Method of controlling video game, video game device, and medium recording video game program
First Claim
Patent Images
1. A method of controlling a video game designed for enabling a player to determine a behavior of a character on a video screen, said method comprising the steps of:
- determining, by said player, a behavioral factor associated with a dance performed in time with music; and
evaluating the dance, wherein when a multiple rhythm of a least rhythm in the music is used as a timing for performing key operation on the dance command, rhythms are extracted from said music, and among the extracted rhythms, the timing of the rhythm closest to the timing of the key operation by said player is set as the starting point of said multiple rhythm.
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Abstract
The present invention relates to a method for controlling a novel video game in which dancing is used as a factor in the behavior of a character, a machine for the video game, and a medium in which a program for the video game is recorded, and makes it possible to dance characters 611 and 612 displayed using 3-D polygons in time with music, to evaluate their dance skills based mainly on whether dance actions are in time with the music, and to proceed with a story by winning matches with a computer or to match with other players.
86 Citations
33 Claims
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1. A method of controlling a video game designed for enabling a player to determine a behavior of a character on a video screen, said method comprising the steps of:
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determining, by said player, a behavioral factor associated with a dance performed in time with music; and
evaluating the dance, wherein when a multiple rhythm of a least rhythm in the music is used as a timing for performing key operation on the dance command, rhythms are extracted from said music, and among the extracted rhythms, the timing of the rhythm closest to the timing of the key operation by said player is set as the starting point of said multiple rhythm. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17)
if motion data of a frame to be displayed is not found, generating interpolation data from motion data of adjacent frames, in response to the rhythms of the prepared music, and displaying the interpolation data.
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16. A method of controlling a video game according to claim 5, further including generating vibrations when timing inputting for key operation for command inputting, or command inputting, fails.
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17. A method of controlling a video game according to claim 1, further comprising the step of:
presenting said dance evaluation to the player.
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18. A video game machine for enabling a player to determine a behavior of a character on a video screen, said video game machine comprising:
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a controller for determining, by a player, a behavior of a character on a video screen performed in time with music;
a video screen for displaying the behavior of the character and behavior-caused effects of the character; and
a processor for dancing said character on said video screen in accordance with input from a player using said controller and for evaluating the dance of said character, wherein when a multiple rhythm of a least rhythm in the music is used as a timing for performing key operation on the dance command, rhythms are extracted from said music, and among the extracted rhythms, the timing of the rhythm closest to the timing of the key operation by said player is set as the starting point of said multiple rhythm. - View Dependent Claims (19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30)
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31. A computer-readable medium having computer-executable instructions for enabling a player to determine a behavior of a character on a video screen, the medium storing signals for enabling:
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said player to determine, a behavioral factor associated with a dance performed in time with music; and
the dance to be evaluated, wherein when a multiple rhythm of a least rhythm in the music is used as a timing for performing key operation on the dance command, rhythms are extracted from said music, and among the extracted rhythms, the timing of the rhythm closest to the timing of the key operation by said player is set as the starting point of said multiple rhythm. - View Dependent Claims (32, 33)
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Specification