Typing game apparatus

Abstract
A typing game apparatus includes: an image display which displays a predetermined image related to a game; an input device having arranged thereon a plurality of keys corresponding to a plurality of characters; a CPU which controls the image display and determines whether or not a character string input from the input device matches a predetermined character string; a determination result memory which stores a determination result of the CPU; the CPU which controls the game based on the determination result stored in the determination result memory and controls an accuracy determination based on a player's operation.
Description
RELATED APPLICATION

This application is based upon and claims the priorities from a prior Japanese patent application No. 2005-013123, filed on Jan. 20, 2005, in Japan and a prior Japanese patent application No. 2005-013124, filed on Jan. 20, 2005, in Japan, entire contents of which are incorporated herein by reference.


BACKGROUND OF THE INVENTION

1. Technical Field


The present invention relates to a typing game apparatus which controls a game based on the accuracy determination of a character string input by a key operation.


2. Related Art


In a typing game which has heretofore been performed to practice a typing input from the keyboard of a word processor or the like, a player types to input a character string displayed on a display or the like from the keyboard within a predetermined time, and thereby memorizes the key arrangement of the keyboard to learn effective typing. As the apparatus for performing such a typing game, a cabinet-type typing game apparatus has been used on which an unspecified number of players are allowed to execute the typing game by depositing predetermined fees, and a typing game apparatus which is configured such that each player can play the typing game on a PC by buying software and installing a program on the PC.


Furthermore, to improve gaming properties, such a typing game apparatus has recently adopted the method of not simply leading the player to type to input a letter string displayed at random, but leading the player to type to input the content of a spoken text with a character displayed on a display, and the method of playing music and leading the player to type to input the lyrics of the music. For example, Japanese Unexamined Patent Publication No. 2002-268534 (Pages 6 to 9 and FIGS. 4 to 9) discloses a typing game apparatus which, instead of displaying practice text on a screen, reproduces a practice song to lead a user to input its lyrics, thereby making it possible to improve typing accuracy based on information obtained through listening.


However, the typing game apparatus disclosed in Japanese Unexamined Patent Publication No. 2002-268534 is different from the previous typing game apparatus in that typing is performed to the music reproduced instead of the character string displayed, but is the same as the previous typing game apparatus in that the player repeats only a typing operation during the typing game. Thus, the typing game apparatus disclosed in Japanese Unexamined Patent Publication No. 2002-268534 cannot be said to fully contribute to an improvement in game playability.


Furthermore, it is often the case that a typing game performed on the recent typing game apparatus is configured such that a plurality of stages make up the game, and such that the player can progress to the next stage only when he/she has acquired a fixed score or higher. This increases a player's willingness to play the game. However, if the player is thus allowed to progress to the next stage only when he/she has acquired the fixed score or higher, then a novice player or a player who is poor at typing will not be able to progress to the next stage no matter how many times such a player may challenge the game, which reduces the player's willingness to play the game. The reason is that such a player can input easy text, but when presented with difficult text having a large number of characters, is unable to input the text within a predetermined time or mistypes more often.


Accordingly, a typing game apparatus is needed which can further improve game playability and on which even a novice player or a player who is poor at typing can fully enjoy the game.


SUMMARY OF THE INVENTION

The invention has been made to solve the aforementioned existing problems, and an object of the invention is to provide a typing game apparatus which controls, based on a player's operation, the accuracy determination function of the CPU (Central Processing Unit) for determining whether or not a character string input from an input device matches a predetermined character string, whereby game playability can be improved and even a novice player or a player who is poor at typing can fully enjoy a game.


To achieve the aforementioned object, according to the invention, there is provided a typing game apparatus comprising: an image display which displays a predetermined image related to a game; an input device having arranged thereon a plurality of keys corresponding to a plurality of characters; the CPU which controls the image display and determines whether or not a character string input from the input device matches a predetermined character string; a determination result memory which stores a determination result of the accuracy determination function of the CPU; and the CPU which controls the game based on the determination result stored in the determination result memory and controls the accuracy determination function of the CPU based on a player's operation.


Since the typing game apparatus of the aspect of the invention controls the function of the accuracy determination function of the CPU based on a player's operation, the player can intervene the function of an accuracy determination other than simply typing during a typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


Additional objects and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objects and advantages of the invention may be realized and obtained by means of the instrumentalities and combinations particularly pointed out hereafter.




BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate an embodiment of the invention, and together with the general description given above and the detailed description of the embodiment given below, serve to explain the principles of the invention.



FIG. 1 is a perspective view of a typing game machine according to the embodiment of the invention;



FIG. 2 is a pattern diagram showing a display content displayed on a first liquid crystal display before the start of a typing game;



FIG. 3A is a pattern diagram showing a display content displayed on a second liquid crystal display during the progress of the typing game;



FIG. 3B is a pattern diagram showing a display content displayed on the first liquid crystal display during the progress of the typing game;



FIG. 4A is a pattern diagram showing a display content displayed on the second liquid crystal display during the progress of the typing game;



FIG. 4B is a pattern diagram showing a display content displayed on the first liquid crystal display during the progress of the typing game;



FIG. 5 is a pattern diagram showing a display content displayed on the first liquid crystal display after the end of the typing game;



FIG. 6 is an illustration showing a list of items to be used on the typing game machine according to the embodiment of the invention;



FIG. 7 is an illustration showing the conditions for acquiring the items to be used on the typing game machine according to the embodiment of the invention;



FIGS. 8A and 8B are illustrations showing display contents displayed on the first liquid crystal display when an item “CLEANER” is used on the typing game machine according to the embodiment of the invention;



FIGS. 9A and 9B are illustrations showing display contents displayed on the first liquid crystal display when an item “HAND” is used on the typing game machine according to the embodiment of the invention;



FIG. 10 is a plan view showing a keyboard installed on the typing game machine according to the embodiment of the invention;



FIG. 11 is a schematic sectional view of any one of plural keys provided on the keyboard;



FIG. 12 is a system block diagram showing a system including a server and the typing game machine according to the embodiment of the invention;



FIG. 13 is a block diagram showing schematically the control system of the typing game machine according to the embodiment of the invention;



FIG. 14 is an illustration showing schematically the song data storage area of an HDD of the typing game machine according to the embodiment of the invention;



FIG. 15 is a flowchart of the main processing program of the typing game machine according to the embodiment of the invention;



FIG. 16 is a flowchart of the song selection processing program of the typing game machine according to the embodiment of the invention;



FIG. 17 is a flowchart of the typing game execution processing program of the typing game machine according to the embodiment of the invention;



FIG. 18 is a flowchart of the item use processing program of the typing game machine according to the embodiment of the invention; and



FIG. 19 is a flowchart of the point addition processing program of the typing game machine according. to the embodiment of the invention.




DESCRIPTION OF THE PREFERRED EMBODIMENT

According to a first aspect of the invention, there is provided a typing game apparatus (e.g., a typing game machine 1) of this embodiment comprising: an image display (e.g., a first liquid crystal display 3, a second liquid crystal display 4) which displays a predetermined image related to a game; an input device (e.g., a keyboard 6) having arranged thereon a plurality of keys corresponding to a plurality of characters; a display controller of the CPU (e.g., a CPU 51, a display control circuit 60) which controls the image display; an accuracy determination function of the CPU (e.g., the CPU 51, S29) which determines whether or not a character string input from the input device matches a predetermined character string (e.g., the lyrics of a song to be reproduced); a determination result memory (first memory) (e.g., a RAM54) which stores a determination result of the accuracy determination function of the CPU; a game control function of the CPU (e.g., the CPU 51) which controls the game based on the determination result stored in the determination result memory and a game intervention function of the CPU (e.g., the CPU 51) which controls the accuracy determination function of the CPU based on a player's operation.


According to a second aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the game intervention function of the CPU (e.g., the CPU 51) initializes, from the determination result memory, the determination result of the accuracy determination function of the CPU (e.g., the CPU 51, S29) related to part or all of the character string input from the input device (e.g., the keyboard 6) (e.g., S51).


Accordingly, in the situation in which difficult text having a large number of letters is presented, even when the input has not been completed within a predetermined time or there are many typing errors, it thus becomes possible to void an unfavorable determination against the player which has occurred. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game.


According to a third aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the display controller of the CPU (e.g., the CPU 51, the display control circuit 60) controls the image display (e.g., the first liquid crystal display 3, the second liquid crystal display 4) to display the predetermined character string (e.g., the lyrics of a song to be reproduced) and to delete a character string (e.g., a character string 23A, 23B) related to the determination result initialized by the game intervention function of the CPU (e.g., the CPU 51) among the predetermined character string displayed.


Accordingly, a character string from which an unfavorable determination has been voided become clearly identifiable to the player, thus improving convenience for the player. Besides, a new effect during which a character string is deleted is executed, thus maintaining the player's interest in the game.


According to a fourth aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the game intervention function of the CPU (e.g., the CPU 51) performs the initialization when a player performs a prescribed operation from the input device (e.g., the keyboard 6).


Accordingly, in the situation in which difficult text having a large number of letters is presented, even when the input has not been completed within a predetermined time or there are many typing errors, it thus becomes possible to void at the player's choice an unfavorable determination against the player which has occurred. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game.


Additionally, the player can invoke and utilize a game intervention function to be involved in an accuracy determination, other than simply typing, at an arbitrary time of his/her own choice during a typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


According to a fifth aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the game intervention function of the CPU (e.g., the CPU 51) performs the initialization in the state in which the determination result stored in the determination result memory (e.g., the RAM 54) is more than a fixed value (e.g., in the state in which the number of points granted to a player who has input one phrase without mistyping has reached a predetermined number of points) and when the player performs a prescribed operation from the input device.


Accordingly, in the situation in which difficult text having a large number of letters is presented, even when the input has not been completed within a predetermined time or there are many typing errors, it thus becomes possible to void at the player's choice an unfavorable determination against the player which has occurred by obtaining an evaluation than a fixed value. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game. Besides, a more favorable evaluation is received, thereby enabling the player to advantageously progress the game, which therefore further encourages the player to play the game.


Furthermore, the player can invoke and utilize the game intervention function to be involved in the accuracy determination, other than simply typing, at an arbitrary time of his/her own choice during a typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


According to a sixth aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the game intervention function of the CPU, when predetermined conditions are satisfied, allows the accuracy determination function of the CPU not to perform an accuracy determination related to part or all of the predetermined character string.


Accordingly, when text having a large number of characters is presented, the accuracy determination is not performed on the character string of the text, thereby making it possible to prevent an unfavorable determination against the player from occurring in advance. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game.


According to a seventh aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the display controller of the CPU (e.g., the CPU 51, the display control circuit 60) controls the image display (e.g., the first liquid crystal display 3, the second liquid crystal display 4) to display the predetermined character string (e.g., the lyrics of a song to be reproduced) and to delete a character string, among the predetermined character string displayed, subjected to accuracy determination by the accuracy determination function of the CPU (e.g., the CPU 51, S29).


Accordingly, the character string on which the accuracy determination is not performed can become identifiable to the player, thus improving convenience for the player. Besides, a new effect during which a character string is deleted is executed, thus maintaining the player's interest in the game.


According to an eighth aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the predetermined conditions include the condition that the player performs a prescribed operation using the input device (e.g., the keyboard 6).


Accordingly, in the situation in which difficult text having a large number of letters is presented, it is possible to make the accuracy determination not to be performed at the player's choice in a case that the player is not sure of typing without typing errors within a predetermined time. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game.


Additionally, the player can invoke and utilize the game intervention function to be involved in the accuracy determination, other than simply typing, at an arbitrary time of his/her own choice during a typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


According to a ninth aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the predetermined conditions include the condition that the determination result stored in the determination result memory (e.g., the RAM 54) is more than the fixed value (e.g., in the state in which the number of points granted to a player who has input one phrase without mistyping has reached a predetermined number of points), and that the player performs a prescribed operation using the input device (e.g., the keyboard 6).


Accordingly, in the situation in which difficult text having a large number of letters is presented, even when the player is not sure of typing without typing errors, a predetermined value or higher is obtained to make it possible to bypass the accuracy determination at the player's choice. Therefore, even a novice player or a player who is poor at typing can reduce the possibility that the game may end halfway through and so on, thus making it possible to find great amusement in playing the game. Besides, a more favorable evaluation is received, thereby enabling the player to advantageously progress the game, which therefore further encourages the player to play the game. Furthermore, the player can invoke and utilize the game intervention function to be involved in the accuracy determination, other than simply typing, at an arbitrary time of his/her own choice during a typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


According to a tenth aspect of the invention, the typing game apparatus (e.g., the typing game machine 1) further comprises: a song data memory (second memory) (e.g., an HDD 55) which stores song data; and a sound controller of the CPU (e.g., the CPU 51, a sound control circuit 61) which plays music at a set tempo and outputs a sound based on the song data stored in the song data memory, wherein the predetermined character string (e.g., the lyrics of a song to be reproduced) is a character string related to the sound output by the sound controller of the CPU.


Accordingly, this enables to play a typing game with the unprecedented realistic sensation in which typing is performed along a song as the song is played, which will maintain the player's interest in the typing game.


According to an eleventh aspect of the invention, in the typing game apparatus (e.g., the typing game machine 1), the display controller of the CPU (e.g., the CPU 51, the display control circuit 60) controls the image display (e.g., the first liquid crystal display 3, the second liquid crystal display 4), when the determination result stored in the determination result memory (e.g., the RAM 54) is more than the fixed value, to display a notification image (e.g., an item image 29A) which notifies the player thereof.


Accordingly, this makes it possible to notifying the player that an unfavorable determination against the player can be voided, which therefore improves convenience for the player.


Referring hereafter to the drawings, a detailed description will be given of an example in which the typing game apparatus of this embodiment is embodied in a cabinet-type typing game machine 1 installed in a game center or the like. The typing game machine 1 of this embodiment is configured as follows. That is, a song is reproduced from a speaker, and its lyrics are sequentially displayed in synchronization with the song being played. A player uses a keyboard to sequentially type the lyrics displayed, thereby performing a game. Furthermore, a typing game to be executed includes a plurality of stages in response to the number of verses of the song to be reproduced. If a player's mistyping frequency is less than a predetermined frequency when one stage ends, the typing game moves to a stage corresponding to the next song, and can thus continue.


The outlined configuration of the typing game machine 1 of this embodiment will first be described in accordance with FIG. 1. FIG. 1 is a perspective view of the typing game machine of this embodiment.


As shown in FIG. 1, the typing game machine 1 of this embodiment principally includes a cabinet 2, a first liquid crystal display 3, a second liquid crystal display 4, a center panel 5, a keyboard 6, an external illumination LEDs 7, and a pair of speakers 8. The cabinet 2 forms the exterior of the typing game machine 1. The first liquid crystal display 3 displays a main game screen (see FIGS. 3B and 4B). The second liquid crystal display 4, positioned above the first liquid crystal display 3, displays images (see FIGS. 3A and 4A) related to effects such as a promotional video and an advertisement. The center panel 5, provided below the first liquid crystal display 3, is formed with coin and card insertion slots. The keyboard 6 is used for the player to type. The external illumination LEDs 7 are provided on the left and right of the first liquid crystal display 3. The pair of speakers 8 are located on the left and right sides of the second liquid crystal display 4.


The components will be described below.


The first liquid crystal display 3, which is a liquid crystal display located in the approximate center of the front of the cabinet 2, is inclined backward at a predetermined angle.


During the execution of a typing game, the first liquid crystal display 3 displays game information (information necessary for the player to progress the typing game) related to the progress of the typing game, such as the lyrics of a song reproduced via the speakers 8, a player's typing result, and a score acquired in response to the result (see FIGS. 3B and 4B).


In contrast, the second liquid crystal display 4, disposed separately above the first liquid crystal display 3, is a liquid crystal display similar to the first liquid crystal display. During the execution of a typing game, the second liquid crystal display 4 displays effect images associated with the typing game.


Unlike the display contents displayed on the first liquid crystal display 3, the effect images displayed on the second liquid crystal display 4, which are not directly required for the player to progress the game, have an auxiliary role in bringing excitement to the typing game. For example, in the typing game machine 1 of this embodiment, a certain singer's song is reproduced as a song, and the game progresses as the player inputs the lyrics of the song from the keyboard 6, wherein the second liquid crystal display 4 displays a promotional video (henceforth abbreviated as a PV) related to the song (see FIGS. 3A and 4A). Accordingly, this enables a typing game to create the realistic sensation involving the image of an artist signing being displayed as his/her song is played, which will maintain the player's interest in the typing game. The display contents displayed on the first and second liquid crystal displays 3 and 4 will be described in detail later.


The center panel 5 is provided with a coin insertion slot 9 and a card insertion slot 10. The coin insertion slot 9 is an insertion slot through which coins such as 100-yen coins are inserted. A coin sensor 63 is disposed in the coin insertion slot 9. When a coin is inserted into the coin insertion slot 9, a coin detection signal is sent to a CPU 51 via the coin sensor 63 (see FIG. 13), and the CPU 51 detects that the coin has been inserted.


The card insertion slot 10 is an insertion slot through which is inserted an IC card (not shown) with a built-in IC tag having stored therein the game result of a typing game. A card sensor 64 and a card reader/writer 65, to be described later, are disposed inside this card insertion slot 10 (see FIG. 13). When the IC card is inserted into the card insertion slot 10, the card sensor 64 detects such insertion. An IC card used in the typing game machine 1 of this embodiment stores in its built-in IC tag a game result (a score, points, and the like) obtained in the last game(s) played by a player who possesses the IC card, and the game result stored can be displayed to the player by performing a prescribed operation.


In other words, when the card sensor 64 detects the IC card, the card reader/writer 65 reads the game result of a typing game from the IC tag, or writes a new game result to the IC tag (see S3 and S9 in FIG. 15).


The keyboard 6 is positioned projecting from the front of the cabinet 2. As described later, the keyboard 6 is a Japanese 108 keyboard (see FIG. 10) having arranged thereon a plurality of character input keys for use in inputting “roman alphabet (A to Z)”, “kana letters (custom character(A) to custom character(N))”, “numbers (0 to 9)”, “symbols (such as a period and a comma)”, and the like, and function keys such as an enter key and cursor keys. During a game, the player types keys corresponding to the letters, the symbols, the numbers, and the like, thereby inputting characters to progress the game. Before a game starts, after a game ends, or in the like case, the player operates each key to issue instructions to determine the selection of a song to which to perform a game and the level of game difficulty, to start the execution of a game, and the like. The configuration of the keyboard will be described in detail later.


The external illumination LEDs 7 are disposed on both left and right sides of the cabinet 2, four on each side. These external illumination LEDs 7, including full-color LEDs which can produce light in full color, perform a variety of illumination effects in response to the song reproduced on the typing game machine 1. For example, it is possible to perform the effect of varying the illumination colors of a total of eight external illumination LEDs 7, the effect of varying the illumination colors in accordance with a fixed pattern, and the effect of turning on and off the external illumination LEDs 7.


The speakers 8 are located on both left and right of the second liquid crystal display 4. The speakers 8 are output devices which output songs, sound effects, and the like to be reproduced on the typing game machine 1. Specifically, during the execution of a typing game, the speakers 8 output music and sound at a set tempo based on the sound data and performance data of a song which are stored in an HDD 55 (see FIG. 13).


The display contents to be displayed on the first and second liquid crystal displays 3 and 4 will now be described in detail using FIGS. 2 to 5. The display contents to be displayed on the first and second liquid crystal displays 3 and 4 each basically include three patterns: a pattern before the start of a typing game, a pattern during the execution of a typing game, and a pattern after the end of a typing game. FIG. 2 is a pattern diagram showing a display content displayed on the first liquid crystal display 3 before the start of a typing game. FIGS. 3A and 4A are pattern diagrams showing display contents displayed on the second liquid crystal display 4 during the execution of a typing game. FIGS. 3B and 4B are pattern diagrams showing display contents displayed on the first liquid crystal display 3 during the execution of a typing game. FIG. 5 is a pattern diagram showing a display content displayed on the first liquid crystal display 3 after the end of a typing game.


In the typing game machine 1 of this embodiment, a typing game is performed by inputting the lyrics of a song being played. Specifically, first, the player selects a song to which he/she wants to play a typing game from a plurality of available songs. Then, when the typing game starts, the performance data for the accompaniment to the selected song and the sound data for the singing voice of the artist of the selected song are reproduced. Furthermore, as the performance and sound data of the song are reproduced, lyrics of the song are displayed for each phrase, as a character string to be input by the player, in accordance with the sound data reproduced.


The typing game progresses as this displayed character string corresponding to the lyrics of one phrase is input from the keyboard 6. When the game ends, the record of the typing game (a mistyping frequency, an acquired score and points, and the like) is calculated based on the elements of typing, such as typing accuracy and input timing, and then displayed. In other words, the typing game on the typing game machine 1 involves competing in the level of typing input skills while enjoying a song played during the game.


The display content before the start of a typing game will first be described using FIG. 2. As shown in FIG. 2, a song selection screen 15, showing a list of songs to which the game can be played on the typing game machine 1, is displayed on the first liquid crystal display 3 after a number of coins equivalent to a predetermined amount of money have been inserted in the coin insertion slot 9 and before the start of the typing game.


The song selection screen 15 includes available song title display portions 16 which display the titles of songs to which the game can be played, a song selection cursor 17 which can be used to select any one of the available song title display portions 16, a selected song title display portion 18 which displays a song title selected using the song selection cursor 17, and a selected artist's name display portion 19 which displays the name of the artist of the song selected using the selection cursor.


The available song title display portions 16 display the titles of current songs (in this embodiment, a maximum of eight songs) to which the game can be played on the typing game machine 1. The available songs displayed in the available song title display portions 16 are songs whose song data are stored in the HDD 55, to be described later (see FIGS. 13 and 14), and furthermore, the song data stored is managed and sequentially updated by a server 80 (see FIG. 12). Accordingly, the player can play the game by selecting a song from among a plurality of songs including the latest song updated by the server 80. Not only the titles of songs but also the pictures and PVs of artists may be displayed in the available song title display portions 16.


The song selection cursor 17 can be moved up, down, left, and right along the game playable song title display portions 16 by operating the cursor keys 114 (see FIG. 10) of the keyboard 6. The title and artist's name of a song in an available song title display portion 16, on which the song selection cursor 17 is currently positioned, are displayed in the selected song title display portion 18 and the selected artist's name display portion 19, respectively.


When the enter key 112 (see FIG. 10) is depressed with the song selection cursor 17 positioned on an available song title display portion 16 where the title of a desired song is displayed, the song to which a typing game is to be played is determined, thus starting the typing game.


The PV of an arbitrary song may be played on the second liquid crystal display 4 while the song selection screen 15 is being displayed on the first liquid crystal display 3. Additionally, the image of an advertisement may be displayed. Furthermore, the song selection screen 15 may be displayed on the second liquid crystal display 4 instead of the first liquid crystal display 3.


The display content during the execution of a typing game will now be described using FIGS. 3A to 4B. FIGS. 3A and 3B show the display contents displayed on the first and second liquid crystal displays 3 and 4 when a predetermined song A by a male artist is selected to start a typing game. FIGS. 4A and 4B show the display contents displayed on the first and second liquid crystal displays 3 and 4 when a predetermined song B by a female artist is selected to start a typing game.


As shown in FIG. 3A, for example, when the song A is selected to start the game, a PV image 20 of a male artist singing the song A, played via the speakers 8, is displayed on the second liquid crystal display 4. In contrast, as shown in FIG. 4A, for example, when the song B is selected to start the game, a PV image 20 of a female artist singing the song B, played via the speakers 8, is displayed on the second liquid crystal display 4.


At the same time, as shown in FIGS. 3B and 4B, the main game screen 21, which is related to the progress of a typing game, is displayed on the first liquid crystal display 3 while the PV image 20 is concurrently being displayed on the second liquid crystal display 4.


The main game screen 21 includes a lyrics display portion 22, a roman alphabet display portion 23, a song status display portion 25, a typing result display portion 26, a score display portion 27, a song information display portion 28, and an item display portion 29. The lyrics display portion 22 displays the lyrics of a phrase being currently played in Roman alphabet, Chinese characters, kana letters, or the like. The roman alphabet display portion 23 displays the lyrics displayed in the lyrics display portion 22 separately in roman alphabet and shows the result of the input which the player has made by typing on the keyboard 6. The song status display portion 25 displays what number verse (what number stage), and furthermore what number phrase counting from the start of this verse, the phrase of lyrics currently displayed in the lyrics display portion 22 and the roman alphabet display portion 23 corresponds to. The typing result display portion 26 displays a player's typing accuracy determination result. The score display portion 27 displays a score, points, and the like which the player has acquired so far. The song information display portion 28 displays the artist's name and title of a song being currently played. The item display portion 29 displays the kind of the item (see FIGS. 6 and 7) which the player currently possesses.


The lyrics display portion 22 is a display portion which displays lyrics for one phrase of a song being currently played, and the game progresses as the player types lyrics displayed in the lyrics display portion 22 from the keyboard 6. When the player correctly types the lyrics displayed, scores are gradually added, while, when the player erroneously inputs lyrics, a score is not added, and furthermore a mistyping frequency is increased as the frequency of inputting errors. When this mistyping frequency has reached a predetermined frequency at the end of any one of the verses (stages) which make up a song, the game is brought to an end at that time (see S39 in FIG. 17).


Similar to the lyrics display portion 22, the roman alphabet display portion 23 also displays lyrics for one phrase of a song being currently played, but displays the same lyrics in roman alphabet. Furthermore, out of the lyrics displayed, a character string 23A which the player has already typed is moved and displayed lower than a character string 23B to be typed comparatively, thereby making it possible to notify the player of the characters typed so far.


The song status display portion 25 displays what number verse, and what number phrase counting from the start of the verse, the phrase of lyrics displayed in the lyrics display portion 22 and the roman alphabet display portion 23 corresponds to. The typing game of this embodiment includes a plurality of stages (e.g., the first to third stages) in response to the number of verses (e.g., one song consists of one to three verses) of a song to be reproduced. For example, FIG. 3B shows that the 15th phrase of stage 1 (verse 1) is currently being displayed. Besides, FIG. 4B shows that the fifth phrase of stage 2 (verse 2) is currently being displayed.


Each time the player finishes inputting one phrase, “1” is added to a numeric value 25A indicating the number of phrases, and each time the player finishes inputting one stage, “1” is added to a numeric value 25B indicating the number of stages (verses). This makes it possible to notify the player of the current number of stages (verses) and the number of phrases typed so far.


In the typing result display portion 26, which is a display portion for displaying a player's typing accuracy determination result, “PERFECT” is displayed when appropriate correct characters have been typed in a concurrent timed relationship with the sound of a song being played. Besides, “GOOD” is displayed when correct characters have been typed in a discordant timed relationship with the sound of a song played. Conversely, “MISS” is displayed when erroneous characters have been typed, regardless of a timed relationship.


The score display portion 27 is a display portion which displays a score and points which the player has acquired so far. A score is added as the player types correctly in accordance with character strings displayed in the lyrics display portion 22 and the roman alphabet display portion 23. Another score is added when appropriate characters have been typed in a concurrent timed relationship with the sound of a song being played. On the other hand, one point is added each time an input is made without mistyping text for one phrase (S62 in FIG. 19).


When the number of points acquired reaches a predetermined number, the player can acquire an item (S66 in FIG. 19). This item can be used as the player performs a prescribed operation during a typing game, and the use of the item enables the player to advantageously progress the game (S49 to S55 in FIG. 18). The item will be described in detail later.


A score and a point are added until the game ends, and when the IC card has been inserted in the card insertion slot 10 of the center panel 5, the score and points acquired are stored in the IC card at the end of the game (S9 in FIG. 15).


The song information portion 28 displays the title and artist's name of a song which the player has selected at the start of the game and which is currently being played.


The item display portion 29 is a display portion which displays the number and kind of items which the player currently possesses. An item is granted when the number of points acquired reaches the predetermined number as described above, and an appropriate item image 29A is displayed in the item display portion 29 (see FIGS. 6 and 7). On the other hand, when an item is used as the player performs a prescribed operation, the used item image 29A is deleted from the item display portion 29 (S67 in FIG. 19). Besides, the maximum number of items which the player can possess at one time is three, and with three item images 29A displayed in the item display portion 29, no more items will be added even when the number of points acquired reaches the predetermined number.


In this embodiment, the first liquid crystal display 3 displays the main game screen 21, and the second liquid crystal display 4 displays the PV image 20. However, conversely, the configuration may be such that the first liquid crystal display 3 displays the PV image 20 and the second liquid crystal display 4 displays the main game screen 21.


As shown in FIG. 5, after the typing game ends, the first liquid crystal display 3 displays a game result screen 30 showing the game result of the current typing game.


The game result screen 30 includes a mistyping frequency display portion 31 which displays a mistyping frequency in the current typing game, an acquired point display portion 32 which displays a number of points acquired, an acquired score display portion 33 which displays a score acquired, and a name input display portion 34 which prompts a player who has played the game to input his/her name.


Reference to the game result screen 30 enables the player to recognize the mistyping frequency counted and the points and score acquired in the current typing game. Additionally, an arbitrary name is input to the name input display portion 34 using the keyboard 6, thereby making it possible to register the acquired points in a ranking. The list of rankings registered is displayed in the first or second liquid crystal display 3 or 4 during the display of a demonstration screen or in the like case.


The PV of an arbitrary song may be displayed on the second liquid crystal display 4 while the game result screen 30 is being displayed on the first liquid crystal display 3. Additionally, the image of an advertisement or the like may be displayed. Furthermore, the game result screen 30 may be displayed on the second liquid crystal display 4 instead of on the first liquid crystal display 3.


The items used in the typing game machine 1 of this embodiment will now be described using FIGS. 6 to 9B. The kind and function of items to be used will first be described using FIG. 6. FIG. 6 is an illustration showing the list of items to be used in the typing game machine 1 of this embodiment.


As shown in FIG. 6, two kinds, “CLEANER” and “HAND”, exist as the items to be used in the typing game machine 1 of this embodiment. As described above, these items are granted when the number of points, added when text for one phrase has been input without mistyping, reaches a predetermined number of points, and the items can be used as the player performs a prescribed operation during a typing game. When the items are used, the player can advantageously progress the game by performing a specific process, such as described later, during the execution of the typing game.


First, to describe the item “CLEANER”, “CLEANER” is an item which can be used after character strings corresponding to one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23, and in the state in which at least one character has been typed out of the character strings.


When “CLEANER” is used by performing a prescribed operation, all the character strings being currently displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted from the main game screen 21. Then, character strings related to the next phrase are displayed, to the performance of a song, in the lyrics display portion 22 and the roman alphabet display portion 23. On this occasion, the input determination result of inputting characters for the phrase deleted, i.e., the mistyping frequency counted and the score and points acquired in this phrase are reset (initialized).


Accordingly, in typing a phrase displayed, even when the player has mistyped, the use of “CLEANER” enables the mistyping to be called no count and also the player to move to the next phrase. Besides, as described above, the typing game of this embodiment includes a plurality of stages in response to the number of verses of a song to be reproduced. Thus, when a player's mistyping frequency is less than the predetermined frequency at the end of one stage, the player moves to a stage corresponding to the next verse and can thus continue to perform the typing game. In other words, by using “CLEANER”, the player can reduce the mistyping frequency which has occurred, which makes it more likely that the player may move to the next stage (verse).


Next, to describe the item “HAND”, “HAND” is an item which can be used after letter strings corresponding to the lyrics of one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23, and in the state in which no letter has been typed out of the letter strings.


When “HAND” is used by performing a prescribed operation, all the character strings being currently displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted from the main game screen 21. Then, character strings related to the next phrase are displayed, to the performance of a song, in the lyrics display portion 22 and the roman alphabet display portion 23.


Accordingly, in typing a phrase displayed, even when a complicated and long phrase is displayed, the use of “HAND” enables the player to move to the next phrase without typing the phrase. In other words, by using “HAND”, the player can skip a difficult phrase which is expected to be mistyped, and can thus prevent an increase in mistyping frequency, which makes it more likely that the player may move to the next stage (verse).


The conditions for using the two items “CLEANER” and “HAND” will now be described using FIG. 7. FIG. 7 is an illustration showing the conditions for acquiring items used in the typing game machine of this embodiment.


As shown in FIG. 7, in the typing game of this embodiment, when the number of points acquired by the player reaches a predetermined number of points, either item “CLEANER” or “HAND” is granted and thus rendered available for use. Specifically, when the number of points acquired reaches “10 points”, the item “CLEANER” is granted, and the item image 29A resembling an eraser is newly displayed in the item display portion 29 (see FIG. 4B). Besides, when the number of points acquired reaches “20 points”, the item “HAND” is granted, and the item image 29A resembling a man's hand is newly displayed in the item display portion 29 (see FIG. 4B). Hereafter, similarly, the items “CLEANER” and “HAND” are alternately granted for every 10 points and thus rendered available for use. However, the number of items which the player can possess at one time is three, and with three item images 29A displayed in the item display portion 29, even when the number of points acquired in each item reaches its predetermined number of points shown in FIG. 7, no more items will be added.


The configuration may be such that either of the items “CLEANER” or “HAND” is granted at random each time 10 points are acquired.


The method of using the two items “CLEANER” and “HAND” in a typing game will now be described using FIGS. 8A to 9B. FIGS. 8A and 8B are illustrations showing the display contents displayed on the first liquid crystal display when the item “CLEANER” is used on the typing game machine of this embodiment. FIGS. 9A and 9B are illustrations showing the display contents displayed on the first liquid crystal display when the item “HAND” is used on the typing game machine of this embodiment.


To use the items “CLEANER” or “HAND” possessed by the player, the player first depresses a shift key 113 (see FIG. 10) of the keyboard 6 with either item image 29A displayed in the item display portion 29 of the main game screen 21.


When the shift key 113 is depressed, the item selection cursor 40 is newly displayed in the item display portion 29, thus enabling the player to move the displayed item selection cursor 40 left and right using the left and right cursor keys 114.


To use the item “CLEANER”, as shown in FIG. 8A, after character strings corresponding to the lyrics of one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21, and in the state in which at least one character has been typed out of the character strings, the item selection cursor 40 is positioned on the item image 29A resembling an eraser, and the enter key 112 is then depressed.


As a result thereof, as shown in FIG. 8B, the item image 29A showing the selected item “CLEANER” is deleted from the item display portion 29, and furthermore an item image 41 resembling an eraser is newly displayed on the lyrics display portion 22 and the roman alphabet display portion 23. The newly displayed item image 41 moves up, down, left, and right along the lyrics display portion 22 and the roman alphabet display portion 23, according to which all the character strings being currently displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted from the main game screen 21. Thereafter, character strings related to the next phrase are displayed, to the performance of a song, in the lyrics display portion 22 and the roman alphabet display portion 23. On this occasion, as described above, the input determination result of inputting characters related to the phrase deleted, i.e., the mistyping frequency counted and the score and points acquired in this phrase are reset (initialized).


On the other hand, to use the item “HAND”, as shown in FIG. 9A, after character strings corresponding to the lyrics of one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21, and in the state in which no character has been typed out of the character strings, the item selection cursor 40 is positioned on the item image 29A resembling a man's hand, and the enter key 112 is then depressed.


As a result thereof, as shown in FIG. 9B, the item image 29A showing the selected item “HAND” is deleted from the item display portion 29, and furthermore an item image 42 resembling a man's hand is newly displayed on the lyrics display portion 22 and the roman alphabet display portion 23. The newly displayed item image 42 illuminates all the character strings being currently displayed on the lyrics display portion 22 and the roman alphabet display portion 23. The character strings thus illuminated grow gradually smaller and are finally deleted from the main game screen 21. Thereafter, character strings related to the next phrase are displayed, to the performance of a song, in the lyrics display portion 22 and the roman alphabet display portion 23.


The keyboard 6 installed on the typing game machine 1 will subsequently be described using FIGS. 10 and 11. FIG. 10 is a plan view showing the keyboard installed on the typing game machine of this embodiment. FIG. 11 is a schematic sectional view of any one of plural keys provided on the keyboard.


As shown in FIG. 10, the keyboard 6 is a Japanese 108 keyboard (see FIG. 10) having arranged thereon a plurality of character input keys 111 for use in inputting “roman alphabet (A to Z)”, “kana letters (custom character(A) to custom character(N))”, “numbers (0 to 9)”, “symbols (such as a period and a comma)”, and the like, and function keys 115, such as the enter key 112, the shift key 113, and the cursor keys 114. During a game, the player types character input keys 111 corresponding to the letters, the symbols, the numbers, and the like to input characters, and depresses function keys 115 such as the shift keys 113, thereby using the items to progress the game as described above. Furthermore, before a game starts, after a game ends, or in the like case, the player operates the function keys 115 to issue instructions to determine the selection of a song to which to perform a game and the level of game difficulty, to start the execution of a game, and the like. Besides, LEDs are installed inside the various keys of the keyboard 6, and the keys are configured to emit light in a variety of modes based on control signals from the CPU 51.


The key internal structure of the keyboard 6 will now be described in accordance with FIG. 11. The plural keys arranged on the keyboard 6 all have the same internal structure. Accordingly, out of the plural keys arranged on the keyboard 6, one character input key 111 will hereafter be described as an example, and the other character input keys 111 and the function keys 115 will be omitted from description.


As shown in FIG. 11, the character input key 111 principally includes a substrate 150, a switch circuit board 151, a light emitting circuit board 152, a keycap 153, a biasing mechanism 154, full color LEDs 155, and the like.


The switch circuit board 151 laid on the substrate 150 is provided with a pair of electrodes 156 located right under the center of the keycap 153.


The light emitting circuit board 152 laid on the switch circuit board 151 is provided with an opening 157 for exposing the pair of electrodes 156. The full color LEDs 155 capable of producing light in full color are provided around the opening 157.


The biasing mechanism 154, provided between the light emitting circuit board 152 and the keycap 153, biases the keycap 153 toward the side opposite the switch circuit board 151. Furthermore, an electrode 158 projects from the center of the keycap towards the switch circuit board 151. Accordingly, when the keycap 153 is depressed, the electrode 158 projecting from the keycap 153 can be brought into contact with the pair of electrodes 156 provided on the switch circuit board 151. Therefore, the depression of the keycap 153 can be transferred as an electrical signal, flowing through the switch circuit board 151. In other words, these three electrodes 156 and 158 constitute a key switch 159.


The biasing mechanism 154 may be configured of only an elastic body, or may be configured of an elastic body and a cross-linking mechanism. It doesn't matter what configuration the biasing mechanism 154 takes.


The keycap 153 is formed of a material having transparency (e.g., transparent acryl or transparent plastic), and key information 160, such as a character, a number, or a symbol, is printed in black on the flat surface portion of the keycap 153. Furthermore, a surface of the light emitting circuit board 152 on the keycap 153 side is also printed black.


Accordingly, while the full color LEDs 155 are off, the transparent keycap 153 is reflected in black which is the color of the surface of the light emitting circuit board 152, which therefore makes it difficult to recognize the key information 160 printed in black on the keycap 153.


Conversely, while the full color LEDs 155 are on, the transparent keycap 153 is reflected in the color in which the full color LEDs 155 light, which therefore makes it easy to recognize the key information 160 printed in black on the keycap 153 reflected in that color.


In the keyboard 6, the key switch 159 inside each key is connected to a transmission circuit (not shown). The transmission circuit is connected to the CPU 51 of the typing game machine 1 via an interface unit 52 (henceforth called an I/O) to be described later. Accordingly, an electrical signal from the key switch 159 of a key depressed is transmitted to the CPU 51 via this transmission circuit, and the kind of the key depressed can thereby be specified. The transmission circuit is mounted on the switch circuit board 151.


Additionally, in the keyboard 6, the full color LEDs 155 inside each key are connected to a light emission control circuit 62. Furthermore, the light emission control circuit 62 is connected to the CPU 51 via the I/O 52 (see FIG. 13). Accordingly, via this light emission control circuit 62, the full color LEDs 155 inside this key can be lit in a color specified by the CPU 51. Specifically, in the typing game machine 1 of this embodiment, during a typing game, when there is a key input and when correct typing is determined to have been rendered, the character input key 111 depressed is made luminous in blue. Besides, when there is a key input and when mistyping is determined to have been rendered, the character input key 111 depressed is made luminous in red, and a correct key with which an input should be made is made luminous in green. Furthermore, when there is no key input, only a correct key with which an input should be made is made luminous in green.


As shown in FIG. 12, the typing game machine 1 of this embodiment is connected to the server 80 via a network N capable of reciprocal communication such as the Internet. Song data stored in the HDD 5 (see FIG. 13) of the typing game machine 1 can thus be updated based on data transmitted from the server 80.


Accordingly, the kind of a song to which the game can be played can be changed by updating the song data, and typing game machines installed in game shops can be collectively managed, thereby facilitating the operation of updating the data.


The configuration of the control system of the typing game machine 1 will now be described in accordance with FIG. 13. FIG. 13 is a block diagram showing schematically the control system of the typing game machine of this embodiment.


As shown in FIG. 13, the control system of the typing game machine 1 includes the CPU 51 in charge of various controls such as a game process operation on the typing game machine 1, a ROM 53 and a RAM 54 which are connected to the CPU 51, and a peripheral device (actuator) electrically connected to this CPU 51.


The CPU 51 is a central processing unit which performs calculation in accordance with a variety of commands. The I/O 52 is a connection which provides a direct/indirect electrical connection between the CPU 51 and the first liquid crystal display 3, the second liquid crystal display 4, the keyboard 6, the external illumination LEDs 7, the speakers 8, and the like.


The ROM 53 is a nonvolatile read-only memory which stores a calculation program for actuating flowcharts to be described later.


The RAM 54 is a memory which temporarily stores various data calculated by the CPU 51, and it also stores the player's mistyping frequency counted, the score acquired, the points acquired, the number and kind of items currently possessed, and the like during the typing game. Besides, out of a plurality of pieces of song data stored in the HDD 5 to be described later, the lyrics data of a piece of song data to be used in the current typing game is divided into segments, one for each phrase, and the segments of lyrics data are stored in the RAM 54.


The HDD 55 is a storage device which stores song data to be used in the execution of the typing game on the typing game machine 1. The song data includes image data, performance data, sound data, lyrics data, determination reference data, LED emission pattern data, keyboard emission pattern data, and expiration date data. These pieces of data are stored in the respective storage areas of a song data storage area 56 formed in the HDD 55 (see FIG. 14).


A plurality of pieces (in this embodiment, a maximum of eight pieces) of song data are stored in the song data storage area 56, and each piece of song data stored is updated on an as needed basis based on the data transmitted from the server 80 as described above. The kind of a song title displayed in the song selection screen 15 (see FIG. 2) varies based on the kind of song data stored in the song data storage area 56, and a typing game is performed based on song data corresponding to a song selected in the song selection screen 15 (see FIGS. 3A to 4B).


The song data storage area 56 formed in the HDD 55 will now be described in more detail using FIG. 14. FIG. 14 is an illustration showing schematically the song data storage area.


As shown in FIG. 14, the song data storage area 56 of the typing game machine 1 of this embodiment includes a plurality of storage areas (in this embodiment, a first storage area to an eighth storage area) corresponding to the number of pieces of storable song data (in this embodiment, eight songs). Each storage area is provided with an image data storage area 56A, a performance data storage area 56B, a sound data storage area 56C, a lyrics data storage area 56D, a determination reference data storage area 56E, an LED emission pattern data storage area 56F, a keyboard emission pattern data storage area 56G, and an expiration date data storage area 56H.


Hereafter to describe each storage area, out of the song data, the image data storage area 56A is a storage area which stores image data regarding the PV image 20 (see FIGS. 3A and 4A) of an artist, which is displayed on the second liquid crystal display 4.


The performance data storage area 56B is a storage area which, out of the song data, stores performance data, regarding the performance of a musical instrument and the like, which is output from the speakers 8.


The sound data storage area 56C is a storage area which, out of the song data, stores sound data, regarding the singing voice of an artist, which is output from the speakers 8.


The lyrics data storage area 56D is a storage area which, out of the song data, stores lyrics data regarding the text data of lyrics of a song. During the execution of a typing game, as described above, lyrics for each phrase are displayed on the first liquid crystal display 3 (see FIGS. 3B and 4B).


The determination reference data storage area 56E is a storage area which, out of the song data, stores determination reference data regarding the reference for determining, during the execution of a typing game, the accuracy of characters which the player has typed and the accuracy of input timing. As described later, the CPU 51 adds a mistyping frequency, a score, points, and the like based on the determination reference data stored and an operational signal from the keyboard 6.


The LED emission pattern data storage area 56F and the keyboard emission pattern data storage area 56G are storage areas which, out of the song data, store LED emission pattern data for allowing the external illumination LEDs 7 to emit light and keyboard emission pattern data for allowing the full color LEDs 155 located inside each key to emit light, respectively. In the typing game machine 1 of this embodiment, based on the LED emission pattern data, the light emission control circuit 62, to be described later, controls the eight external illumination LEDs 7 to emit light in their respective emission modes (e.g., emission color and turning on and off) during the execution of a typing game. Besides, based on the keyboard emission pattern data stored, the light emission control circuit 62, to be described later, controls the full color LEDs 155 located inside each key to emit light in their respective emission modes (e.g., emission color and turning on and off) during the execution of a typing game. As the emission patterns of the full color LEDs 155, the following emission patterns are provided for a beginner of a typing game: an emission pattern in which keys with which an input should be made are sequentially turned on in an emission color different from that of the entire keyboard 6, thereby assisting in the key input; and an emission pattern in which the emission color of all the keys arranged on the keyboard 6 is varied in accordance with the image of a song.


The expiration date data storage area 56H is a storage area which, out of the song data, stores expiration date data regarding the expiration date of the song data. The expiration date data includes two pieces of date data: the date (use start date) on which the song data becomes usable and the date (use end date) on which the song data becomes unusable. This expiration date data is used to manage the expiration date of each piece of song data together with a timer 58 (see FIG. 13), and a typing game which uses outdated song data is controlled by the CPU 51 so as to be discontinued.


Referring now back to FIG. 13, the control system of the typing game machine 1 will continuously be described.


A game communication section 57 is a device which converts a signal sent from the typing game machine 1 into a signal of communicable form in response to the communication form of a telephone line, a LAN cable, and the like, and transmits the converted signal to the server 80, and which receives a signal transmitted from the server 80 and reconverts the received signal into a signal of a form readable by the typing game machine 1. The game communication section 57 is connected to a server communication section 81 of the server 80 via the network N capable of reciprocal communication such as the Internet (see FIG. 12).


Furthermore, the timer 58 is connected to the CPU 51. Information from the timer 58 is transmitted to the CPU 51, and the CPU 51 manages the expiration date of the song data stored, based on the information of the timer 58 and the expiration date data stored in the expiration date data storage area 56H of the HDD 55.


A display control circuit 60, connected to the CPU 51 via the I/O 52, is a portion which controls the display contents of the first and second liquid crystal displays 3 and 4 in response to the computation result of the CPU 51. The display control circuit 60 includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (Video Display Processor), a video RAM, and the like. The program ROM stores an image control program regarding the display on the first and second liquid crystal displays 3 and 4, and a variety of selection tables. The image ROM stores dot data for forming images such as the song selection screen 15 (see FIG. 2), the main game screen 21 (see FIGS. 3A to 4B), and the item images (see FIGS. 8A to 9B) for example.


Based on a parameter set by the CPU 51, the image control CPU determines images to be displayed on the first and second liquid crystal displays 3 and 4 out of the dot data pre-stored in the image ROM, in accordance with the image control program pre-stored in the program ROM. The VDP forms images corresponding to the display contents determined by the image control CPU and outputs the formed images to the first and second liquid crystal displays 3 and 4.


The image control CPU thus exerts the following controls, for example. That is, in a standby state, a demonstration screen including the PV of an arbitrary song, an advertisement, a ranking list, and the like is displayed, and, after a coin is inserted into the coin insertion slot 9, the song selection screen 15 (see FIG. 2) is displayed on the first liquid crystal display 3. When the typing game of the typing game machine 1 has been started and executed, the lyrics data contained in the song data is displayed for each phrase on the first liquid crystal display 3, and the character string 23A already typed by the player based on the input result of from key board 6 is moved lower than the character string 23B to be typed comparatively. Besides, when an item is used by performing a prescribed operation, the item image 41 or 42 is newly displayed. At the same time, the PV, which is the image data contained in the song data, is displayed on the second liquid crystal display 4.


A sound control circuit 61 is connected to the CPU 51 via the I/O 52 and also connected to the speakers 8. When the typing game is executed and the song data stored in the song data storage area 56 of the HDD55 is read, the performance data and the sound data, which are contained in this song data, are converted into a sound signal by the sound control circuit 61, and the sound signal is output from the speakers 8.


The light emission control circuit 62 is connected to the CPU 51 via the I/O 52 and is also connected to the external illumination LEDs 7 and the full color LEDs 155 (see FIG. 11) located inside each key. When the CPU 51 reads the song data stored in the song data storage area 56 of the HDD 55, the light emission control circuit 62 controls the emission modes of the external illumination LEDs 7 and the full color LEDs 155 based on the LED emission pattern data and the keyboard emission pattern data which are contained in this song data.


Furthermore, the keyboard 6 is connected to the CPU 51. The key switch 159 provided inside each key of the keyboard 6 transmits an electrical signal, flowing through the switch circuit board 151, which indicates that the keycap 153 has been depressed. Based on a switch signal transmitted from each key switch 159 by the depression of each key, the CPU 51 exerts control to execute various operations corresponding to the respective keys.


The coin sensor 63 is a sensor which detects a coin (e.g., a 100-yen coin) used as payment for the execution of the typing game on the typing game machine 1. The coin sensor 63, disposed inside the coin insertion slot 9, is connected to the CPU 51 via the I/O 52. Accordingly, the coin sensor 63 transmits a coin insertion signal to the CPU 51 based on the insertion of a coin from the coin insertion slot 9. The CPU 51 detects the coin insertion signal equivalent to a predetermined amount of money (e.g., 200 yen) and thereby makes it possible to execute the typing game.


The card sensor 64 is a sensor which detects whether or not the IC card has been inserted in the card insertion slot 10, and the card reader/writer 65 is a unit which reads and writes data from the IC tag disposed in this IC card. The card sensor 64 and the card reader/writer 65, both disposed inside the card insertion slot 10, are connected to the CPU 51 via the I/O 52. When the card sensor 64 has detected the IC card and when a prescribed operation has been performed, the card reader/writer 65 reads the game result of a typing game from the IC tag (S3 in FIG. 15). At the end of the typing game, the card reader/writer 56 writes a new game result (the score and points acquired) to the IC tag (S9 in FIG. 15).


A main processing program to be performed on the typing game machine 1 having the aforementioned configuration will subsequently be described in accordance with FIG. 15. FIG. 15 is a flowchart of the main processing program on the typing game machine 1 of this embodiment. Programs described below, shown by flowcharts in FIGS. 15 to 19, are stored in the ROM 53 and RAM 54, which are installed in the typing game machine 1, and executed by the CPU 51.


As shown in FIG. 15, first, based on a detection signal from the card sensor 64, the CPU 51 determines whether or not the IC card has been inserted in the card insertion slot 10. If it is determined that the IC card has been inserted (SI: YES), it is further determined in S2 whether a data content determination request from the player has been received or not. Conversely, if it is determined that the IC card has not been inserted (SI: NO), the process moves to S4.


In the typing game machine 1 of this embodiment, when the shift key 113 of the keyboard 6 is depressed before a coin is inserted and in the state in which the IC card possessed by the player is inserted in the card insertion slot 10, a list of the game result (the score and points acquired by the player in the previous games, and the like) recorded in the IC card is displayed on the first liquid crystal display 3, thus enabling the player to determine the content of the list.


Accordingly, in the determination of S2, based on an operational signal from the keyboard 6, it is determined whether the shift key 113 has been depressed or not. If it is determined that the shift key 113 has been depressed (S2: YES), data in the IC tag embedded in the IC card is read by the card reader/writer 65, and based on the data read, the list of the game result is displayed on the first liquid crystal display 3 (S3).


In S4, a start reception process is performed. Specifically, in the start reception process, it is determined whether or not a number of coins (100-yen coins or the like) equivalent to a predetermined amount of money (in this embodiment, 200 yen) have been inserted into the coin insertion slot 9. Before such a number of coins are inserted, the process is held on standby where, for example, a demonstration screen including a game screen for demonstration playing, the PV of an arbitrary song, an advertisement, a list of rankings, and the like is displayed on the displays. In the typing game machine 1 of this embodiment, when the coins are inserted into the coin insertion slot 9, the coin sensor 63 detects them and sends a coin detection signal to the CPU 51. The CPU 51 can thereby determine that the player has inserted the coins.


Subsequently, in S5, a song selection process in FIG. 16 is performed. In the song selection process, as described later, based on the kind of the song data stored in the song data storage area 56 of the HDD 55, the song selection screen 15 (see FIG. 2) is displayed on the first liquid crystal display 3, thus setting a song to be used in the current game.


In S6, a typing game execution process is performed based on the song set in the aforementioned S5. In the typing game execution process, as described later, a song is played, and points, a score, and the like are added based on the result of typing from the keyboard 6, which is continuously performed until predetermined end conditions are satisfied.


Thereafter, when the typing game execution process ends, a game result display process is performed (S7). Specifically, in the game result display process, based on the result of the typing game in the aforementioned S6, the game result screen 30 (see FIG. 5) is displayed on the first liquid crystal display 3. The game result screen 30 displays a mistyping frequency counted, points acquired, and a score acquired in the current typing game, which are stored in the RAM 54. Furthermore, the game result screen 30 displays the name input display portion 34 which prompts a player who has played the current typing game to input his/her name. When the score acquired is a predetermined score, the ranking data stored in the RAM 54 is updated.


Next, in S8, based on a detection signal from the card sensor 64, the CPU 51 determines whether the IC card has been inserted in the card insertion slot 10. If it is determined that the IC card has been inserted (S8: YES), then in S9, the points and score acquired in the current typing game, which are stored in the RAM 54, are written by the reader/writer 65 to the IC tag embedded in the IC card. The data written here becomes readable in the data content display process of the aforementioned S3.


Conversely, if it is determined that the IC card has not been inserted (S8: NO), this process is brought to an end.


The song selection processing program of the aforementioned S5 to be performed on the typing game machine 1 will subsequently be described in accordance with FIG. 16. FIG. 16 is a flowchart of the song selection processing program of this embodiment.


In the song selection process, first, in S11, the title and artist's name of a song (in this embodiment, a maximum of eight kinds) related to the song data stored are acquired from the song data storage area 56 of the HDD 55.


Based on the title and artist's name of the song acquired in the aforementioned S11, the song selection screen 15 (see FIG. 2) is displayed on the first liquid crystal display 3 (S12). In the song selection screen 15, the song titles acquired are displayed as a list in the available song title display portion 16. Furthermore, the title and artist's name of a song selected by the song selection cursor 17 are displayed in the selected song display portion 18 and the selected artist's name display portion 19, respectively.


Subsequently, it is determined in S13 whether a cursor key 114 has been depressed or not. Such a determination is performed based on an operational signal transmitted from the keyboard 6. If it is determined that a cursor key 114 has been depressed (S13: YES), then based on the operation of a cursor key 114 (which of the up, down, left, and right keys has been depressed), the song selection cursor 17 displayed on the first liquid crystal display 3 is moved in the direction of the key depressed (S14).


Furthermore, in S15, the displays of the selected song title display portion 18 and the selected artist's name display portion 19 are changed to a song title and an artist's name respectively which correspond to a song newly selected by the song selection cursor 17 moved in the aforementioned S14. The process thereafter returns to the determination process of S13.


Conversely, if it is determined that the cursor key 114 has not been depressed (S13: NO), it is subsequently determined in S16 whether the enter key 112 has been depressed or not. If it is determined that the enter key 112 has been depressed (S16: YES), a song at which the song selection cursor 17 is positioned is set as a song to which the current typing game is to be performed (S17), and a typing game to be hereafter described is thus initiated. Conversely, if it is determined that the enter key 112 has also not been depressed (S16: NO), the process returns to the determination process of S13 again.


The typing game execution processing program of the aforementioned S6 to be performed on the typing game machine 1 will subsequently be described in accordance with FIG. 17. FIG. 17 is a flowchart of the typing game execution processing program of this embodiment.


In the typing game execution program, in S21, out of the song data stored in the storage areas (see FIG. 14) of the song data storage area 56 of the HDD, the CPU 51 first reads song data corresponding to the song selected in the song selection process of the aforementioned S5. The lyrics data, stored in the lyrics data storage area 56D, is divided into segments, one for each phrase, and the divided segments of lyrics data are temporarily stored in the RAM 54.


Next, in S22, the main game screen (see FIGS. 3B and 4B) is displayed on the first liquid crystal display 3. At this point, no character strings are displayed in the lyrics display portion 22 and the roman alphabet display portion 23, and the point and the score are also displayed as “0” in the score display portion 27.


Subsequently, in S23, based on the image data stored in the image data storage area 56A, display of the image 20 of a PV related to the song selected is initiated on the second liquid crystal display 4 (see FIGS. 3A and 4A). Besides, via the speakers 8, an accompaniment is output based on the performance data stored in the performance data storage area 56B, and a sound is output based on the sound data storage area 56C. It follows thereby that the song is played and the image 20 of the PV is reproduced to the song played.


Next, in S24, lyrics for one phrase, out of the lyrics data stored in the RAM 54, are acquired, and corresponding character strings are displayed, to the tempo of playing the song, in the lyrics display portion 22 and the roman alphabet display portion 23 of the main game screen 21. The first liquid crystal display 3 thereby displays the main game screen 21 in synchronization with the playing of the song and the display of the PV image 20 on the second liquid crystal display 4 (see FIGS. 3B and 4B).


Thereafter, based on the lyrics data for the phrase acquired, the number n of characters in the phrase is calculated (S25), and “0” is assigned to an arbitrary variable m stored in the RAM 54 (S26). As used herein, the arbitrary variable m refers to a variable which is used for the character input determination of each character forming one phrase, and to which “1” is added each time the input determination of one character ends (S34). Accordingly, in the input determination processes which are repeated in the following S27 to S35, when m=t (0≦t≦n−1), the input determination of a (t+1)th character from the beginning of one phrase is performed.


In S27, an item use process in FIGS. 18 is performed. In the item use process, as described later, when either item “CLEANER” or “HAND” is used based on a player's prescribed operation, a specific process is performed, such as deletion of character strings displayed in the lyrics display portion 22 and the roman alphabet display portion 23 (see FIGS. 6 to 9B).


Furthermore, in S28, based on an operational signal from the keyboard 6, it is determined whether or not a key input has been made from a character input key 111. If it is determined that the key input has been made (S28: YES), an accuracy determination process is performed to determine whether or not a correct key has been used for the input, based on the kind of the key depressed and the determination reference data stored in the determination reference data storage area 56E (S29). Specifically, if a key, which corresponds to a roman alphabet displayed in the roman alphabet display portion 23 (see FIGS. 3B and 4B) of the main game screen 21, has been depressed, it is recognized that the typing is correct. If it is determined that a key other than the corresponding key has been depressed, “1” is added to the mistyping frequency. The process thereafter moves to S32.


If it is determined that no key input has been made (S28: NO), based on the information of the timer 58, it is determined whether a predetermined time (which is measured after letter strings corresponding to one phrase are displayed in the main game screen 21 (S24) when the first character of one phrase is to be input, and after a score calculation process is performed (S33) when the other characters are to be input) has elapsed or not (S30). If it is determined that the predetermined time has not elapsed (S30: NO), the process returns to the process of S27.


Conversely, if it is determined that the predetermined time has elapsed (S30: YES), it is regarded that the player has not made any key input, and “1” is added to the mistyping frequency in the current game which is stored in the RAM 54 (S31).


Subsequently, in S32, a key illumination process is performed based on the full color LEDs 155 provided inside each key of the keyboard 6. Specifically, in the typing game machine 1 of this embodiment, if a key input has been made (S28: YES) and if it is determined that correct typing has been rendered, the character input key 111 depressed is illuminated in blue. Besides, if a key input has been made (S28: YES) and if it is determined that mistyping has been rendered, the character input key 111 depressed is illuminated in red, and a correct key with which an input should be made is illuminated in green. Furthermore, if no key input has been made (S28: NO), a correct key with which an input should be made is illuminated in green.


In S33, a score calculation process is performed based on the accuracy determination process of the aforementioned S29. In the score calculation process, a player's score in the current game, which is stored in the RAM 54, is increased if it is determined in the accuracy determination process that correct typing has been rendered. Additionally, if it is determined that appropriate characters have been typed in the correct timed relationship with the sound of a song played, another score is added.


Thereafter, in S34, the variable m stored in the RAM 54 is read, “+1” is added thereto, and the result is stored again in the RAM 54. Subsequently, in S35, it is determined whether or not the value of the variable m has reached “n−1”, i.e., whether all the character input determination of each character forming one phrase has ended or not.


If it is determined that the value of the variable m has not reached “n−1” (S35: NO), the process returns to S27 again, and then, out of the characters forming one phrase, the input determination of characters positioned in the next order is performed.


Conversely, if it is determined that the value of the variable m has reached “n−1” (S35: YES), the input of characters for one phrase is completed. Therefore, in S36, a point addition process in FIG. 19 is performed. In the point addition process, as described later, if it is determined that the input of a number n of characters forming one phrase has been completed without mistyping (including the determination of mistyping (S30 and S31) after the elapse of a predetermined time), one point is added. If the number of points thus added has reached a predetermined number (see FIG. 7), a flag corresponding to an item is set, thus rendering the item available for use in the process of the aforementioned S27.


Furthermore, in S37, out of a plurality of verses forming a song (usually, one song consists of one to three verses), it is determined whether the input determination of phrases in a stage corresponding to any one of the verses has ended or not. If it is determined that the input determination of all the phrases for one stage has not ended (S37: NO), the process returns to S24, wherein the lyrics of the next phrase are acquired from the RAM 54, and corresponding character strings are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21.


Conversely, if it is determined that the input determination of all the phrases for one stage has ended (S37: YES), it is subsequently determined whether the input determination of phrases for all the stages (the whole song) has ended or not (S38).


If it is determined that all the stages have ended (S38: YES), this typing game execution process is brought to an end regardless of the points possessed by the player, and the process moves to the game result display process of S7. Conversely, if it is determined that all the stages have not ended (S38: NO), it is determined whether or not a player's mistyping frequency cumulated so far in the aforementioned S29 and S31 is less than the predetermined frequency (S39). In the typing game machine 1 of this embodiment, a song reproduced includes a plurality of stages in response to the number of verses of the song, and the condition for continuously playing a stage regarding the next verse when one stage ends is that the mistyping frequency from a game start is less than the predetermined frequency (e.g., the mistyping frequency must be less than 20 times to continuously play the second verse after a portion of the game corresponding to the first verse has been played, and the mistyping frequency must be less than 35 times to continuously play the third verse after a portion of the game corresponding to the second verse has been played).


If it is determined that a player's mistyping frequency cumulated in the aforementioned S29 and S31 is less than the predetermined frequency (S39: YES), the process returns to S24, wherein lyrics corresponding to the first phrase of the next verse are acquired from the RAM 54, and corresponding character strings are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21. The input determination process is performed in the same manner. Conversely, if it is determined that the player's mistyping frequency is the predetermined frequency or greater (S39: NO), the typing game execution process is brought to an end, and the process then moves to the game result display process of S7.


The item use processing program of the aforementioned S27 to be performed on the typing game machine 1 will now be described in accordance with FIG. 18. FIG. 18 is a flowchart of the item use processing program of this embodiment.


In the item use process, first, in S41, it is determined whether the shift key 113 has been depressed or not. Such a determination is performed based on an operational signal from the keyboard 6. If it is determined that the shift key 113 has been depressed (S41: YES), the process moves to S42. Conversely, if it is determined that the shift key 113 has not been depressed (S41: NO), this item use process is brought to an end, and the process then moves to the determination process of the aforementioned S28.


Next, in S42, it is determined whether an item flag stored in the RAM 54 is set or not. The item flag is set when a predetermined number of points have been acquired in the point addition process of the aforementioned S36 (S66 in FIG. 19). With the item flag set, an appropriate item image 29A is displayed in the item display portion 29 (see FIGS. 6 and 7), thus enabling the use of the item as described later. Besides, up to a total of three item flags may be set for each of the items “CLEANER” and “HAND”, and when an item is used, a flag corresponding to the item used is reset (S52).


If it is determined that at least one item flag or more are set (S42: YES), in S43, the item selection cursor 40 is newly displayed in the item display portion 29 (see FIGS. 8A and 9A). Conversely, if it is determined that no item flag is set (S42: NO), this item use process is brought to an end, and the process then moves to the determination process of the aforementioned S28.


In S44, it is determined whether the cursor key 114 has been depressed or not. If it is determined that the cursor key 114 has been depressed (S44: YES), it is subsequently determined whether only one item flag is set or not (S45). In other words, if it is determined that only one item flag is set (S45: YES), only one item image 29A is displayed in the item display portion 29, so that it is not necessary to select any more items, and the position of the item selection cursor 40 is fixed on this item image 29A. Accordingly, the process returns to the determination process of S44 without moving the item selection cursor 40 even if the cursor key 114 is depressed.


On the other hand, if it is determined that two item flags or more are set (S45: NO), based on the operation of a cursor key 114 (which of the left and right keys has been depressed), the item selection cursor 40 displayed in the first liquid crystal display 3 is moved in the direction of the key depressed (S46). The process thereafter returns to the determination process of S44.


If it is determined that no cursor key 114 has been depressed (S44: NO), it is furthermore determined whether the enter key 112 has been depressed or not (S47). If it is determined that the enter key 112 has been depressed (S47: YES), in S48, it is subsequently determined whether the conditions for using an item corresponding to an item image 29A currently selected by the item selection cursor 40 are satisfied or not.


If the item “CLEANER” has been selected by the operations of the aforementioned S44 and S47, as shown in FIG. 8A, the use condition is that the item should be used after character strings corresponding to the lyrics of one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21, and in the state in which at least one character or more have been typed out of the character strings.


If the item “HAND” has been selected by the operations of the aforementioned S44 and S47, as shown in FIG. 9A, the use condition is that the item should be used after character strings corresponding to the lyrics of one phrase are displayed in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21, and in the state in which no character has been typed out of the character strings.


If it is determined that the item use conditions are satisfied (S48: YES), in S49, the character strings displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted. Specifically, if the item “CLEANER” has been selected by the operations of the aforementioned S44 and S47, as described above, the item image 29A showing the item “CLEANER” selected is deleted from the item display portion 29, and the item image 41 resembling an eraser is newly displayed on the lyrics display portion 22 and the roman alphabet display portion 23 (see FIG. 8B). The item image 41 newly displayed is moved up, down, left, and right along the lyrics display portion 22 and the roman alphabet display portion 23, according to which all the character strings being currently displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted from the main game screen 21.


On the other hand, if the item “HAND” has been selected by the operations of the aforementioned S44 and S47, as described above, the item image 29A showing the item “HAND” selected is deleted from the item display portion 29, and the item image 42 resembling a man's hand is newly displayed on the lyrics display portion 22 and the roman alphabet display portion 23 (see FIG. 9B). The effect of transmitting light from the newly displayed item image 42 to all the character strings being currently displayed on the lyrics display portion 22 and the roman alphabet display portion 23 is performed. The character strings thus illuminated are displayed gradually smaller and finally deleted from the main game screen 21. If it is determined that the enter key 112 has not been depressed (S47: NO) and if it is determined that the item use conditions are not satisfied (S48: NO), the process then returns to the determination process of S44.


In S50, it is determined whether the item “CLEANER” has been used or not. If it is determined that “CLEANER” has been used, the input determination result of characters for the current phrase, i.e., the mistyping frequency counted and the score and points acquired in the aforesaid S29, S31, and S33, are cleared (initialized) (S51).


Subsequently, in S52, an item flag corresponding to the item used, which is stored in the RAM 54, is reset. Thereafter, lyrics for the next phrase of the lyrics data stored in the RAM 54 are acquired, and corresponding character strings are displayed, to the tempo of playing a song, in the lyrics display portion 22 and the roman alphabet display portion 23 on the main game screen 21 (S53).


Furthermore, based on the lyrics data of the phrase acquired in S53, the number n of characters for the phrase is calculated (S54), and “0” is assigned to the arbitrary variable m stored in the RAM 54 (S55). Thereafter, this item use process is brought to an end, and the process then moves to the determination process of the aforementioned S28.


Accordingly, by using the item “CLEANER”, the player can reduce the mistyping frequency which has occurred, which makes it more likely that the player may move to the next stage (verse) in the determination process of the aforementioned S39.


Additionally, by using “HAND”, the player can skip a difficult phrase which is expected to be mistyped and can thus prevent an increase in mistyping frequency, which makes it more likely that the player may move to the next stage (verse) in the determination process of the aforementioned S39.


The point addition processing program of the aforementioned S36 to be performed on the typing game machine 1 will subsequently be described in accordance with FIG. 19. FIG. 19 is a flowchart of the point addition processing program of this embodiment.


In the point addition process, first, the CPU 51 determines whether the input of a number n of characters forming one phrase currently displayed has been completed without any mistyping (including the determination of mistyping according to the elapse of a predetermined time (S30 and S31)) (S61). If it is determined that there is even one typing error (S61: NO), this point addition process is brought to an end.


Conversely, if it is determined that there is no typing error (S61: YES), “1” is added to the points possessed by the player which are stored in the RAM 54, according to which the number of points displayed in the score display portion 27 is also updated (see FIGS. 3B and 4B).


In S64, based on the addition of points in the aforementioned S62, it is determined whether or not the number of points which the player has acquired by the current point cumulation has reached a predetermined number of points. Specifically, it is determined whether the number of points has reached a number of points shown in FIG. 7. If it is determined that the number of points acquired has reached one of these point values (S64: YES), the process moves to S65. Conversely, if it is determined that the number of points acquired has not reached one of these point values (S64: NO), this point addition process is brought to an end.


Here, as shown in FIG. 7, when the number of points acquired has reached “10 points”, an item flag corresponding to the item “CLEANER” is set (S66). Besides, when the number of points has reached “20 points”, an item flag corresponding to the item “HAND” is set (S66). Hereafter, similarly, item flags corresponding to the items “CLEANER” and “HAND” are set (S66). One of the item use conditions is that an item flag is set (S42 in FIG. 18), and when an item is used, the item flag is reset (S52 in FIG. 18).


In S65, it is determined whether three item flags are set or not. In the typing game machine 1 of this embodiment, the number of item flags which can be set (the maximum number of items which the player can possess) at one time is three. In the state in which three item flags are set (S65: YES), no more item flags will be set even when a predetermined number of points has been reached in the aforementioned S64. On the other hand, in the state in which three item flags are not set (S65: NO), the appropriate item flag is set in S66. Furthermore, in S67, if a flag corresponding to the item “CLEANER” is set, the item image 29A resembling an eraser is newly displayed in the item display portion 29. Similarly, if a flag corresponding to the item “HAND” is set, the item image 29A resembling a man's hand is newly displayed in the item display portion 29 (see FIG. 4B). Thereafter, this point addition process is brought to an end, and the process then moves to the determination process of S37.


As described so far, in the typing game machine 1 of this embodiment, when coins such as hard cash are inserted into the coin insertion slot 9 to perform the typing game execution process (S6), the main game screen 21, which displays character strings corresponding to the lyrics of a song, is displayed on the first liquid crystal display 3 (S22 and S24), and player's points are added based on the result of the accuracy determination (S29 and S31) of characters typed by the player (S62). As a result thereof, when the number of points acquired by the player has reached the predetermined number of points, an item (“CLEANER” or “HAND”) is rendered available for use (S66). When the player uses the item “CLEANER”, the mistyping frequency which has occurred in typing the phrase displayed is reduced (S51). Therefore, in the situation in which difficult text having a large number of characters is presented, even when the input has not been completed within a predetermined time or there are many typing errors, the use of “CLEANER” makes it possible to void an unfavorable determination against the player which has already occurred. Accordingly, even a novice player or a player who is poor at typing can increase the chance of progressing to the next stage (verse) after finishing the current stage, thus making it possible to find great amusement in playing the game.


On the other hand, when the player uses the item “HAND”, in the situation in which a difficult phrase which is expected to be mistyped is presented, he/she can progress to the next phrase by skipping the input determination of the phrase, which can therefore prevent an increase in mistyping frequency. Accordingly, similarly, even a novice player or a player who is poor at typing can increase the chance of progressing to the next stage (verse) after finishing the current stage, thus making it possible to find great amusement in playing the game.


Besides, by using these items, the player can invoke and utilize a game intervention function to be involved in the accuracy determination, other than simply typing, during the typing game, which therefore prevents the game from becoming monotonous, thus improving game playability.


Additionally, when an item is used, character strings for one phrase displayed in the lyrics display portion 22 and the roman alphabet display portion 23 are deleted (S49). Therefore, a voided character string, having had an unfavorable determination, and a character string which need not be typed become clearly identifiable to the player, thus improving convenience for the player. Besides, a new effect during which a character string is deleted is executed, thus maintaining the player's interest in the game.


Furthermore, in the state in which the determination result in the accuracy determination process (S29) is more than a fixed value (a predetermined number of points have been acquired), and when the player has performed a prescribed operation from the keyboard 6, items are rendered available for use. Therefore, this makes it possible to void an unfavorable determination and free characters from the necessity of being input, at an arbitrary time of player's own choice. A more favorable evaluation is received, thereby making these items available for use, thus enabling the player to advantageously progress the game, which therefore further encourages the player to play the game. In addition, when the determination result becomes more than the fixed value (the predetermined number of points has been acquired), the item image 29A is displayed in the item display portion 29, thus notifying the player that it is available for use, which therefore improves convenience for the player.


Besides, the typing game machine 1 of this embodiment is equipped with two liquid crystal displays: the first liquid crystal display 3 and the second liquid crystal display 4. The image 20 of a promotional video regarding a song played is displayed on the second liquid crystal display 4 located in an upper portion of the cabinet 2 (S23). In synchronization therewith, the main game screen 21, which displays character strings corresponding to the lyrics of the song, is displayed on the first liquid crystal display 3 located in a lower portion of the cabinet 2 (S22 and S24). Therefore, as compared with the case of using only one display, it becomes possible to provide a diversified typing game using the display contents displayed on the two displays. Accordingly, this maintains the player's interest in the typing game, which can increase his/her willingness to play the game.


Additionally, the image 20 of the promotional video, which is not directly needed to progress the typing game, is not displayed in the main game screen 21. Therefore, this makes it easier for the player to recognize information necessary for the player, thus enabling the player to concentrate on the game.


Furthermore, the image 20 of the promotional video is displayed using independent liquid crystal displays. This enables a typing game to create the unprecedented realistic sensation in which the image of an artist signing is displayed as his/her song is played, which will maintain the player's interest in the typing game.


The invention is not limited to the aforementioned embodiment, and can be modified in various ways without departing from the spirit of the invention.


For example, the typing game machine 1 of this embodiment is configured such that an item is acquired when the number of points acquired by the player has reached the predetermined number of points, and such that the item acquired is rendered available for use during a portion of the game after the acquisition of this item. Alternatively, the configuration may be such that the typing game is commenced with an item already rendered available for use a predetermined number of times.


Besides, this embodiment is configured such that an item possessed can be used based on the operation of the keyboard 6 by the player (S41 to S47). Alternatively, the configuration may be such that a touch panel is attached to the first liquid crystal display 3, and such that an item is used based on the operation of the touch panel.


Additionally, this embodiment is configured such that the whole text for one phrase, which has already been displayed when “CLEANER” or “HAND” is used, are deleted, and the frequency of mistyping the text and other information are initialized, when the item is used. Alternatively, the configuration may be such as to delete only a section or a word of the text.


Furthermore, the typing game machine 1 of this embodiment, connected to the server 80 via the reciprocally communicable network N such as the Internet, is configured such that the song data stored in the HDD 55 (see FIG. 13) of the typing game machine 1 can be updated based on the data transmitted from the server 80. Alternatively, the configuration may be such that the song data can be updated independently from the server 80.


Still furthermore, a cabinet-type typing game machine installed in a game center or the like has so far been described as an example of the typing game machine 1 of this embodiment. However, the typing game machine 1 of this embodiment can also be applied to a typing game apparatus in which software is installed in a PC. Besides, the typing game machine 1 of this embodiment can also be applied to a typing game on a home-use game apparatus, in which it is supplied as a medium such as a cartridge or a CD-ROM. The typing game may also be incorporated in the home-use game apparatus.


Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details and representative embodiments shown and described herein. Accordingly, various modifications may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.

Claims
  • 1. A typing game apparatus comprising: an image display which displays a predetermined image related to a game; an input device having arranged thereon a plurality of keys corresponding to a plurality of characters; a PU which controls the image display and determines whether or not a character string input from the input device matches a predetermined character string; a determination result memory which stores a determination result of the PU; the PU which controls the game based on the determination result stored in the determination result memory and controls the function of the accuracy determination based on a player's operation.
  • 2. A typing game apparatus according to claim 1, wherein the PU initializes, from the determination result memory, the determination result related to part or all of the character string input from the input device.
  • 3. A typing game apparatus according to claim 2, wherein the PU controls the image display to display the predetermined character string and to delete a character string related to the determination result initialized among the predetermined character string displayed.
  • 4. A typing game apparatus according to claim 2, wherein the PU performs the initialization when a player performs a prescribed operation from the input device.
  • 5. A typing game apparatus according to claim 2, wherein the PU performs the initialization in the state in which the determination result stored in the determination result memory is more than a fixed value and when the player performs a prescribed operation from the input device.
  • 6. A typing game apparatus according to claim 1, wherein the PU, when predetermined conditions are satisfied, allows the accuracy determination function of the PU not to perform an accuracy determination related to part or all of the predetermined character string.
  • 7. A typing game apparatus according to claim 6, wherein the PU controls the image display to display the predetermined character string and to delete a character string to which accuracy determination by the accuracy determination function is not performed of the PU among the predetermined character string displayed.
  • 8. A typing game apparatus according to claim 6, wherein the predetermined conditions include the condition that the player performs a prescribed operation using the input device.
  • 9. A typing game apparatus according to claim 6, wherein the predetermined conditions include the condition that the determination result stored in the determination result memory is more than the fixed value, and that the player performs a prescribed operation using the input device.
  • 10. A typing game apparatus according to any one of claims 1, further having: a song data memory which stores song data; and the PU plays music and outputs a sound at a set tempo based on the song data stored in the song data memory, the predetermined character string is a character string related to the sound output by the sound controller.
  • 11. A typing apparatus according to claim 5, wherein the PU controls the image display, when the determination result stored in the determination result memory is more than the fixed value, to display a notification image which notifies the player thereof.
Priority Claims (2)
Number Date Country Kind
2005-013123 Jan 2005 JP national
2005-013124 Jan 2005 JP national