SYSTEMS AND METHODS FOR PROVIDING A VOCAL EXPERIENCE FOR A PLAYER OF A RHYTHM ACTION GAME
A method for combining vocal cues and percussion cues for a player of a rhythm action game during a song comprises: displaying, in a rhythm action game, a lane comprising cues corresponding to a vocal track of a song; displaying, on the lane during the song, at least one cue corresponding to a percussion element of the song; evaluating, with a first gameplay mechanic, a player's performance with respect to the cues corresponding to a vocal elements; and evaluating, with a second gameplay mechanic, the player's performance with respect to the cues corresponding to the percussion element. Such a method may be used to keep a vocalist engaged during portions of a song with no vocals.
1 . A method for combining vocal cues and percussion cues for a player of a rhythm action game during a song, the method comprising:
a. displaying, in a rhythm action game, a lane comprising cues corresponding to a vocal track of a song; and
b. displaying, on the lane during the song, at least one cue corresponding to a percussion element of the song.
2 . The method of claim 1 , wherein the percussion elements are selected from the group of tambourine, cowbell, and hand clapping.
3 . The method of claim 1 , further comprising:
c. evaluating, with a first gameplay mechanic, a player's performance with respect to the cues corresponding to a vocal track; and
d. evaluating, with a second gameplay mechanic, the player's performance with respect to the cues corresponding to the percussion element.
4 . The method of claim 3 , wherein the first gameplay mechanic comprises scoring a player's approximation of a target musical pitch, and the second gameplay mechanic comprises scoring a player's timing of a burst input into the microphone.
5 . The method of claim 3 , wherein step (d) further comprises detecting that a microphone has been struck.
6 . The method of claim 1 , wherein the vocal track comprises the lead vocal track of the song.
7 . The method of claim 1 , wherein step (b) comprises displaying, on the lane during a portion of the song with no lead vocals, at least one cue corresponding to a percussion element of the song.
8 . The method of claim 1 , wherein the cues corresponding to vocal track comprise cues indicating words and pitch of the vocal track.
9 . The method of claim 1 , further comprising not penalizing a player for failing to respond to the at least one cue corresponding to a percussion element of the song.
10 . The method of claim 1 , wherein the at least one cue corresponding to a percussion element of the song is visually distinguishable from the cues corresponding to a vocal track of a song.
11 . Computer readable media having executable code for combining vocal cues and percussion cues for a player of a rhythm action game during a song, the computer readable media comprising:
executable code for displaying, in a rhythm action game, a lane comprising cues corresponding to a vocal track of a song; and
executable code for displaying, on the lane during the song, at least one cue corresponding to a percussion element of the song.
12 . The computer readable media of claim 11 , wherein the percussion elements are selected from the group of tambourine, cowbell, and hand clapping.
13 . The computer readable media of claim 11 , further comprising:
executable code for evaluating, with a first gameplay mechanic, a player's performance with respect to the cues corresponding to a vocal elements; and
executable code for evaluating, with a second gameplay mechanic, a player's performance with respect to the cues corresponding to the percussion element.
14 . The computer readable media of claim 13 , wherein the first gameplay mechanic comprises scoring a player's approximation of a target musical pitch, and the second gameplay mechanic comprises scoring a player's timing of a burst input into the microphone.
15 . The computer readable media of claim 13 , further comprising executable code for detecting that the microphone has been struck.
16 . The computer readable media of claim 11 , wherein the vocal track comprises the lead vocal track of the song.
17 . The computer readable media of claim 11 , further comprising executable code for displaying, on the lane during a portion of the song with no lead vocals, at least one cue corresponding to a percussion element of the song.
18 . The computer readable media of claim 11 , wherein the cues corresponding to vocal track comprise cues indicating words and pitch of the vocal track.
19 . The computer readable media of claim 11 , further comprising executable code for not penalizing the player for failing to respond to the at least one cue corresponding to a percussion element of the song.
20 . The computer readable media of claim 11 , wherein the at least one cue corresponding to a percussion element of the song is visually distinguishable from the cues corresponding to a vocal track of a song.
21 . A method for providing improvisational vocal sections of a song during a rhythm action game, the method comprising:
a. identifying that a value associated with a vocalist's performance of a song in a rhythm action game exceeds a first predetermined threshold;
b. providing, in response to the identifying, a vocal improvisational section during the song;
c. determining, that sound data from a microphone assigned to the vocalist exceeds a second predetermined threshold during the improvisational section; and
d. deploying, in response to the determining, a bonus.