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Table 2. Basic information of the target games
Games Year Platform Number of Button Clear condition
buttons reaction
Dance Dance Revolution (DDR) 1998 Arcade 4 3 Alive until the end
Beatmania IIDX (IIDX) 1999 Arcade 5 4 Alive until the end
Jubeat 2008 Arcade 8 2 Alive until the end
Love Live! School idol festival (SIF) 2013 Mobile 9 2 Alive until the end
The Idolm@Ster Cinderella Girls (CGSS) 2015 Mobile 9 3 Score > 700,000
Nostalgia 2017 Arcade 16 2 Score > 700,000
The game selected have two kinds of winning condition. First is the lifeline system. If the player misses any
of the stream blocks, the lifeline decreases. The lifeline fell into 0 means losing the game. DDR, CGSS, IIDX,
SIF incorporate the lifeline. Another is the scoring system, and there exists a required score for clearing the
game; the game's score should be not less than the limit. The Jubeat and Nostalgia belong to this type.
The reactions of the button are also different. The DDR has three reactions: step, keep step, and avoid step;
CGSS has four reactions: note, long note, flick, and slide; IIDX, SIF, and Jubeat have two reactions: touch and
keep touch; And the Nostalgia has three reactions: touch, keep touch and flick.
To compare the game in the same condition. This study, based on game setting, analysis the result on the
same level. According to the method, this study recorded the high-level rhythm gameplay and collected the
gameplay statistic. Five people have played the game ten times for CGSS and SIF. Another data was from the
recorded video of the 9th KAC (KONAMI Arcade Championship). The KAC divided the players into a different
group and played two or three songs for one competition based on the final scores. This study collected 20
champion candidates of data in one rhythm game.
3. Experiment Result and Analysis
The result shows that the GR value of the rhythm game stays relatively lower with fewer buttons. It
indicates that the players should pay more attention to consider the other button and the next hit when players
were hitting a point when the number of buttons was increased. Hence, the game's sophistication involves
some accretion levels to be exciting for the rhythm games.
Table 3. Experiment results
Sample Total touch Number Button Possible Average game GR
Games
size times of buttons reactions combinations length value
Dance Dance Revolution (DDR) 20 16315 4 3 12 815.75 0.014
The Idolm@Ster Cinderella Girls 90 61718 5 4 20 685.7555556 0.028
Beatmania IIDX (IIDX) 20 27800 8 2 16 1390 0.011
Nostalgia 20 27361 9 2 18 1368.05 0.012
Love Live! School idol festival (SIF) 90 61518 9 3 27 683.5333333 0.038
Jubeat 20 18458 16 2 32 922.9 0.034
The dashed line separates a noticeable difference in Table 3, which was affected by the clear condition noted
in Table 2. Those with the condition of "be alive till the end" have a small GR value, which means they are
E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021) [220]
Artificial Intelligence in the 4th Industrial Revolution