TWI487553B - A music game machine and a method thereof with a spectral preview and a result state - Google Patents
A music game machine and a method thereof with a spectral preview and a result state Download PDFInfo
- Publication number
- TWI487553B TWI487553B TW100147702A TW100147702A TWI487553B TW I487553 B TWI487553 B TW I487553B TW 100147702 A TW100147702 A TW 100147702A TW 100147702 A TW100147702 A TW 100147702A TW I487553 B TWI487553 B TW I487553B
- Authority
- TW
- Taiwan
- Prior art keywords
- music
- note
- game
- state
- unit
- Prior art date
Links
- 230000003595 spectral effect Effects 0.000 title claims description 48
- 238000000034 method Methods 0.000 title claims description 22
- 238000001228 spectrum Methods 0.000 claims description 23
- 230000001960 triggered effect Effects 0.000 claims description 2
- 230000033764 rhythmic process Effects 0.000 description 14
- 238000010586 diagram Methods 0.000 description 4
- 230000000694 effects Effects 0.000 description 3
- 241000282414 Homo sapiens Species 0.000 description 2
- 238000013461 design Methods 0.000 description 2
- 238000003825 pressing Methods 0.000 description 2
- 238000002474 experimental method Methods 0.000 description 1
- 230000007774 longterm Effects 0.000 description 1
- 239000000463 material Substances 0.000 description 1
- 230000036544 posture Effects 0.000 description 1
- 238000012545 processing Methods 0.000 description 1
- 230000029058 respiratory gaseous exchange Effects 0.000 description 1
- 230000001020 rhythmical effect Effects 0.000 description 1
- 239000011435 rock Substances 0.000 description 1
- 238000010079 rubber tapping Methods 0.000 description 1
- 201000004059 subependymal giant cell astrocytoma Diseases 0.000 description 1
- 238000012360 testing method Methods 0.000 description 1
Landscapes
- Auxiliary Devices For Music (AREA)
- Electrophonic Musical Instruments (AREA)
Description
本發明係關於音樂遊戲機台,尤指一種在遊戲進行前,能在音樂遊戲機台的顯示單元上,顯示一初始譜面區域以供使用者預覽,及在遊戲結束後,再顯示一完整譜面區域以供使用者瞭解自身的遊戲狀況之方法。The present invention relates to a music game machine, and more particularly to displaying an initial spectrum area on a display unit of a music game machine for preview by a user before the game is played, and displaying a complete spectrum after the game is over. The area is used by users to understand their game status.
據統計,至2010年為止,全球電玩遊戲市場已達到660億美金的規模,而隨著遊戲人口的逐漸上漲,預計其市場規模於2016年將達1,117億美金,故,遊戲產業儼然已成為一種新興蓬勃的商業模式,且佔有龐大的利潤,因此,為能鞏固玩家對遊戲的忠誠度,諸多業者不僅努力開發新的遊戲項目,且亦紛紛針對現有的遊戲內容進行改良,以期藉由更貼心的服務或更便利的遊戲方式,拉住遊戲玩家的心,進而在遊戲市場中佔有一席之地。According to statistics, as of 2010, the global video game market has reached a scale of 66 billion US dollars. With the gradual increase of the game population, the market size is expected to reach 111.7 billion US dollars in 2016. Therefore, the game industry has become a kind of game. Emerging business models and huge profits, so in order to consolidate the player's loyalty to the game, many companies not only strive to develop new game projects, but also to improve the existing game content, with a view to more intimate The service or the more convenient way of playing the game, the heart of the game player, and then have a place in the game market.
目前的大型遊戲機台包括許多的遊戲類型,如:音樂節奏類型、競速類型(如:賽車、賽馬...等)、冒險類型、射擊類型...等,其中音樂節奏類型的遊戲機台,由於隨著不同音樂節奏的表現(如:搖滾、抒情、電音...等),遊戲玩家的遊戲方式亦能夠隨之溫和或激烈,故能適合於各種年齡層的男、女玩家,此外,有相關研究者認為,由於人類天生具有生理上的節奏性,如心跳、呼吸...等,因此,連帶著許多與節奏相關的活動亦能夠喚起人類生理上的呼應與快感,時至今日,音樂遊戲機台已深受玩家的喜愛,此一情況,亦使音樂遊戲機台形成諸多風格各異的遊戲內容。舉例而言,日本Konami公司所出產的「Dance Dance Revolution(DDR)」,即為一種以跳舞為主的音樂遊戲機台,玩家能夠先行選擇欲進行的舞曲,並依遊戲畫面上的提示節拍來踩踏舞步,以在遊戲的當下還有運動的效果,造成諸多玩家的追捧。另,有別於DDR音樂遊戲機台僅著重腳步的遊戲方式,日本SEGA公司所出產的「歡樂森巴舞」,則是純粹強調舞動上半身的音樂遊戲機台,玩家能夠手握搖鈴,並在拉丁音樂中依遊戲畫面的提示,擺出各種對應的姿勢,充份感受遊戲的活力與熱情。再者,韓國Amouse Would公司所出產之「Ez2dancer」更是結合了前述之腳步與上半身的特點,令玩家在遊戲時,必須同時舞動手勢與踩踏舞步,豐富的肢體語言更是廣受玩家喜愛。The current large game console includes many types of games, such as: music rhythm type, racing type (such as: racing, horse racing, etc.), adventure type, shooting type, etc., among which the music rhythm type game machine Taiwan, because of the performance of different music rhythms (such as: rock, lyrics, electronic music, etc.), the game player's game mode can also be mild or intense, so it can be suitable for male and female players of all ages. In addition, some researchers believe that because human beings are naturally rhythmic, such as heartbeat, breathing, etc., even with many rhythm-related activities can evoke human physiological echo and pleasure. Today, music game consoles have been deeply loved by players. This situation has also caused music game consoles to form a variety of different game content. For example, the "Dance Dance Revolution (DDR)" produced by Konami Company of Japan is a dance-based music game machine. Players can select the dance music to be played first, and follow the tips on the game screen. Stepping on the dance steps, in the current game, there is also the effect of sports, causing many players to pursue. In addition, unlike the DDR music game console, which only focuses on the footsteps, the "Happy Samba" produced by SEGA Japan is a music game console that purely emphasizes the upper body of the dance. The player can hold the rattle and In the Latin music, according to the prompts of the game screen, put out various corresponding postures, fully feel the vitality and enthusiasm of the game. In addition, the "Ez2dancer" produced by Amouse Would in Korea combines the above-mentioned footsteps and upper body features, so that players must dance gestures and footsteps while playing, and the rich body language is more popular among players.
除了前述透過舞步進行遊戲的音樂遊戲機台外,有許多音樂遊戲機台是模擬樂器演奏,例如:「吉他手」、「青春鼓王」、「節奏DJ」與「鋼琴演奏家」...等(如第1圖所示),前述遊戲均是將現實的樂器(如:吉他、鋼琴...等)進行簡化後,供玩家使用,令玩家在遊戲的過程中,彷彿化身為音樂家般,盡情投入遊戲內容。惟,無論是何種遊戲內容的音樂遊戲機台,玩家皆是在遊戲的過程中,依照遊戲畫面上出現的提示符號11,或拍或打或踩或彈,由於音樂節奏類型主要考驗玩家對於節奏的把握,及手、眼的反應能力,意即,玩家需要在提示符號11與音樂節奏吻合時,精准地操作輸入單元,以獲得更高的分數,但,當玩家面臨第一次嘗試的音樂曲目時,卻因無法事先瞭解欲進行的遊戲內容,故,玩家自然無法藉由各個提示符號11的分佈情況,而判斷出該音樂曲目的難易度,此舉,不僅造成玩家選擇音樂曲目上的困擾,同時會令玩家因無法對欲進行的音樂曲目,事先調整自身的遊戲心態,導致玩家嘗試新音樂曲目的意願降低。In addition to the aforementioned music game consoles that play through the dance steps, there are many music game consoles that simulate musical instruments such as "Guitar Player", "Youth Drum King", "Rhythm DJ" and "Piano Player"... Etc. (as shown in Figure 1), the aforementioned games are simplified by the actual instruments (such as: guitar, piano, etc.) for the player to use, so that the player in the process of the game, as if into a musician Indulge in the game content. However, regardless of the game content of the music game machine, the player is in the process of the game, according to the prompt symbol 11 appearing on the game screen, or shoot or hit or step on or play, because the music rhythm type mainly tests the player for The grasp of the rhythm, and the ability of the hand and the eye to react, that is, the player needs to accurately operate the input unit to obtain a higher score when the prompt symbol 11 matches the rhythm of the music, but when the player faces the first attempt In the music track, because it is impossible to know in advance the content of the game to be played, the player naturally cannot judge the difficulty of the music track by the distribution of each prompt symbol 11, which not only causes the player to select the music track. The troubles will also cause the player to adjust his or her game mentality in advance due to the inability to make music tracks, which will result in the player's willingness to try new music tracks.
另,目前的音樂遊戲機台在遊戲結束後,通常會直接顯示出玩家的遊戲分數,但玩家在進行遊戲的過程中,除了遊戲當下出現的錯誤標示外,玩家並無從得知自己於整個音樂曲目中的錯誤位置,意即,玩家並無法判斷出在該音樂曲目中,何處的音樂段落是自己最不熟悉或容易出錯,令玩家無法直觀地感受到自身對該音樂曲目的熟悉度。因此,如何針對現有針對音樂遊戲機台的情況,設計出一種更為適當的遊戲方法與對應之音樂遊戲機台,以供玩家能在遊戲前,初步地判斷出欲進行遊戲之難易度,且能在遊戲後,迅速地察看到自身的遊戲表現,以提高玩家於遊戲上的便利性,藉此增加遊戲的深度及廣度,即成為目前遊戲設計業者亟思解決之重大課題。In addition, the current music game machine usually directly displays the player's game score after the game is over, but the player does not know that he is in the whole music except during the game. The wrong position in the track means that the player cannot judge where the music passage is the least familiar or error-prone in the music track, so that the player cannot intuitively feel his familiarity with the music track. Therefore, how to design a more appropriate game method and corresponding music game machine for the existing situation of the music game machine, so that the player can preliminarily judge the difficulty of the game before the game, and After the game, you can quickly see your own game performance, in order to improve the player's convenience in the game, thereby increasing the depth and breadth of the game, which has become a major issue for the current game design industry.
有鑑於現今音樂節奏遊戲的執行方式,仍有著部份缺失,而無法滿足玩家的需求,因此,發明人經過長久努力研究與實驗,終於開發設計出本發明之一種具譜面預覽與結果狀態之音樂遊戲機台及其方法,以期藉由本發明之問世,而能有效解決前述之問題,令業者能提供遊戲玩家更為方便的服務與遊戲環境,進而能提高業者的市場競爭力。In view of the implementation of the current music rhythm game, there are still some missing, and can not meet the needs of the players. Therefore, after long-term efforts and experiments, the inventor finally developed and designed a music with a spectral preview and result state of the present invention. The game machine and its method, with the advent of the present invention, can effectively solve the aforementioned problems, so that the operator can provide a more convenient service and game environment for the game player, thereby improving the market competitiveness of the player.
本發明之一目的,係提供一種具譜面預覽與結果狀態之音樂遊戲機台,包括一控制單元、一顯示單元、一播音單元、複數個輸入單元及一儲存單元,其中該控制單元分別與各該其它單元相連接,以能接收該輸入單元與儲存單元傳來之訊息,或傳送對應之訊息至該顯示單元、播音單元與儲存單元,另,各該輸入單元在被觸發後,能分別產生一指定音樂訊息,並傳送至該控制單元,該儲存單元內設有一音樂遊戲軟體與一音樂資料庫,該音樂資料庫包括複數首音樂檔案與複數首樂譜檔案,各該樂譜檔案分別對應各該音樂檔案,再者,該播音單元能播放對應之音樂檔案的聲音,該顯示單元能顯示出一初始譜面區域、一中繼譜面區域與一完整譜面區域,各該譜面區域能產生複數個音符元件,各該音符元件係沿一時間軸排列,且符合該樂譜檔案的內容,該中繼譜面區域尚包括一基準線,該控制單元能執行該音樂遊戲軟體,並依據該指定音樂訊息的內容,在初始譜面區域上產生對應樂譜檔案之內容的複數個音符元件,且在中繼譜面區域上使各該音符元件依序通過該基準線,又,該控制單元尚能依各該輸入單元的傳來之音調輸入訊息,使當前通過基準線的音符元件呈第一表示狀態或第二表示狀態,並在完整譜面區域上顯示出已呈第一表示狀態或/及第二表示狀態的音符元件。如此,玩家便能夠在進行遊戲前,透過初始譜面區域中的音符元件,大致瞭解後續音樂檔案之遊戲難易度,以適當調整自身的遊戲心態,且能藉由完整譜面區域上的第一表示狀態或/及第二表示狀態的音符元件,得知自身在該音樂檔案中,每個時間段的遊戲表現。An object of the present invention is to provide a music game machine with a spectral preview and a result state, comprising a control unit, a display unit, a broadcast unit, a plurality of input units and a storage unit, wherein the control unit and the control unit respectively The other units are connected to receive the information sent by the input unit and the storage unit, or transmit the corresponding message to the display unit, the broadcasting unit and the storage unit, and each of the input units can be separately generated after being triggered. Assigning a music message to the control unit, the storage unit is provided with a music game software and a music database, the music database includes a plurality of music files and a plurality of music score files, and the music files respectively correspond to the music files The music file, in addition, the sounding unit can play the sound of the corresponding music file, the display unit can display an initial spectral region, a relay spectral region and a complete spectral region, each of the spectral regions can generate a plurality of musical components Each of the note elements is arranged along a time axis and conforms to the content of the score file, the relay The surface area further includes a reference line, and the control unit can execute the music game software, and generate a plurality of note elements corresponding to the content of the music file file on the initial spectral area according to the content of the specified music message, and in the relay spectrum area The note elements are sequentially passed through the reference line, and the control unit can still input a message according to the transmitted tone of each input unit, so that the note element currently passing the reference line is in the first representation state or the second representation. State, and a note element that has been in the first representation state or/and the second representation state is displayed on the full spectral area. In this way, the player can grasp the game difficulty of the subsequent music files through the note components in the initial spectrum area before playing the game, so as to appropriately adjust the game state of mind, and can be based on the first representation state on the complete spectrum area. Or / and the second note element representing the state, knowing the game performance of each time period in the music file.
本發明之另一目的,係提供一種具譜面預覽與結果狀態之音樂遊戲方法,係應用於前述的音樂遊戲機台上,該方法係使控制單元在執行音樂遊戲軟體,且接收其中一輸入單元傳來之一指定音樂訊息後,便會依據該指定音樂訊息的內容,讀取對應的音樂檔案與樂譜檔案,嗣,控制單元會在顯示單元上顯示出一初始譜面區域,並依據該樂譜檔案的內容,在初始譜面區域上產生複數個音符元件,各該音符元件係沿一時間軸排列,同時,各該音符元件的音階位置分別與該音樂檔案中之各個時間的音調相符合,俟控制單元開始播放該音樂檔案,並自該播音單元中輸出音樂後,其會在一中繼譜面區域上形成一基準線,並依據該音樂檔案當前所播放之音調,使對應音階位置的音符元件通過該基準線,且持續接收各個輸入單元傳來之音調輸入訊息,控制單元會判斷各個音調輸入訊息所包括之音調資料是否符合當前通過基準線的音符元件,若是,則使對應之音符元件呈第一表示狀態,若否,則使對應之音符元件呈第二表示狀態,最後,在該音樂檔案播放完畢的狀態下,其會在顯示單元上顯示出已呈第一表示狀態或/及第二表示狀態之音符原件的完整譜面區域。如此,藉由本發明之遊戲方法,便能夠令玩家事先透過初始譜面區域而得知遊戲難易度,且能有效掌握遊戲過程中按壓輸入單元的節奏感,此外,玩家尚能夠透過完整譜面區域瞭解應加強的部份,進而能提高玩家於追求完美表現的遊戲興趣。Another object of the present invention is to provide a music game method with a spectral preview and a result state, which is applied to the aforementioned music game machine. The method is such that the control unit executes the music game software and receives one of the input units. After one of the specified music messages is received, the corresponding music file and the music file are read according to the content of the specified music message, and the control unit displays an initial spectral area on the display unit, and according to the music file The content of the plurality of note elements is generated on the initial spectral region, each of the note elements is arranged along a time axis, and the scale positions of the note elements are respectively matched with the tones of the time in the music file, and the control is performed. After the unit starts playing the music file and outputs music from the sounding unit, it forms a reference line on a relay spectrum area, and according to the currently played pitch of the music file, the note component of the corresponding scale position is passed. The reference line continues to receive the tone input message from each input unit, and the control unit determines Whether the pitch data included in the tone input message conforms to the note component currently passing the reference line, and if so, the corresponding note component is in the first representation state, and if not, the corresponding note component is in the second representation state. Finally, In the state in which the music file is played, it displays the complete spectral area of the note original that has been in the first representation state and/or the second representation state on the display unit. In this way, the game method of the present invention enables the player to know the difficulty of the game through the initial spectral region in advance, and can effectively grasp the rhythm of pressing the input unit during the game. In addition, the player can still understand through the complete spectral region. The enhanced part, in turn, enhances the player's interest in the pursuit of perfect performance.
為便貴審查委員能對本發明目的、技術特徵及其功效,做更進一步之認識與瞭解,茲舉實施例配合圖式,詳細說明如下:To further understand and understand the purpose, technical features and effects of the present invention, the present embodiment will be described in detail as follows:
本發明係一種具譜面預覽與結果狀態之音樂遊戲機台及其方法,係應用於一音樂遊戲機台上,為方便說明,後續實施例乃以按鍵式的音樂遊戲機台為例,但非僅限於此,業者能改用敲擊式、彈弦式或其它類型的音樂遊戲機台,在一較佳實施例中,請參閱第2及3圖所示,該音樂遊戲機台2包括一控制單元21、一顯示單元23、一播音單元25、複數個輸入單元27(如:按鍵)及一儲存單元29,其中該控制單元21分別與各該其它單元相連接,以能接收該輸入單元27與儲存單元29傳來之訊息,或傳送對應之訊息至該顯示單元23、播音單元25與儲存單元29,在此聲明者,本案第2及3圖雖然分別繪出顯示單元23與輸入單元27,但僅為方便說明,以供一般大眾能迅速地領略本案的整體技術特徵,而非以此為限,熟悉該領域的技藝人士,在掌握本案的整體技術特徵後,能依產品需求,將顯示單元23與輸入單元27整合為一體,如:觸控螢幕,合先陳明。The invention relates to a music game machine with spectrum preview and result state and a method thereof, which are applied to a music game machine. For convenience of description, the following embodiments take a button type music game machine as an example, but not To this end, the player can use a tapping, playing string or other type of music game machine. In a preferred embodiment, as shown in Figures 2 and 3, the music game machine 2 includes a The control unit 21, a display unit 23, a sounding unit 25, a plurality of input units 27 (such as buttons) and a storage unit 29, wherein the control unit 21 is respectively connected to each of the other units to receive the input unit 27, the message transmitted from the storage unit 29, or the corresponding message is transmitted to the display unit 23, the broadcasting unit 25 and the storage unit 29, and hereby declares that the display unit 23 and the input unit are respectively depicted in the second and third figures of the present case. 27, but for convenience of explanation, for the general public to quickly understand the overall technical characteristics of the case, not limited to this, those skilled in the field, after mastering the overall technical characteristics of the case, can rely on product requirements The display unit 23 and input unit 27 integrates, such as: a touch screen, the first engagement Chen.
附請參閱第2及3圖所示,該儲存單元29內設有一音樂遊戲軟體291與一音樂資料庫293,該控制單元21執行該音樂遊戲軟體291時,能夠在顯示單元23上顯示出對應的遊戲畫面,同時,玩家能夠按壓各該輸入單元27,以選擇遊戲畫面上出現的各種選項,一般言,在不同的遊戲階段,例如:最初遊戲開始階段、遊戲進行階段與遊戲結束階段,玩家按壓各該輸入單元27後,各該輸入單元27會依據當前的遊戲階段,產生對應的訊息,以供玩家能選擇不同的遊戲音樂、遊戲角色、遊戲關卡...等,由於前述輸入單元27依不同遊戲階段產生對應訊息的方式已屬習知技藝,故在此不予贅述。另,該音樂資料庫293包括複數首音樂檔案295與複數首樂譜檔案297,各該音樂檔案295分別包括不同的音樂內容,如:流行歌曲、童謠、古典音樂...等,且各該音樂檔案295的音樂內容能夠經由播音單元25播出,令使用者能夠聆聽音樂,又,各該音樂檔案295之內容(如:音調或節奏點),尚會被記錄於對應的樂譜檔案297中,使得控制單元21能讀取各該樂譜檔案297,進而得知各該音樂檔案295的音調或節奏點(為方便說明,後續實施例僅以音調為例)。As shown in FIGS. 2 and 3, the storage unit 29 is provided with a music game software 291 and a music library 293. When the control unit 21 executes the music game software 291, the display unit 23 can display the corresponding information on the display unit 23. At the same time, the player can press each of the input units 27 to select various options appearing on the game screen. Generally speaking, at different game stages, for example, the initial game start phase, the game progress phase, and the game end phase, the player After pressing each of the input units 27, each of the input units 27 generates a corresponding message according to the current game stage, so that the player can select different game music, game characters, game levels, etc., due to the aforementioned input unit 27 The manner in which corresponding messages are generated according to different game stages is a well-known skill and will not be described here. In addition, the music database 293 includes a plurality of first music files 295 and a plurality of first music files 297, each of which includes different music contents, such as: popular songs, nursery rhymes, classical music, etc., and each of the music The music content of the file 295 can be broadcasted through the broadcasting unit 25, so that the user can listen to the music, and the contents of each of the music files 295 (eg, pitch or rhythm points) are still recorded in the corresponding music file 297. The control unit 21 is enabled to read each of the music score files 297, and to know the pitch or rhythm point of each of the music files 295 (for convenience of explanation, the subsequent embodiments only take the tone as an example).
承上,復請參閱第2及3圖所示,當玩家透過輸入單元27選擇欲進行的遊戲內容(如:A歌曲)時,該輸入單元27會傳送一指定音樂訊息予控制單元21,該控制單元21於讀取過該指定音樂訊息的內容,便會依指定音樂訊息的內容,自音樂資料庫293中讀取對應A歌曲的音樂檔案295與樂譜檔案297,嗣,控制單元21會在顯示單元23上顯示出一初始譜面區域231A,該初始譜面區域231A能夠單獨顯示出來,或者是搭配其它的遊戲畫面一同顯示出來,又,該控制單元21會依樂譜檔案297的內容,在初始譜面區域231A上產生複數個音符元件233(如第4圖所示),各該音符元件233乃沿一時間軸排列(在該實施例中,該時間軸係指第4圖由左至右的順利),以能呈現出A歌曲整首音調的內容,令玩家能夠依呈現出的音符元件233的數量多寡、密集程度而大致推斷出遊戲的難易度。As shown in FIGS. 2 and 3, when the player selects the game content to be played through the input unit 27 (eg, A song), the input unit 27 transmits a specified music message to the control unit 21, which After the control unit 21 reads the content of the specified music message, the music file 295 corresponding to the A song and the music file 297 are read from the music database 293 according to the content of the specified music message, and the control unit 21 will An initial spectral area 231A is displayed on the display unit 23, and the initial spectral area 231A can be displayed separately or displayed together with other game screens. Further, the control unit 21 will display the content of the score file 297 in the initial spectrum. A plurality of note elements 233 are generated on the area 231A (as shown in FIG. 4), and each of the note elements 233 is arranged along a time axis (in this embodiment, the time axis means that the picture 4 is left to right. In order to be able to present the entire tone of the A song, the player can roughly infer the difficulty of the game according to the number and intensity of the presented note elements 233.
又,復請參閱第3及4圖所示,初始譜面區域231A之每個音符元件233的所在位置,係分別對應於不同的輸入單元27,意即,在遊戲進行中,玩家所按壓之各個輸入單元27係分別代表對應位置的音符元件233,因此,當同一時間點上有複數個音符元件233時,表示玩家需同時按壓複數個對應的輸入單元27,合先敘明。此外,該初始譜面區域231A能夠直接完整的出現於顯示單元23的畫面中,或者能夠先出現局部的初始譜面區域231A於顯示單元23的畫面中,且依續將其餘的初始譜面區域231A顯示在畫面中,但無論是何種呈現方式,只要在玩家進行遊戲之前,能夠事先藉由初始譜面區域231A而瞭解後續遊戲中,音樂檔案所對應之樂譜檔案297的內容,進而能事先推斷出遊戲的難易度,即屬本案所稱之初始譜面區域231A。Further, as shown in FIGS. 3 and 4, the position of each of the note elements 233 of the initial spectral area 231A corresponds to a different input unit 27, that is, each of the players pressed during the game. The input unit 27 represents the note element 233 of the corresponding position, respectively. Therefore, when there are a plurality of note elements 233 at the same time point, it means that the player needs to press a plurality of corresponding input units 27 at the same time, which will be described first. In addition, the initial spectral region 231A can be directly present in the picture of the display unit 23 directly, or the local initial spectral region 231A can be first appeared in the picture of the display unit 23, and the remaining initial spectral region 231A is continuously displayed. In the picture, regardless of the presentation mode, the content of the music file 297 corresponding to the music file in the subsequent game can be known in advance by the initial spectrum area 231A before the game is played by the player, and the game can be inferred in advance. The difficulty level is the initial spectral area 231A referred to in this case.
另,請參閱第3及5圖所示,當遊戲正式進行時,控制單元21會開始播放該音樂檔案295,並自播音單元25中輸出音樂聲音,令玩家能聆聽到音樂,同時,控制單元21會在顯示單元23上產生一中繼譜面區域231B,該中繼譜面區域231 B上具有一基準線235,該控制單元21會依據音樂檔案295當前所播放之時間,使對應的音符元件233通過該基準線235,嗣,玩家能夠在各個音符元件233通過基準線235時,按壓對應的輸入單元27(等同於初始譜面區域231A的設定),以使對應之輸入單元27傳送一音調輸入訊息予控制單元21,此時,控制單元21會依各個輸入單元27傳來之音調輸入訊息中的音調資料,判斷被按壓的輸入單元27與通過基準線235的音符元件233是否相同?若相同,則使對應的音符元件233呈現第一表示狀態(如:呈白色),若錯誤,則使對應的音符元件233呈現第二表示狀態(如:呈黑色),舉例而言,當B音符元件233通過基準線235時,玩家必須按下對應的B輸入單元27,若玩家正確按壓B輸入單元27,則B音符元件233會呈現白色,若玩家按壓C輸入單元27,則B音符元件233會呈現黑色。最後,當遊戲結束時,意即音樂檔案295已播放完畢,請參閱第6圖所示,控制單元21會在顯示單元23上,顯示出一完整譜面區域231C,該完整譜面區域231C具有已呈第一表示狀態或/及第二表示狀態的音符元件233(如第6圖呈黑、白色之音符元件233),令玩家能夠直觀地瞭解自身在遊戲的過程中,何處的音樂段落是表現良好或表現不好的位置,進而方便玩家在重覆進行同一音樂檔案295的遊戲時,能多加注意或練習相關的音樂段落。In addition, as shown in FIGS. 3 and 5, when the game is officially performed, the control unit 21 starts playing the music file 295, and outputs the music sound from the sound broadcasting unit 25, so that the player can listen to the music, and at the same time, the control unit 21 will generate a relay spectrum area 231B on the display unit 23, the relay spectrum area 231 B has a reference line 235, and the control unit 21 will make the corresponding note element 233 according to the time currently played by the music file 295. Through the reference line 235, 玩家, the player can press the corresponding input unit 27 (equivalent to the setting of the initial spectral area 231A) when each note element 233 passes the reference line 235, so that the corresponding input unit 27 transmits a tone input message. To the control unit 21, at this time, the control unit 21 determines whether the pressed input unit 27 and the note element 233 passing through the reference line 235 are the same according to the pitch data in the tone input message transmitted from each input unit 27. If they are the same, the corresponding note element 233 is rendered in the first representation state (eg, white), and if it is wrong, the corresponding note element 233 is rendered in the second representation state (eg, in black), for example, when B When the note element 233 passes the reference line 235, the player must press the corresponding B input unit 27. If the player correctly presses the B input unit 27, the B note element 233 will appear white, and if the player presses the C input unit 27, the B note element 233 will appear black. Finally, when the game is over, meaning that the music file 295 has been played, please refer to FIG. 6, the control unit 21 will display a complete spectral area 231C on the display unit 23, and the complete spectral area 231C has been presented. The first note state 233 or the second note state note element 233 (as shown in Figure 6 is a black and white note component 233), allowing the player to intuitively understand where the music passage is in the course of the game. A good or poorly performing position, which in turn allows the player to pay more attention or practice related music passages when repeatedly playing the same music file 295.
為能明確揭露本發明之具譜面預覽與結果狀態的音樂遊戲方法,以下茲僅就本發明之控制單元21在執行音樂遊戲軟體291後的處理流程,進行說明,請參閱第3及7A、7B圖所示:(101)接收其中一輸入單元27傳來之一指定音樂訊息,進入步驟(102);(102)讀取該指定音樂訊息,並依該指定音樂訊息的內容,讀取音樂資料庫293中對應的音樂檔案295與樂譜檔案297,進入步驟(103);(103)在顯示單元23上顯示出一初始譜面區域231A(如第4圖),並依據該樂譜檔案297的內容,在該初始譜面區域231A上產生複數個音符元件233,且各該音符元件233的音階位置與該音樂檔案295中之各個時間的音調相符合,進入步驟(104);(104)開始播放該音樂檔案295,並自該播音單元25中輸出音樂,進入步驟(105);(105)在顯示單元23上顯示出一中繼譜面區域231B(如第5圖),且在該中繼譜面區域231B上形成一基準線235,進入步驟(106);(106)判斷該音樂檔案295是否持續播放,若是,進入步驟(107),否則,進入步驟(112);(107)使當前時間中,對應音階位置的音符元件233通過該基準線235,進入步驟(108);(108)判斷是否接收到各該輸入單元27傳來之音調輸入訊息,若是,進入步驟(109),否則,進入步驟(111);(109)判斷各個音調輸入訊息所包括之音調資料,是否符合當前通過基準線235的音符元件233的音階位置,若是,進入步驟(110),否則,進入步驟(111);(110)使對應之音符元件233呈第一表示狀態,進入步驟(106);(111)使對應之音符元件233呈第二表示狀態,進入步驟(106);及(112)在該顯示單元23上顯示出一完整譜面區域231C,該完整譜面區域231C包括已呈第一表示狀態或/及第二表示狀態的各個音符元件233。In order to clearly disclose the music game method of the present invention with the spectral preview and the result state, the following is only the processing flow of the control unit 21 of the present invention after executing the music game software 291, please refer to the 3rd and 7th, 7B. The figure shows: (101) receiving one of the input units 27 to transmit a specified music message, proceeding to step (102); (102) reading the specified music message, and reading the music material according to the content of the specified music message The corresponding music file 295 and the music file 297 in the library 293 are advanced to step (103); (103) an initial spectral area 231A is displayed on the display unit 23 (as shown in FIG. 4), and according to the content of the music file 297, A plurality of note elements 233 are generated on the initial spectral area 231A, and the scale positions of the note elements 233 are matched with the tones of the time in the music file 295, and the process proceeds to step (104); (104) the music is started to be played. The file 295, and the music is output from the sounding unit 25, proceeds to step (105); (105) displays a relay spectrum area 231B (as shown in FIG. 5) on the display unit 23, and in the relay spectrum area 231B Forming a baseline 235, proceeding to step (106); (106) determining whether the music file 295 is continuously played, if yes, proceeding to step (107), otherwise, proceeding to step (112); (107) making the note component corresponding to the scale position in the current time 233, through the reference line 235, proceeds to step (108); (108) determines whether the tone input message transmitted by each input unit 27 is received, and if so, proceeds to step (109), otherwise, proceeds to step (111); Determining whether the pitch data included in each tone input message conforms to the scale position of the note element 233 currently passing the reference line 235, and if so, proceeds to step (110), otherwise, proceeds to step (111); (110) causes the corresponding note The component 233 is in the first representation state, proceeds to step (106); (111) causes the corresponding note component 233 to assume the second representation state, proceeds to step (106); and (112) displays a complete spectrum on the display unit 23. Region 231C, the complete spectral region 231C includes individual note elements 233 that have been in a first representation state and/or a second representation state.
如此,附請參閱第3~6圖所示,透過前述之方法,玩家便能夠在進行音樂遊戲之前,藉由初始譜面區域231A而先行檢視欲進行之遊戲內容,令玩家能大致瞭解當前遊戲的難度與內容,同時,在遊戲結束後,玩家尚能藉由完整譜面區域231C上之各個音符元件233的對應表示狀態,得知自身的遊戲成果與整首音樂中自己表現良好或缺失的部份,大幅提高玩家於遊戲上的便利性。在此特別一提者,前述之樂譜檔案297雖然是記錄音樂檔案295的音調,但誠如前述,業者能夠依實際遊戲內容,而調整為音樂檔案295的節奏點,使得初始譜面區域231A的音符元件233,能夠位在對應節奏點的位置,另,除了前述的第一表示狀態與第二表示狀態之外,業者尚能夠依玩家按壓的時間點,額外增設複數個表示狀態,意即控制單元21在接收到輸入單元27傳來的音調輸入訊息時,尚會判斷接收時間,並根據不同的接收時間設置音符元件233的表示狀態,例如:當C音符元件233通過基準線235時,若玩家在0秒~0.5秒內(第一時間區段)按下C輸入單元27,則C音符元件233會呈第一表示狀態;若玩家在0.5秒~1秒內(第二時間區段)按下C輸入單元27,則C音符元件233會呈第三表示狀態;若玩家在超過1秒後按下C輸入單元27,則C音符元件233會呈第二表示狀態;如此,即能夠有效提高遊戲的難度與樂趣,令玩家能因多變的遊戲內容而延續樂趣。In this way, please refer to the figures 3~6. Through the foregoing method, the player can first view the game content to be played by the initial spectrum area 231A before the music game, so that the player can roughly understand the current game. Difficulty and content. At the same time, after the game is over, the player can still know the performance of the game and the part of the whole music that is good or missing in the whole music by the corresponding representation state of each note element 233 on the complete spectrum area 231C. , greatly improve the convenience of the player in the game. In particular, the music score file 297 described above is a tone for recording the music file 295. However, as described above, the operator can adjust the rhythm point of the music file 295 according to the actual game content, so that the note of the initial spectrum area 231A is made. The component 233 can be located at a position corresponding to the rhythm point. In addition to the foregoing first representation state and the second representation state, the operator can additionally add a plurality of representation states according to the time point pressed by the player, that is, the control unit. 21 Upon receiving the tone input message from the input unit 27, the receiving time is still determined, and the representation state of the note element 233 is set according to different receiving times, for example, when the C note element 233 passes the reference line 235, if the player When the C input unit 27 is pressed within 0 seconds to 0.5 seconds (the first time zone), the C note component 233 will be in the first representation state; if the player is within 0.5 seconds to 1 second (the second time zone) The lower C input unit 27, then the C note element 233 will be in the third representation state; if the player presses the C input unit 27 after more than 1 second, the C note element 233 will assume the second representation state; thus, there can be Increase the difficulty and fun of the game, so players can be volatile due to game content and continue the fun.
按,以上所述,僅係本發明之較佳實施例,惟,本發明所主張之權利範圍,並不侷限於此,按凡熟悉該項技藝人士,依據本發明所揭露之技術內容,可輕易思及之等效變化,均應屬不脫離本發明之保護範疇。The above is only the preferred embodiment of the present invention, but the scope of the claims of the present invention is not limited thereto, and according to those skilled in the art, according to the technical content disclosed in the present invention, Equivalent changes that are easily considered are within the scope of protection of the invention.
2...音樂遊戲機台2. . . Music game machine
21...控制單元twenty one. . . control unit
23...顯示單元twenty three. . . Display unit
231A...初始譜面區域231A. . . Initial spectral region
231B...中繼譜面區域231B. . . Relay spectrum area
231C...完整譜面區域231C. . . Complete spectral area
233...音符元件233. . . Note component
235...基準線235. . . Baseline
25...播音單元25. . . Broadcasting unit
27...輸入單元27. . . Input unit
29...儲存單元29. . . Storage unit
291...音樂遊戲軟體291. . . Music game software
293...音樂資料庫293. . . Music database
295...音樂檔案295. . . Music file
297...樂譜檔案297. . . Music file
第1圖係習知音樂遊戲機台的示意圖;Figure 1 is a schematic diagram of a conventional music game machine;
第2圖係本發明之音樂遊戲機台的示意圖;Figure 2 is a schematic view of the music game machine of the present invention;
第3圖係本發明之音樂遊戲機台的硬體架構圖;Figure 3 is a hardware architecture diagram of the music game machine of the present invention;
第4圖係本發明之初始譜面區域的畫面示意圖;Figure 4 is a schematic diagram of the initial spectral area of the present invention;
第5圖係本發明之中繼譜面區域的畫面示意圖;Figure 5 is a schematic diagram of a screen of a relay spectrum area of the present invention;
第6圖係本發明之完整譜面區域的畫面示意圖;Figure 6 is a schematic view showing the entire spectrum area of the present invention;
第7A圖係本發明之音樂遊戲方法的第一局部流程圖;及Figure 7A is a first partial flow chart of the music game method of the present invention; and
第7B圖係本發明之音樂遊戲方法的第二局部流程圖。Figure 7B is a second partial flow chart of the music game method of the present invention.
2...音樂遊戲機台2. . . Music game machine
21...控制單元twenty one. . . control unit
23...顯示單元twenty three. . . Display unit
25...播音單元25. . . Broadcasting unit
27...輸入單元27. . . Input unit
29...儲存單元29. . . Storage unit
291...音樂遊戲軟體291. . . Music game software
293...音樂資料庫293. . . Music database
295...音樂檔案295. . . Music file
297...樂譜檔案297. . . Music file
Claims (10)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW100147702A TWI487553B (en) | 2011-12-21 | 2011-12-21 | A music game machine and a method thereof with a spectral preview and a result state |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW100147702A TWI487553B (en) | 2011-12-21 | 2011-12-21 | A music game machine and a method thereof with a spectral preview and a result state |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| TW201325670A TW201325670A (en) | 2013-07-01 |
| TWI487553B true TWI487553B (en) | 2015-06-11 |
Family
ID=49224603
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| TW100147702A TWI487553B (en) | 2011-12-21 | 2011-12-21 | A music game machine and a method thereof with a spectral preview and a result state |
Country Status (1)
| Country | Link |
|---|---|
| TW (1) | TWI487553B (en) |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN109741722B (en) * | 2018-12-25 | 2023-12-19 | 福建凯米网络科技有限公司 | Implementation method and terminal of audio interactive game |
Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| TW201000158A (en) * | 2008-04-14 | 2010-01-01 | Asahi Kasei Medical Co Ltd | Filter material for removing aggregates and method of filtering blood preparation |
| TW201133420A (en) * | 2010-03-23 | 2011-10-01 | Univ Nat Taiwan Normal | Electronic test method and system |
-
2011
- 2011-12-21 TW TW100147702A patent/TWI487553B/en not_active IP Right Cessation
Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| TW201000158A (en) * | 2008-04-14 | 2010-01-01 | Asahi Kasei Medical Co Ltd | Filter material for removing aggregates and method of filtering blood preparation |
| TW201133420A (en) * | 2010-03-23 | 2011-10-01 | Univ Nat Taiwan Normal | Electronic test method and system |
Also Published As
| Publication number | Publication date |
|---|---|
| TW201325670A (en) | 2013-07-01 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| US8618404B2 (en) | File creation process, file format and file playback apparatus enabling advanced audio interaction and collaboration capabilities | |
| Collins | Game sound: an introduction to the history, theory, and practice of video game music and sound design | |
| US6482087B1 (en) | Method and apparatus for facilitating group musical interaction over a network | |
| Miller et al. | Finger dance: a sound game for blind people | |
| JP2000237455A (en) | Music production game device, music production game method, and readable recording medium | |
| JP2009025823A (en) | Method and apparatus for simulating jam session and instructing user in how to play drum | |
| US9799314B2 (en) | Dynamic improvisational fill feature | |
| CN103191561B (en) | Music game machine with chart preview and result status and method thereof | |
| US6756534B2 (en) | Music puzzle platform | |
| Hopkins | Video Game Audio: A History, 1972-2020 | |
| WO2000029085A1 (en) | Amusement device and controller | |
| JP5124513B2 (en) | Game device, tempo notification method, and program | |
| JP2002006866A (en) | Karaoke sing-along machine | |
| TWI487553B (en) | A music game machine and a method thereof with a spectral preview and a result state | |
| JP2011048088A (en) | Selecting device, selecting method, and program | |
| TW201336565A (en) | Applied to the accompaniment of the rhythm of the game system and its devices | |
| JP3614049B2 (en) | Karaoke device, external device of karaoke device, and karaoke system | |
| JP4128326B2 (en) | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND RECORDING MEDIUM CONTAINING THE PROGRAM | |
| JP3942720B2 (en) | Musical sound generating device, image generating device, game device, and information storage medium | |
| CN113076036B (en) | Audio node-based user interaction method, user interaction device and electronic device | |
| Collins | A History of Handheld and Mobile Video Game Sound | |
| CN103366778A (en) | Game machine and method for continuously playing music according to time when input operation part is started | |
| WO2024029572A1 (en) | Game system, and game program and control method for game system | |
| JP2007175513A (en) | GAME DEVICE AND INFORMATION STORAGE MEDIUM | |
| JP3404594B2 (en) | Recording medium and music game apparatus |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| MM4A | Annulment or lapse of patent due to non-payment of fees |