Program and game device

The game system enhances player engagement by displaying character images and transitioning to related screens upon selection, addressing the lack of direct character access in existing systems.

JP7877391B2Active Publication Date: 2026-06-22BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2024-06-11
Publication Date
2026-06-22

AI Technical Summary

Technical Problem

Existing game systems do not effectively allow players to transition to character-related screens with minimal procedures, which can diminish player interest in the game.

Method used

A game system that displays character images of owned characters, detects character selection, and transitions to individual icons related to the selected character, such as game or information screens, enhancing player engagement.

Benefits of technology

Improves player enjoyment by allowing direct and efficient access to character-related screens, maintaining interest through simplified transitions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance amusement of a game.MEANS FOR SOLVING THE PROBLEM: On condition that a computer serves as character image display control means for displaying a character image on a screen and detection means for detecting a selection operation on the screen and a detected selection operation is a selection operation to within a detection region that is set to the screen, and on condition that selection means for selecting a character image and a detected selection operation are a selection operation to the outside of the detection region that is set to the screen, a program runs the computer as trace display means for displaying a trace of a selection operation in a position where the selection operation is detected.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program, a game device, and a game system.

Background Art

[0002] There is a game system in which quest selection icons for selecting quests are displayed as the game progresses (for example, Patent Document 1). A quest selection icon is an operator for accepting the start of a quest. One or more quests are associated with one quest selection icon. By selecting a quest selection icon, the user can play a quest corresponding to the selected icon.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] On the other hand, when the player is interested in the displayed character, if the player can transition to a screen related to the character with fewer procedures, the player's interest in the game will also be improved. Therefore, an object of the present invention is to provide a program, a game device, and a game system capable of improving the interest of a game.

Means for Solving the Problems

[0005] One aspect of the present invention is a program that causes a computer to function as a first display control means for displaying character images of characters owned by a player, a detection means for detecting the selection of a displayed character image, and a second display control means for displaying individual icons that transition to a screen related to the selected character image in response to the selection of the character image.

[0006] One aspect of the present invention is a game device comprising: a first display control means for displaying character images of characters owned by the player; a detection means for detecting the selection of the displayed character image; and a second display control means for displaying individual icons that transition to a screen relating to the character of the selected character image in response to the selection of the character image.

[0007] One aspect of the present invention is a game system comprising a tangible game medium and a game device, wherein the game medium has a pattern displayed on at least one surface, and the game device comprises: a reading means capable of reading the pattern displayed on the game medium; a holding means capable of holding a character identified by the read pattern; a first display control means for displaying a character image of a character held by a player; a detection means for detecting the selection of the displayed character image; and a second display control means for displaying an individual icon that transitions to a screen relating to the character of the selected character image in response to the selection of the character image. [Effects of the Invention]

[0008] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0009] [Figure 1] Figure 1 shows an example of the overall configuration of the game system in this embodiment. [Figure 2] Figure 2 shows an example of a game card 1 (game medium) in this embodiment. [Figure 3] Figure 3 shows an example of a smartphone device configuration, which is an example of terminal 2. [Figure 4] Figure 4 is a block diagram showing an example of the functional configuration of terminal 2. [Figure 5] Figure 5 shows an example of character database D1, character image database D2, and character information database D3. [Figure 6] Figure 6 shows an example of displaying some of the owned characters on the display unit 33 of terminal 2. [Figure 7] Figure 7 is a flowchart illustrating the overall operation of terminal 2. [Figure 8] Figure 8 is a flowchart of the home screen display process (Step 100). [Figure 9] Figure 9 is a diagram illustrating the home screen display process. [Figure 10] Figure 10 shows an example of a home screen. [Figure 11] Figure 11 is a diagram illustrating the movement of the character placement image. [Figure 12] Figure 12 is a flowchart of the individual icon display process (Step 107). [Figure 13] Figure 13 shows examples of the display of the first individual icon 71 and the second individual icon 72. [Figure 14] Figure 14 shows an example of the transition to the game screen when the first individual icon 71 is selected. [Figure 15] Figure 15 shows an example of the transition to the information display screen when the second individual icon 72 is selected. [Figure 16] Figure 16 shows examples of the display of the first individual icon 71 and the second individual icon 72. [Figure 17] Figure 17 is a flowchart of the game card scanning process. [Figure 18] Figure 18 is a diagram illustrating the process of reading the image on game card 1. [Figure 19]FIG. 19 is a diagram for explaining the reduction of the character arrangement drawing. [Figure 20] FIG. 20 is a diagram for explaining the enlargement of the character arrangement image. [Figure 21] FIG. 21 is a diagram for explaining an example of displaying a character to be displayed on the character arrangement image by a dynamic character image. [Figure 22] FIG. 22 is a diagram for explaining an example of dynamically expressing an individual icon. [Figure 23] FIG. 23 is a diagram for explaining the effect when a player touches the character image display screen. [Figure 24] FIG. 24 is an example of the character arrangement image of Modification 4.

Mode for Carrying Out the Invention

[0010] <The First Embodiment of the Present Invention>

[0011] The first embodiment of the present invention will be described. First, in order to facilitate the understanding of this embodiment, the outline of the game, the characters appearing in the game, and the game media used in the game will be described.

[0012] The game in this embodiment is executed by a game application operating on the player's terminal. The player can also use and grow the characters registered in the game application. In addition, various information of the characters registered in the game application can also be viewed. [[ID=三十二]]

[0013] A plurality of characters appear in the game according to this embodiment. The characters are people, virtual creatures, items, etc. And the characters have character information. The character information includes invariant information that does not change according to the progress of the game on the game application, and variable information that changes according to the progress of the game on the game application.

[0014] Immutable information includes, for example, character profile information, which includes information such as the character's name, place of origin, attributes, background, and initial ability scores. Hereafter, character information including immutable information will be referred to as "Character Information 1".

[0015] Variable information includes, for example, character status information. Status information represents a character's abilities (various abilities, hit points, magic points, experience points, level, learned skills, etc.). Hereafter, character information including variable information will be referred to as "second character information."

[0016] Characters are registered in a game application when a player acquires (owns) them in some way. One way a player can acquire a character is, for example, through the provision (or purchase) of a character by the game operator. Furthermore, characters can be provided as intangible or tangible objects. A typical example of provision as an intangible object is when a virtual character is directly provided on the game application. A typical example of provision as a tangible object is when the character is associated with (embodied) a play medium, which is a tangible object that the player can actually perceive, and provided to the player. The play medium is, for example, a game card, which is an item with physical volume (a real item). However, it is not limited to game cards; it may also be a figurine or other object that has the appearance of a character. By acquiring the play medium, a player can register the character associated with the play medium in the game application.

[0017] As described above, the game of this embodiment allows the player to run the game using the characters they have acquired, and to view the first or second character information of the acquired characters.

[0018] Next, the game system in this embodiment will be described. In the following description, characters will be described as being provided by game cards, which are the gameplay medium.

[0019] Figure 1 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 1, the game system is composed of a game card 1, a terminal 2 provided for each player, and a game server 3. The terminal 2 and the game server 3 can connect to a communication line N and communicate with each other.

[0020] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

[0021] Game card 1 is provided to players free of charge or for a fee by the game operator or other company that operates the game. Figure 2 is a diagram showing an example of game card 1 (game medium) in this embodiment, and shows an example of the front side (first side) and an example of the back side (second side) of game card 1.

[0022] The front (first side) of Game Card 1 (the game medium) displays a picture 11. The picture 11 of Game Card 1 includes a first character image 12, which is an image including the head and torso of the character associated with Game Card 1; a first background image 13, which is the background image for the first character image; and the first character information (profile information) 14 of that character. The first character information on the front (first side) of Game Card 1 in Figure 1 includes the character's name, character attributes, and character hit points. Note that the hit points listed on Game Card 1 are the initial values, and the character's hit points will exceed the initial values ​​as the character is used in the game.

[0023] The back side (second side) of Game Card 1 (the game medium) displays the first character information 14 of the character associated with Game Card 1, and the second character image 15, which is an image of the character's head. The first character information on the back side (second side) of Game Card 1 in Figure 2 includes the character's background, place of origin, etc. Note that the first character information 14 displayed on the front or back of Game Card 1 does not need to display all of the character's first character information; it is sufficient if only a part of the first character information is displayed.

[0024] Furthermore, it should be noted that while all or part of the first character information (profile information) is displayed on the front or back of Game Card 1, the second character information (status information) is not. This is due to design limitations of game cards and other game media, as well as the size of the display area, which limits the amount of character information that can be displayed on the game media. On the other hand, when a player obtains Game Card 1, they will likely want to know what kind of character the character on Game Card 1 is. Therefore, only the first character information, which represents the character's basic characteristics, is included.

[0025] Terminal 2 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 3. Examples of Terminal 2 include smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, personal computers, tablet computers, and controllers for home consoles. Basically, there are multiple Terminal 2s, each operated by a different player.

[0026] Figure 3 shows an example of the device configuration of a smartphone, which is an example of terminal 2. As shown in Figure 3, terminal 2 comprises a display 21, a touch operation panel 22 integrated with the display 21, a built-in speaker 23, and a camera 24. Terminal 2 also includes a control board, a built-in battery, a power button, volume control buttons, etc., which are not shown. The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, an ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with so-called I / F circuits (interface circuits), such as the driver circuit for the touch operation panel 22. Each of these elements mounted on the control board is electrically connected via a bus circuit, etc., enabling data reading and writing and signal transmission and reception.

[0027] Figure 4 is a block diagram showing an example of the functional configuration of terminal 2. As shown in Figure 4, terminal 2 includes an operation input unit 31, a reading unit 32, a display unit 33, an audio output unit 34, a communication unit 35, a storage unit 36, and a processing unit 37.

[0028] The operation input unit 31 is for the player to input various game-related operations and outputs an operation input signal to the processing unit 37 in accordance with the input. The functions of the operation input unit 31 can be realized not only by elements that the player directly operates with their fingers, such as a touch pad, home button, button switch, joystick, and trackball, but also by elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. In the example of the smartphone in Figure 3, the operation input unit 31 corresponds to the touch panel 22.

[0029] The reading unit 32 is a photographic device consisting of an image sensor and the like. In the example of the smartphone in Figure 3, the reading unit 32 corresponds to the camera 24.

[0030] The display unit 33 displays various game screens based on image signals input from the image generation unit 41. The functions of the display unit 33 can be realized by display devices such as flat panel displays like liquid crystal displays, cathode ray tubes (CRTs), projectors, and head-mounted displays. In the example of the smartphone in Figure 3, the display unit 33 corresponds to the display 21.

[0031] The sound output unit 34 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 42. In the example of the smartphone in Figure 3, the sound output unit 34 corresponds to the speaker 23.

[0032] The communication unit 35 connects to the communication line N to enable communication. The functions of the communication unit 35 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0033] The memory unit 36 ​​pre-stores programs for operating terminal 2 and realizing various functions provided by terminal 2, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The memory unit 36 ​​can be implemented, for example, by a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0034] The memory unit 36 ​​stores the system program and the game program. The system program is a program that implements the basic functions of terminal 2 as a computer. The game program is a program that makes the processing unit 37 function as the game calculation unit 40, which will be described later. This program is delivered from the game server 3 or other application distribution servers, etc., once the player has completed account registration. The memory unit 36 ​​also stores the database necessary to run the game.

[0035] In this embodiment, the storage unit 36 ​​stores a character database D1, a character image database D2, and a character information database D3. Figure 5 shows an example of the character database D1, character image database D2, and character information database D3.

[0036] The character database D1 in Figure 5 stores the card number, character ID (identification information), image feature data, and ownership flag in association. The card number is an identification number assigned to each type of game card 1. The character ID is an identification number assigned to each character. The image feature data is the feature data of the image displayed (printed) on the surface of game card 1. As will be described later, the ownership flag ("1") is set for characters registered from game card 1 to the game application. This means that the player owns (acquires) the character associated with game card 1 on the game application. The character image database D2 in Figure 5 is a database in which various images used to display characters, as will be described later, are stored in association with the character ID. The character information database D3 in Figure 5 is a database in which the first character information, the second character information, and the character ID are stored in association. These databases can be downloaded sequentially by the game server 3 as characters used in the game are added or changed.

[0037] The processing unit 37 comprehensively controls the operation of the terminal 2 based on programs and data stored in the memory unit 36, various input signals from the operation input unit 31 and the reading unit 32, etc. The functions of the processing unit 37 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 37 mainly comprises a game calculation unit 40, an image generation unit 41, a sound generation unit 42, and a communication control unit 43.

[0038] The game calculation unit 40 performs various game processes to realize the game of this embodiment and outputs the processing results to the image generation unit 41, the sound generation unit 42, or the communication control unit 43. The game calculation unit 40 includes a game card reading control unit 51, a character recognition unit 52, a first display control unit 53, an operation detection unit 54, a second display control unit 55, a game execution control unit 56, and a game management unit 57.

[0039] The game card reading control unit 51 controls the reading unit 32 (camera 24) to read the image on the surface of the game card 1. To control the reading process, the game card reading control unit 51 displays guidelines and operation information for reading the game card 1 on the display unit 33. The game card reading control unit 51 then outputs the image data of the image on the surface of the read game card 1 to the character recognition unit 52.

[0040] The character recognition unit 52 uses the image feature data of each game card 1 in the character database D1 and, using known image recognition techniques, recognizes the character associated with the image on the surface of the read game card 1. If the character is recognized, the character recognition unit 52 sets the ownership flag ("1") in the ownership flag field of the character database D1. As a result, the character associated with game card 1 is registered in the game application, and the player acquires (owns) the character associated with game card 1. In other words, the character with the ownership flag ("1") set in the ownership flag field of the character database D1 becomes the character owned by the player.

[0041] The first display control unit 53 displays (presents) character images and various information about the characters to the terminal 2 via the display unit 33 or the sound output unit 34. An example of displaying character images by the first display control unit 53 is to display character images of characters owned by the player. Figure 6 shows an example in which some of the owned characters are displayed on the display unit 33 of the terminal 2. The first display control unit 53 reads character images corresponding to character IDs for which the ownership flag ("1") is set in the ownership flag field of the character database D1 from the character database D2 and displays them on the display unit 33. An image in which the character images of at least one character are displayed is referred to as a character placement image.

[0042] The operation detection unit 54 detects signals input from the operation input unit 31 and detects player operations. The player operations to be detected include, for example, taps (selections), slides, swipes, and pinches.

[0043] When the operation detection unit 54 detects a tap (selection) on a displayed character image, the second display control unit 55 displays an individual icon near the selected character image or superimposed on a part of the character image. Here, an individual icon is an operator that transitions to a screen related to the selected character image, and is an icon displayed individually for each character image. A screen related to the selected character is, for example, a game screen that runs a game in which the selected character is the target of operation, or an information display screen that displays the character information of the selected character. Unlike menu buttons (menu icons) that aim to start or end events related to the entire game or events related to multiple characters, such as ending the game, running a game using multiple characters, acquiring characters, or displaying a list of owned characters, individual icons are intended to start (transition to) events related to the selected character. The example in Figure 6 shows an example in which, when the player selects character A, the first individual icon 71 and the second individual icon 72 are displayed near the character image of character A in response to the selection. The first individual icon 71 is an icon that, upon the player's selection, transitions to a game screen in which character A is the target of operation. The second individual icon 72 is an icon that, upon the player's selection, transitions to a screen where character information about character A can be viewed. The common feature of the first individual icon 71 and the second individual icon 72 is that they are icons that transition to a screen related to character A. Note that the first individual icon 71 and the second individual icon 72 cannot be selected simultaneously.

[0044] The game execution control unit 56 executes a game using the acquired characters. The game includes a first game and a second game. The first game is a game in which at least the character corresponding to the first individual icon 71 is the target of operation, and is executed when the first individual icon 71 is selected. The second game is a game using a deck or group consisting of multiple characters, and is executed when the menu button is selected. The status information of the characters used in the game changes as a result of the game execution. The game execution control unit 56 changes the status information of the characters used in the game and reflects the changed status information in the second character information of the character information database D2.

[0045] Game Management Department 57 manages and executes the entire game. Details of the operation of each part of these game calculation units 40 will be described later.

[0046] The image generation unit 41 generates one game screen per frame time (e.g., 1 / 60th of a second) based on the processing results of the game calculation unit 40, and outputs the image signal of the generated game screen to the display unit 33. The functions of the image generation unit 41 can be realized by, for example, a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, an IC memory for drawing frames such as a frame buffer, and an IC memory used for unpacking texture data.

[0047] The sound generation unit 42 generates sound signals such as game-related sound effects, background music, voice information for operation assistance, and various operation sounds based on the processing results of the game calculation unit 40, and outputs them to the sound output unit 34. The functions of the sound generation unit 42 can be realized by, for example, a processor such as a digital signal processor (DSP) or a speech synthesis IC, or an audio codec capable of playing audio files.

[0048] The communication control unit 43 establishes a communication connection and performs data processing for data communication with the game server 3.

[0049] This explains game server 3. Game Server 3 is a server system comprising one or more server devices and storage devices. Game Server 3 provides various services for operating the game application of this embodiment, including managing data necessary for operating the game application and distributing programs and data necessary for running the game application on Terminal 2. Specifically, in response to requests from Terminal 2, Game Server 3 transmits the game application for running the game, a database of characters, etc., to Terminal 2. It also performs matchmaking for opposing players and execution of deck battles or group battles using multiple characters.

[0050] Next, we will explain the operation of terminal 2. Figure 7 is a flowchart illustrating the overall operation of terminal 2. First, when the player launches the game application, the first display control unit 53 of terminal 2 executes the home screen display process (Step 100). The home screen is the screen that is displayed when the game application is launched, and it displays various menu buttons and icons related to the game application. It is the basic screen for game progression and is also called the menu screen or top screen. The home screen display process (Step 100) will be described later. When the home screen is displayed, the operation detection unit 54 detects the player's operation on the home screen (Step 101).

[0051] When the operation detection unit 54 detects a player operation on the home screen (Step 102), it determines whether the displayed character image has been selected (tapped) (Step 103). If a character image is selected (Step 103), the second display control unit 55 executes the individual icon display process (Step 107). The individual icon display process (Step 107) will be described later.

[0052] On the other hand, if the player's operation on the home screen is the selection of a menu button other than the game exit button (Step 104), the game management unit 57, etc., executes menu processing (Step 108). Menu processing (Step 108) will be described later.

[0053] Furthermore, if the player's operation on the home screen is to move the character placement image (flick or swipe) (Step 105), the first display control unit 53 performs a process to move (scroll) the character placement image (Step 109). Then, when the player selects the game end button (Step 106), terminal 2 terminates the game. The above describes the overall operation of terminal 2.

[0054] Next, we will explain the home screen display process (Step 100). Figure 8 is a flowchart of the home screen display process (Step 100). Figure 9 is a diagram illustrating the home screen display process.

[0055] The home screen of this embodiment includes a menu button (menu icon) 80 for the purpose of starting or ending events related to the entire game or events related to multiple characters, and a character placement image 74 that displays character images of characters owned by the player.

[0056] First, the first display control unit 53 of terminal 2 reads the card number and character ID of the character owned by the player from the character database D1 (Step 200). The card number and character ID to be read are the card number and character ID from the character database D1 for which the owned flag is set in the owned field.

[0057] The first display control unit 53 retrieves a character image corresponding to the acquired character ID from the character image database D2 (Step 201). The first display control unit 53 virtually places the acquired character images on the placement map (page) 73 to generate a character placement image 74 (Step 202). In the example shown in Figure 9, the placement map 73 has areas for placing character images, and each area is associated with a card number. The placement map 73 also has placement points for placing the first individual icon 71 and the second individual icon 72 corresponding to the character. The first display control unit 53 virtually places the acquired character images in the areas corresponding to the card numbers of the characters. This completes the character placement image 74. The character placement image 74 may also have a layer configuration consisting of a layer for the placement map 73 and a layer for the character images.

[0058] The first display control unit 53 displays the character placement image 74 that corresponds to the character image display area 75 of the home screen on the display unit 33 (Step 203). As shown in Figure 9, in the initial display, the character placement image 74 that corresponds to the character image display area 75 of the home screen is selected so that its vertical length, starting from the left vertex of the character placement image 74, matches the maximum vertical length of the character image display area 75 of the home screen, and in that state, the horizontal length of the character placement image is selected so that it fits within the character image display area 75. The first display control unit 53 displays the menu button 80 in the menu button area 76 of the home screen (Step 204).

[0059] As a result, the home screen is displayed on the display unit 33. Figure 10 shows an example of the home screen. In the example of the home screen in Figure 10, three character images are displayed in the character image display area 75, and multiple menu buttons 80 are displayed in the menu button area 76.

[0060] Furthermore, in the flowchart of Figure 7, if the player's operation on the home screen is to move the character placement image (flick or swipe) (Step 105), the first display control unit 53 performs a process to scroll the character placement image in the direction of movement (Step 109). Figure 11 is a diagram illustrating the scrolling of the character display screen. In the example of Figure 11, by swiping the display unit 33 (display 21) of the terminal 2 on which the home screen is displayed to the left, the displayed character placement image 74 scrolls (moves) to the left according to the amount of the swipe, as shown in Figure 11, and the character placement image corresponding to the character image display area 75 after scrolling (moving) is displayed on the home screen. Note that although the character placement image moves, each menu button 80 remains displayed without moving. The above describes the operation of the home screen display process (Step 100).

[0061] One of the features of the home screen in this embodiment is that it displays character images of characters registered in the application (characters owned by the player).

[0062] The process of displaying individual icons (Step 107) will be explained. Figure 12 is a flowchart of the process of displaying individual icons (Step 107).

[0063] When the operation detection unit 54 detects a selection (tap) of a character image, the second display control unit 55 displays the first individual icon 71 and the second individual icon 72 corresponding to the selected character image at the individual icon placement point 79 on the placement map 73 (Step 300). The images and sizes of the first individual icon 71 and the second individual icon 72 are pre-stored in the second display control unit 55, and the second display control unit 55 displays them so that the center points of the first individual icon 71 and the second individual icon 72 to be displayed are placed at the individual icon placement point 79. Figure 13 shows an example of the display of the first individual icon 71 and the second individual icon 72. In the example in Figure 13, the player selects (tap) the character image of character A, and the first individual icon 71 and the second individual icon 72 are displayed near the character image of character A. The first individual icon 71 is an icon that transitions to a game screen where character A is the target of operation. The second individual icon 72 is an icon that transitions to a screen where information about character A can be viewed. The common feature between the first individual icon 71 and the second individual icon 72 is that they are icons that transition to a screen related to character A.

[0064] The operation detection unit 54 performs detection of the selection (tap) of an individual icon (Step 301). When the operation detection unit 54 detects a selection (tap) of the first individual icon 71 (Step 302), the game execution control unit 56 transitions to a game screen where the character corresponding to the first individual icon 71 is the target of control, reads a game character image from the database D3, and executes a game where the character is the target of control (Step 307). Figure 14 shows an example of the transition to the game screen when the first individual icon 71 is selected. In the example in Figure 14, when the player selects the first individual icon 71 of character A, the game transitions to a game screen where character A is the target of control. The player plays the game while controlling character A displayed on the game screen.

[0065] When the operation detection unit 54 detects a selection (tap) of the second individual icon 72 (Step 303), the first display control unit 53 transitions to a screen that displays information about the character corresponding to the second individual icon 72 (Step 308). Figure 15 shows an example of the transition to the information display screen when the second individual icon 72 is selected. In the example in Figure 15, when the player selects the second individual icon 72 of character A, the display screen transitions to a display screen that shows information about character A. The first display control unit 53 reads the first character information and second character information corresponding to the character ID of the selected character from the character information database D3 and displays them. By selecting the second individual icon 72, not only the first character information (profile information) displayed on the game card 1 but also character information not displayed on the game card 1 (for example, second character information, etc.) becomes viewable.

[0066] Furthermore, if the operation detection unit 54 detects both a selection (tap) to the first individual icon 71 and a selection (tap) to the second individual icon 72 simultaneously, the selection (tap) is invalidated, and the processing after the selection (tap) to the first individual icon 71 and the processing after the selection (tap) to the second individual icon 72 are not performed.

[0067] When the operation detection unit 54 detects a tap (selection) to another character image (Step 304), the second display control unit 55 stops displaying the first individual icon 71 and the second individual icon 72 of the selected character and displays the first individual icon 71 and the second individual icon 72 corresponding to the newly selected character image at the individual icon placement point 79 on the placement map corresponding to the newly selected character image (Step 300). Figure 16 shows an example of the display of the first individual icon 71 and the second individual icon 72. In the example in Figure 16, the player newly taps (selects) the character image of character C, and the first individual icon 71 and the second individual icon 72 are newly displayed near the character image of character C. The first individual icon 71 is an icon that transitions to a game screen where character C is the target of operation. The second individual icon 72 is an icon that transitions to a screen where information about character C can be viewed. The common point between the first individual icon 71 and the second individual icon 72 is that they are icons that transition to a screen related to character C.

[0068] When the operation detection unit 54 detects a selection (tap) to the menu button 80 (Step 305), the process returns to Step 108, and the game management unit 57, etc., executes the menu processing (Step 108). The above describes the operation of the individual icon display process (Step 107). One of the features of the individual icons in this embodiment is that, unlike menu buttons and the like, they are operators that allow users to transition to a game screen using the selected character or a screen for viewing information about that character.

[0069] Next, we will explain the menu processing (Step 108). Menu processing (Step 108) is performed by selecting the menu button 80 displayed on the home screen, which allows for the processing of various menus. In this embodiment, as an example of menu processing, we will explain the game card scanning process, which reads a character from game card 1. Figure 17 is a flowchart of the game card scanning process.

[0070] When the player selects the "Scan Game Card" button, the game card reading control unit 51 controls the reading unit 32 (camera 24) to enable photography and displays a guideline 73 on the display unit 33, which serves as a guide for reading the image on the game card 1 (Step 400). Figure 18 is a diagram illustrating the operation of reading the image on the game card 1. In the example in Figure 18, a guideline 75 with the same shape as the game card 1 and a scan start button 76 that instructs the start of scanning are displayed. The player operates the terminal 2 so that the outer edge of the game card 1, which is photographed by the reading unit 32 and displayed on the display unit 33, aligns with the guideline 75. With the outer edge of the game card 1 aligned with the guideline 75, the player selects (tap) the scan start button 76.

[0071] When the game card reading control unit 51 detects a tap of the scan start button 76, it starts scanning game card 1 (Step 401). The image of the scanned game card 1 is output from the game card reading control unit 51 to the character recognition control unit 52.

[0072] The character recognition control unit 52 compares the image of the scanned game card 1 with the feature data of each image in the character database D1 to identify the character corresponding to the image on the scanned game card 1 (Step 402).

[0073] If the character recognition control unit 52 can identify a character corresponding to the image on the scanned game card 1 (Step 403), it sets the ownership flag in the character database D1 corresponding to the identified character (assigns "1") (Step 404). The character recognition control unit 52 displays on the display unit 33 that a character has been newly acquired (that it has been newly registered in the game application) (Step 405), and returns to Step 100. If the character can be identified but is already owned (if the ownership flag has already been set), it displays that it is already owned and returns to Step 100 (menu screen) in the same way.

[0074] On the other hand, if the character recognition control unit 52 cannot identify the character corresponding to the image on the scanned game card 1 (Step 403), it displays an error on the display unit 33 (Step 407) and returns to Step 100 (menu screen).

[0075] In this way, the player can register the character associated with the acquired game card 1 in the game application, view various information about the character, and play games using the character. The above describes the operation of the game card scanning process.

[0076] This embodiment displays character images of characters acquired (owned) by the player on the terminal's display, and by selecting (tapping) the character image, it displays an individual icon that allows the player to directly transition to a screen related to that character. With this configuration, if a player is interested in a character, they can transition to the game screen or information viewing screen related to that character simply by selecting the individual icon. As a result, the process of transitioning to that screen can be shortened, and the player can transition to a screen related to that character while maintaining their interest in the character.

[0077] Furthermore, by displaying the character images of characters acquired (owned) by the player on the home screen where the menu button is displayed, and by displaying individual icons when a character image is selected (tapped), the menu button is used to start or end events related to the entire game or events related to multiple characters, while individual icons are used to start events related to individual characters. This also has the effect of improving the convenience of game operation for the player.

[0078] <Second Embodiment of the Present Invention> A second embodiment will now be described. The second embodiment relates to reducing or enlarging character placement images on the home screen. It would be convenient if the number of character images displayed on the character image display screen could be increased or decreased by reducing or enlarging the character placement images on the home screen.

[0079] When the operation detection unit 54 detects a pinch-in or pinch-out on the home screen, the first display control unit 53 processes the reduction or enlargement of the character placement image 74 according to the amount of the pinch. However, the menu button 80 on the home screen is not affected by the reduction or enlargement of the character placement image 74, and its size and position remain unchanged.

[0080] Here, reducing the size of the character placement image 74 means fixing the aspect ratio of the character placement image 74 and reducing its size. As a result, the display size of the character images displayed in the character image display area 75 on the home screen becomes smaller, but the number of character images displayed increases.

[0081] Figure 19 is a diagram illustrating the reduction of the character placement image 74. In the example in Figure 19, when the player pinches in on the home screen, the character placement image 74 is reduced while maintaining a fixed aspect ratio. As a result, the display size of the character images decreases, but the number of character images displayed within the character image display area 75 increases. At this time, as the character placement image 74 is reduced, the distance between the individual icon placement point 79 of the first individual icon 71 and the individual icon placement point 79 of the second individual icon 72 also decreases. Here, the second display control unit 55 places the first individual icon 71 and the second individual icon 72 at the individual icon placement points 79 where the distance between them has decreased, without changing the size of the first individual icon 71 and the second individual icon 72 as the character placement image is reduced. In this way, on the home screen, the size of the first individual icon 71 and the second individual icon 72 remains unchanged, while the distance between the first individual icon 71 and the second individual icon 72 appears to decrease. This is because the first individual icon 71 and the second individual icon 72 are selected (touched) by the player, and if their size becomes smaller, it becomes more difficult for the player to select them.

[0082] The character placement image 74 can be reduced in size until the individual icon placement point 79 of the first individual icon 71 and the individual icon placement point 79 of the second individual icon 72 overlap. However, if they completely overlap, the first individual icon 71 and the second individual icon 72 will no longer be selectable. Therefore, the reduction of the character placement image 74 is controlled to be impossible at a position where either the first individual icon 71 or the second individual icon 72 overlaps a part of the other.

[0083] On the other hand, enlarging the character placement image 74 involves fixing the aspect ratio of the character placement image and increasing its size. As a result, the display size of the character images shown in the character image display area 75 on the home screen increases, but the number of character images displayed decreases.

[0084] Figure 20 is a diagram illustrating the enlargement of the character image display screen. In the example in Figure 20, when the player pinches out on the home screen, the character placement image 74 is enlarged while maintaining a fixed aspect ratio. As a result, the display size of the character images increases, but the number of character images displayed within the character image display area 75 decreases. At this time, as the character placement image 74 enlarges, the distance between the individual icon placement point 79 of the first individual icon 71 and the individual icon placement point 79 of the second individual icon 72 also increases. Here, the second display control unit 55 places the first individual icon 71 and the second individual icon 72 at the individual icon placement point 79 without changing their size as the character placement image 74 enlarges. In this way, on the home screen, the sizes of the first individual icon 71 and the second individual icon 72 do not change, but the distance between them increases. This is because the first individual icon 71 and the second individual icon 72 are displayed for the purpose of being selected (touched) by the player, and if they become larger than necessary, it will detract from the overall aesthetics of the home screen. Regarding the enlargement of the character placement image 74, the resolution of the character image is taken into consideration, and a size that can be enlarged is set in advance.

[0085] According to the second embodiment, the player can reduce or enlarge the character placement image 74 on which the character images are displayed, thereby increasing the number of character images displayed or enlarging the character images.

[0086] On the other hand, the size of individual icons remains constant regardless of whether the character placement image is reduced or enlarged, so it does not impair the player's operability or the aesthetics of the home screen.

[0087] <Modification 1 of the embodiment of the present invention> A modified example 1 of the first or second embodiment described above will now be explained. In the first or second embodiment described above, the character image displayed on the home screen was a static image. However, it is thought that players would become more interested in the game if the character image were a dynamic image. Therefore, Modification 1 of the embodiment describes an example in which the character image is a dynamic image.

[0088] Figure 21 is a diagram illustrating an example of displaying characters in a character placement image using dynamic character images. In the example in Figure 21, the first display control unit 53 sets the character image to be placed on the placement map (page) 73 when the home screen is initially displayed as the first dynamic character image 90. The first dynamic character image 90 is, for example, an image in which the character moves dynamically up and down. Then, when a character is selected by the player (in the example in Figure 21, character A is selected), the first display control unit 53 displays the selected character with the second dynamic character image 91 instead of the first dynamic character image 90. The second dynamic character image 91 is, for example, an image in which the character rotates dynamically.

[0089] The first dynamic character image 90 or the second dynamic character image 91 may be a dynamic image that not only moves the character's image up, down, left, or right, or rotates it, but also changes the character's appearance. For example, the character's eyes may blink when the character is selected. Furthermore, the first dynamic character image 90 and the second dynamic character image 91 are pre-stored in the character image database D2 for each character ID. This configuration makes the character display more of a gimmick, which can pique the player's interest in the game.

[0090] <Modified example 2 of the present invention> A modified example 2 of the first or second embodiment described above will now be explained. Modification 1 of the above-described embodiment illustrates an example of making character images dynamic. However, it is also possible to make individual icons dynamic. Therefore, Modification 2 of the embodiment illustrates an example of dynamically representing individual icons.

[0091] Figure 22 is a diagram illustrating an example of dynamically representing individual icons. In the example in Figure 22, when a character is selected by the player (in the example in Figure 22, character A is selected), the second display control unit 55 temporarily reduces the size of the first individual icon 71 and the second individual icon 72 of the selected character, and then displays them back to their original size.

[0092] This configuration makes not only the display of characters but also the display of individual icons more engaging, thus piquing the player's interest in the game. Modification 2 of the embodiment can be implemented in combination with the first or second embodiment described above, or together with Modification 1.

[0093] <Modification 3 of the embodiment of the present invention> A third modified example of the first or second embodiment described above will now be explained. Modification 3 of the embodiment relates to the effects displayed when the player's screen is touched. Figure 23 is a diagram illustrating the effects when a player touches the character image display screen. A detection area is pre-set for each character image, where the operation detection unit 54 detects when a character image displayed on the character image display screen has been selected. In the example in Figure 23, a detection area is set for each character image, and when a player touch is detected within this detection area, that character is considered selected. The operation when a character is selected is as described above. On the other hand, if the operation detection unit 54 detects a player touch outside the detection area, the first display control unit 53 displays a trace of the touch at the location where the touch was detected. The trace of the touch in Figure 23 is just one example, and other examples are also acceptable.

[0094] This configuration makes the player's touch response more of a gimmick, which can pique the player's interest in the game. Modification 2 of the embodiment can be implemented in combination with the first or second embodiment described above, or together with Modification 1 or Modification 2.

[0095] <Modification 4 of the embodiment of the present invention> A fourth modified example of the first or second embodiment described above will now be explained. In the first embodiment described above, the character images in character placement image 74 were arranged in the order of the character's card number. However, the arrangement method is not limited to this. For example, the character images could be arranged according to the character's attribute.

[0096] The first display control unit 53 prepares a placement map 73 for each character attribute, places the character image on the placement map 73 for that attribute, and generates a character placement image for each character attribute. Figure 24 is an example of a character placement image 74 in Modification 4. The example in Figure 24 shows examples of a character placement image 74 for a character with the attribute "Water" and a character placement image 74 for a character with the attribute "Sky". The character placement image 74 for a character with the attribute "Water" is generated by superimposing the character image of a character with the attribute "Water" onto a background image 93 that matches the character's attribute "Water". Similarly, the character placement image 74 for a character with the attribute "Sky" is generated by superimposing the character image of a character with the attribute "Sky" onto a background image 94 that matches the character's attribute "Sky". The character placement images 74 for each attribute are switched using the switch button 95 displayed on the right side of the home screen.

[0097] Modification 4 of the embodiment allows for the display of character images that take into account the character's attributes. However, the method of arranging the characters is not necessarily limited to the character's attributes; any method that allows them to be distinguished from other characters is acceptable. For example, information about the character's place of origin could also be used. Modification 4 of the embodiment can be implemented in combination with the first or second embodiment described above, or together with Modification 1, Modification 2, or Modification 3.

[0098] In the embodiments described above, a card game using game cards was used as an example, but the genre of games to which it can be applied is not limited. For example, it may also be a competitive game that does not use tangible game cards. Furthermore, some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0099] [Note 1] Computers, A first display control means that displays the character image of a character owned by the player. A detection means for detecting the selection of a displayed character image. A second display control means that, in response to the selection of the character image, displays an individual icon that transitions to a screen related to the character of the selected character image. A program that makes it function as such.

[0100] [Note 2] The individual icons include at least one of the following: a first individual icon for transitioning to a game screen that runs a game in which the character of the selected character image is the target of control, or a second individual icon for transitioning to a character information display screen that can display character information about the character of the selected character image. The program described in Appendix 1.

[0101] [Note 3] The second display control means displays the individual icons in the vicinity of the selected character image, or superimposed on the selected character image. The program described in Appendix 1 or Appendix 2.

[0102] [Note 4] When the individual icons are displayed, if another character image is newly selected, the second display control means will display the individual icon corresponding to the character of the newly selected character image in place of the displayed individual icon. The program described in any of the appendices 1 through 3.

[0103] [Note 5] The first display control means controls the character image to be displayed enlarged or reduced, The second display control means displays the individual icons in a manner different from the manner in which the character image is enlarged or reduced. The program described in any of the appendices 1 through 4.

[0104] [Note 6] The second display control means displays the individual icons without changing their size, and without being linked to the enlargement or reduction of the character image. The program described in any of the appendices 1 through 5.

[0105] [Note 7] The second display control means is: In conjunction with the enlargement of the aforementioned character image, the distance between individual icons will be increased. In conjunction with the reduction in the display of the aforementioned character image, the distance between individual icons is shortened. The program described in any of the appendices 1 through 6.

[0106] [Note 8] The second display control means, in conjunction with the reduction display of the character image, displays one of the individual icons so that it is superimposed on the other. The program described in any of the appendices 1 through 7.

[0107] [Note 9] The second display control means, when the individual icons are displayed, changes the size of the individual icons when the character image corresponding to the individual icons is selected. The program described in any of the appendices 1 through 8.

[0108] [Note 10] The change in the size of the individual icons is a change that reduces the size of the individual icons, and then returns them to their original size after reduction. The program described in any of the appendices 1 through 9.

[0109] [Note 11] The first display control means displays the character image as a first moving image. The program described in any of the appendices 1 through 10.

[0110] [Note 12] The first display control means, in response to the selection of the character image, displays a second video instead of the first video. The program described in any of the appendices 1 through 11.

[0111] [Note 13] When the detection means detects contact with the detection range including the character image, it detects that the character image has been selected. The program described in any of the appendices 1 through 12.

[0112] [Note 14] The first display control means displays the trace of contact when the detection means detects contact outside the detection range. The program described in any of the appendices 1 through 13.

[0113] [Note 15] The first display control means displays the character image of the player's character on the home screen where the menu icon is displayed. The program described in any of the appendices 1 through 14.

[0114] [Note 16] The aforementioned computer, A reading means capable of reading images displayed on a tangible game medium. A means of holding a character identified by the image read, To make it function as The program described in any of the appendices 1 through 15.

[0115] [Note 17] A first display control means that displays the character image of the character owned by the player, A detection means for detecting the selection of the displayed character image, A second display control means that, in response to the selection of the character image, displays an individual icon that transitions to a screen related to the character of the selected character image, A game device equipped with the following features.

[0116] [Note 18] A game system comprising a tangible game medium and a game device, The aforementioned game medium has a picture displayed on at least one surface. The aforementioned game device, A reading means capable of reading the image displayed on the aforementioned media, A means for holding a character identified by the image read, A first display control means that displays the character image of the character owned by the player, A detection means for detecting the selection of the displayed character image, A second display control means that, in response to the selection of the character image, displays an individual icon that transitions to a screen related to the character of the selected character image, Equipped with, Game system.

[0117] [Note 19] Computers, A first display control means that displays the character image of a character owned by the player on the home screen where the menu icon is displayed. A detection means for detecting the selection of a character image displayed on the home screen, A second display control means that, in response to the selection of the character image, displays an individual icon that transitions to a screen related to the selected character image, either near the selected character image or superimposed on the selected character image. A program that makes it function as such.

[0118] [Note 20] A first display control means that displays the character image of the character owned by the player on the home screen where the menu icon is displayed, A detection means for detecting the selection of a character image displayed on the home screen, A second display control means that, in response to the selection of the character image, displays an individual icon that transitions to a screen related to the selected character image, either near the selected character image or superimposed on the selected character image. A game device equipped with the following features.

[0119] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of Symbols]

[0120] 1 Game Card 2 terminals 3 Game Servers 11 designs 12. First character image 13. First background image 14. Character Information (First Character) 21 displays 22 Touch control panel 23 speakers 24 cameras 31 Operation Input Section 32 Reading section 33 Display section 34. Sound output section 35 Communications Department 36 Memory section 37 Processing Unit 40 Game Processing Unit 41 Image generation unit 42 Sound generation section 43 Communication Control Unit 51 Game Card Reading Control Unit 52 Character Recognition Unit 53 First Display Control Unit 54 Operation detection unit 55 Second Display Control Unit 56 Game Execution Control Unit 57 Game Management Department

Claims

1. Computers, A background image display means that displays an attribute screen for each character attribute, which includes a background image corresponding to that attribute and displays character images only of characters that possess that attribute. Character image display control means that overlays the character image of the aforementioned character onto an attribute screen corresponding to the attributes of the character. A detection means for detecting a selection operation on the attribute screen, A selection means for selecting the character image, provided that the detected selection operation is a selection operation within the detection area set on the attribute screen. A trace display means that displays a trace of the selection operation at the location where the selection operation was detected on the attribute screen, provided that the detected selection operation is a selection operation outside the detection area set on the attribute screen. A program that makes it function as such.

2. The aforementioned selection operation is a touch on the screen. The program according to claim 1.

3. At least a portion of the character image is displayed within the detection area. The program according to claim 1 or claim 2.

4. Computers, The program according to any one of claims 1 to 3, which functions as an icon display control means that displays an icon that transitions to a screen relating to the character of the selected character image, provided that the selection operation is performed within the detection area.

5. The character image display control means displays multiple character images. The program according to any one of claims 1 to 4.

6. A background image display means that displays an attribute screen for each character attribute, which includes a background image corresponding to that attribute, and displays character images only of characters that possess that attribute. A character image display control means that displays the character image of the aforementioned character superimposed on an attribute screen corresponding to the attributes of the character, A detection means for detecting a selection operation on the attribute screen, A selection means for selecting the character image, provided that the detected selection operation is a selection operation within the detection area set on the attribute screen, A trace display means that displays a trace of the selection operation at the location where the selection operation was detected on the attribute screen, provided that the detected selection operation is a selection operation outside the detection area set on the attribute screen. A game device equipped with the following features.

Citation Information

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