. In many embodiments, the display unit 103 is a liquid crystal display (LCD), light-emitting diode (LED) display, or some other flat-panel display. In some embodiments, the display unit 203 is integrated with the video game console. The display unit generally comprises a display screen 131 and at least one audio output device, such as a speaker 133. In the embodiment of
In the particular screenshot of
During video game play, a user is to depress or have depressed various buttons and/or utilize a strum bar or other user manipulable input device of the controller responsive to the instructive cues, generally when the instructive cues reach a predefined area of the display such as the note catcher (not shown in
In most embodiments, the video game console evaluates the user's performance based on the extent of the user's compliance with the operations commanded by the instructive cues. In addition, the video game console generally commands presentation of audio during video game play. In most embodiments, audio of a musical selection is provided if the user complies with the instructive cues, and silence, which in some embodiments, may be a lack of audio of part of the musical selection, or a sound associated with a missed note may be provided if the user does not comply with the instructive cues. Whether silence or a sound associated with a missed note is provided may depend, for example, on whether the user operates incorrect input commands or does not operate any input device. In various embodiments, the presentation of audio may also include audio from a crowd of the game world, with for example, the crowd being an audience for a musical performance.
The neck of the guitar-shaped controller includes fret buttons as game player input devices. For the guitar-shaped controller of
The screenshot shows notes, which provide instructive cues to game players, on what may be called a note highway, in which notes scroll downward in a plurality of defined lanes. In the screenshot of
The guitar-shaped controller includes two rows of fret buttons, with three fret buttons per row, for a total of six fret button. Other embodiments may use still further rows of fret buttons. The use of three lanes for the display of notes providing instructive cues for a controller with more than three fret buttons may potentially lead to ambiguity as to which fret buttons are to be depressed. Accordingly, in some embodiments, different colors and/or shapes are used to distinguish instructive cues for different rows of fret buttons of a guitar-shaped controller. As used herein, shape includes the form or outline of the instructive cue and its orientation. For example, in some embodiments the first type of note and the second type of note are distinguishable by shape such that they have the same outline but different orientations. In some embodiments the first type of note and the second type of note are distinguishable by shape such that they have different outlines. In some embodiments the first type of note and the second type of note are distinguishable by color. And in some embodiments the first type of note and the second type of note are distinguishable by color and/or one or more aspects of shape.
In the screenshot of
A sustain note 413 may be used to instruct a game player to continue depressing a fret button for a period of time. As shown in
In block 511, the process determines a note type. A note is indicative of an action to be performed by a game player, and, when displayed may be considered an instructive cue. A note generally falls within one of a plurality of note types, which may include, for example, an upper row note, a lower row note, or a combination of both upper and lower row notes. An upper row note type, for example, may correspond to an instruction to depress one or more of a plurality of upper row fret buttons on the neck of the video game controller. A lower row note type, for example, may correspond to an instruction to depress one or more of a plurality of lower row fret buttons on the neck of the video game controller. If the note type is determined to be an upper row note type, the process continues to block 513. If the note type is determined to be a lower row note type, the process continues to block 515. If the note type is determined to be a combination of both upper and lower row note types, the process continues to block 517.
In blocks 513, 515, and 517, the process maps the note type to a particular instructive cue. Properties of the note may include, for example, shape, size, position, orientation, and color.
In block 513, the upper row note type is mapped, for example, to a plectrum shaped instructive cue with an upward orientation. In some embodiments, a color of the upwardly oriented plectrum shaped instructive cue corresponds to a color associated with a fret button to be depressed. In some embodiments each fret button of a particular row has the same color. In some embodiments the upper row of fret buttons is the color black, and the color of the upwardly oriented plectrum shaped instructive cue is black, or primarily black. The process then continues to block 519.
In block 515, the lower row note type is mapped, for example, to a plectrum shaped instructive cue with a downward orientation. In some embodiments, a color of the downwardly oriented plectrum shaped instructive cue corresponds to a color associated with a fret button to be depressed. In some embodiments each fret button of a particular row has the same color. In some embodiments the upper row of fret buttons is the color white, and the color of the downwardly oriented plectrum shaped instructive cue is white, or primarily white. The process then continues to block 519.
In block 517, the combination of both upper and lower row note types is mapped, for example, to a square shaped instructive cue. In some embodiments, a color of the square shaped instructive cue is a combination of black and white, for example such that the upper half of the instructive cue is primarily black and the lower half of the instructive cue is primarily white. However, in various embodiment the instructive cue can be any shape and any combination of one or more plurality of colors. The process then continues to block 519.
In block 519, the process commands display of or displays the notes in the form of instructive cues. In many embodiments, the video game device executes instructions to display the notes on a display device, for example a television or monitor, that is connected to the video game console. The notes may be displayed on a note highway, which may include a plurality of lanes. In some embodiments, each of the notes may be positioned on the left or right lane of the note highway. In some embodiments, each of the notes may also be positioned on a middle lane that is between the left and right lanes of the note highway. Each of the notes appearing on the note highway, for example, represent an instruction for a game player to depress a fret button on the video game controller. When the note reaches the bottom of the note highway, for example, a game player is to actuate a strum bar of the controller while with the fret button depressed.
In block 521, the process processes user inputs. The user inputs stem from the input signals generated by the video game controller as mentioned above. For example, during game play, a game player is to respond to a particular note on the note highway within a particular time. In some embodiments, a catcher represents the time at which the game player is to respond to a note, for example when the note reaches a displayed position of the catcher. In some embodiments, the catcher is a transparent, square shaped element that is generally larger than the note. The game player may, for example, respond to the note by pressing a fret button(s) on the video game controller. Upon pressing the fret button(s), an input signal containing user's input is generated from the video game controller. In some embodiments, the processor of the video game device receives the input signal, processes the user's input from the input signal, and performs a particular operation based on the user's input. In some embodiments, an operation can be providing the game player with feedback about which fret button(s) he/she is currently pressing. Another operation, for example, can be when the game player holds down the fret button(s) from the video game controller, a corresponding note(s) appears at the catcher. In some embodiments, when the game player actuates the strum bar, there is a flash at the catcher.
In some embodiments, the flash at the catcher is white if the strum is at the right time. In some embodiments, the flash at the catcher is red if the strum is not at the right time. The process then continues to block 523.
In block 523, the process updates scores. Extent of user compliance with the instructive cues provided by the notes may be used to provide a score for each user. In some embodiments, game play may continue until a game player is unable to comply with a set of instructive cues. In some embodiments, scores are added when the game player presses the fret button(s) at the right time. In some embodiments, scores are added when the flash at the catcher is white. The process then continues to block 525.
In block 525, the process determines whether to exit the note input mapping and user input processing. In some embodiments the process exits upon completion of game play. If the process determines to remain in the note input mapping and user input processing, the process returns to block 511, and video game play continues. If, instead, the process determines to exit, the process returns.
In block 611, the process determines if a note is a hammer-on, pull-off (HOPO) note. In some embodiments a HOPO note indicates to a game player that one or more fret buttons are to be depressed, but that activation of a strum bar is not instructed, other than for a first note of a sequence of HOPO notes for which instructive cues are complied with. In some embodiments, the HOPO note is plectrum shaped with an upward or downward orientation. The HOPO note, for example, may be black or white, but it can be any color. In some embodiments, the HOPO note is identified by a bright halo effect around the note, and/or by being visually connected to other HOPO notes, for example by a HOPO chain. The bright halo effect may be white, but it also can be any color. The HOPO chain, for example, may be represented by squiggly lines. However, the HOPO chain does not have to be squiggly, but instead, it can be a straight link between pairs of HOPO notes. If the note is a HOPO note, the process continues to block 615. Otherwise, the process continues to block 613.
In block 613, the process determines that the note is not a HOPO, and thus, does not draw a link between a pair of notes. For example, each note of the pair of notes may be displayed individually on a note highway without a line connecting the pair of notes together.
In block 615, the process determines if a previous note has a sustain trail. A sustain, for example, may be a note for which a game player must continue to hold a relevant fret button on the video game controller for an extended time after strumming, with the sustain trail extending from the note and indicating the extended time during which the fret button is to remain depressed. If the previous note has the sustain trail, the process continues to block 617. Otherwise, the process continues to block 619.
In block 617, the process draws a link from the end of the sustain trail of the previous note to the current note. In some embodiments, the link is a straight line from the end of the sustain trail to the current note. However, in some embodiments, the link is not a straight line.
In block 619, the process draws a link from the previous note to the current note. The link, for example, may be a straight line but again, in some embodiments, the link may not be a straight line.
In block 621, the process determines if the previous note has been hit, namely that the game player has complied with the instructive cue provided by the note. In some embodiments, the previous note has been hit if the game player timely responds to the previous note by pressing a fret button on the video game controller. In some embodiments, the previous note has been hit if the game player actuates the strum bar of a game controller while having appropriate fret buttons in a depressed state. If the previous note has been hit, the process continues to block 625. Otherwise, the process continues to block 623.
In block 623, the process determines if the previous note is an active HOPO note. A HOPO note is active, for example, when the note is in a HOPO chain and the game player has hit all prior HOPO notes in the chain since a last successful strum of a HOPO note in the chain. If the previous note is an active HOPO, the process continues to block 625. Otherwise, the process continues to block 629.
In block 625, the process determines if there is a miss or bad input since hitting the previous note. In some embodiments, the miss or bad input may be a failure to comply with an instructive cue by the game player. If there is a miss or bad input since hitting the previous note, the process continues to block 629. Otherwise, the process continues to block 627.
In block 627, the process determines that the current note is an active HOPO note and draws an active link between the previous and the current notes. The active link, for example, may be a bright effect around a link between a pair of HOPOs. In some embodiments, the link is a squiggly HOPO chain, but in other embodiments, it can be a straight HOPO chain. The bright effect around the link is preferably white, but in some embodiments, it can be any color.
In block 629, the process determines that the current note is an inactive HOPO and draws an inactive link between the previous and the current notes. The inactive link, for example, may be a gray colored line without the bright effect around the link. Again, in some embodiments, the inactive link can be any color. The process thereafter returns.
Although the invention has been discussed with respect to various embodiments, it should be recognized that the invention comprises the novel and non-obvious claims supported by this disclosure.
This application claims the benefit of the filing date of U.S. Provisional Patent Application No. 62/087,597, filed on Dec. 4, 2014, the disclosure of which is incorporated by reference herein.
Number | Date | Country | |
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62087597 | Dec 2014 | US |