Program, image-drawing method, and game device

JP2024082229A5Pending Publication Date: 2026-04-27CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2023-08-28
Publication Date
2026-04-27

AI Technical Summary

Technical Problem

Users find it difficult to understand which operations to perform in games due to the complexity of game controllers with multiple buttons, and existing technologies like Patent Document 1 only inform users about ability execution without guiding them on how to perform these operations.

Method used

A program that draws a screen with specific areas guiding game operations, including normal and special operation modes, using selection operation areas, normal and special operation areas, and gauge icons to visually indicate the content and readiness of special operations.

Benefits of technology

The solution makes it easier for users to understand and perform game operations by visually guiding them through the available actions and their readiness, enhancing user experience and operational clarity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program allowing a user to easily grasp operation contents that the user execute by guiding operation executable by the user.SOLUTION: An information processing device 2 includes: a screen-drawing unit 104 drawing a specific area 42 having button icons b1 to b4 disposed so as to surround a specific position c1 in a normal operation mode, normal operation areas n1 to n4 provided outside the button icons b1 to b4, and normal gauge icons g1 to g4 provided inside the button icons b1 to b4; and a mode switching unit 102 switching an operation mode from a normal operation mode to a particular operation mode when an operation controller 3 inputs a switching instruction of an operation mode. The screen drawing unit 104 draws a specific area 42 in which particular gauge icons g11 to g14 corresponding to the normal gauge icons g1 to g4 are disposed outside the normal gauge icons g1 to g4 when the operation mode is the particular operation mode.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program, an image rendering method, and a game device. [Background technology]

[0002] Conventionally, users play various kinds of games using game controllers. The controllers are provided with various operation buttons that allow the user to execute complex operations within the game. The user can perform special operations within the game by pressing multiple operation buttons simultaneously or pressing different operation buttons in a specified order.

[0003] For example, in action games, a user interface is adopted that can display the character's actions on a monitor in correspondence with the operation buttons on a controller. In such a user interface, it is required that the display content be sufficient according to the operation performed by the user.

[0004] A technology related to game control is known, which is described in Patent Document 1. Patent Document 1 states, "The player character executes an ability action both when it is determined that a simple operation has been input and when it is determined that a normal operation different from the simple operation has been input. When an ability action is executed by inputting a simple operation, the restricted state is maintained for a longer period of time than when an ability action is executed by inputting a normal operation. In the restricted state, the execution of the ability action is restricted, and when the time limit has elapsed, the state becomes permitted and the ability action can be executed." [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 6668540 Summary of the Invention [Problem to be solved by the invention]

[0006] As described above, there is provided an operation method that allows a user to perform a special operation different from a normal operation by performing a certain operation. However, the gauge icon disclosed in Patent Document 1 merely notifies the user whether or not an ability action can be performed. In addition, since the controller is provided with many operation buttons, it is difficult for the user to know what operation is required to perform the desired action in the game. For this reason, there has been a demand for information that makes it easier for the user to perform the operation.

[0007] The present invention has been made in view of the above circumstances, and has an object to make it easier for a user to understand the operation content of an operation to be performed. [Means for solving the problem]

[0008] The program of the present invention is for drawing a screen including a specific area as a part thereof for guiding game operations performed via an input unit, and when the operation mode of the game is a normal operation mode, the program includes the steps of: drawing a specific area having at least three or more selection operation areas provided corresponding to a selection operation unit provided on the input unit, the selection operation area being arranged so as to surround a specific position within the specific area, a normal operation area provided outside the selection operation area in correspondence with the selection operation area and indicating content of a normal operation in the normal operation mode, and a first special operation area provided inside the selection operation area in correspondence with the selection operation area and indicating content of a special operation in a special operation mode different from the normal operation mode; switching the operation mode from the normal operation mode to the special operation mode in response to an instruction to switch the operation mode input from the input unit; and when the operation mode is the special operation mode, drawing a specific area in which a second special operation area corresponding to the first special operation area is arranged outside the first special operation area. Have the computer run it. Effect of the Invention

[0009] According to the present invention, the operation content of an operation that the user can perform is guided in a specific area, so that the user can easily understand the operation content to be performed. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]

[0010] [Figure 1] 1 is an overall configuration diagram showing an overview of an image drawing system according to an embodiment of the present invention; [Diagram 2] 1 is a block diagram showing an example of a hardware configuration of an information processing device and a content distribution server constituting an image drawing system according to an embodiment of the present invention; [Diagram 3] 1 is a diagram showing an example of the external configuration of an operation controller according to an embodiment of the present invention; [Figure 4] 1 is a block diagram showing an example of an internal configuration of an information processing device according to an embodiment of the present invention; [Diagram 5] 13A and 13B are diagrams illustrating a display form of a specific region when the operation mode according to the embodiment of the present invention is a normal operation mode. [Figure 6] FIG. 13 is an enlarged view showing how a parameter indicated in a normal gauge icon changes in accordance with one embodiment of the present invention. [Figure 7] 13A and 13B are diagrams illustrating a display form of a specific region when the operation mode in the embodiment of the present invention is a special operation mode. [Figure 8] 11 is an enlarged view showing the display form of a special gauge icon in a state in which a player character in one embodiment of the present invention is able to activate an ability. FIG. [Figure 9] 13 is an enlarged view showing a display form of a special gauge icon during a cool time in one embodiment of the present invention. FIG. [Figure 10] 13 is an enlarged view showing a display form of a special gauge icon at the end of a cool time in one embodiment of the present invention. FIG. [Figure 11]13 is an enlarged view showing the display form of a special gauge icon when an ability is activated in one embodiment of the present invention. FIG. [Figure 12] 11 is an enlarged view showing a display example of a specific area in which a remaining number icon is displayed according to an embodiment of the present invention; FIG. [Figure 13] 13 is an enlarged view showing how the gauge icon changes when a player character in one embodiment of the present invention activates abilities in succession. FIG. [Figure 14] 13 is an enlarged view showing how a gauge icon changes until a player character in one embodiment of the present invention is able to activate an ability. FIG. [Figure 15] 5 is a flowchart illustrating an example of processing performed by an information processing device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.

[0012] [One embodiment] <Overall configuration example of image drawing system> FIG. 1 is a diagram showing an overall configuration of an image drawing system 1 according to an embodiment. The image drawing system 1 includes an information processing device 2, an operation controller 3, and a display device 4. The operation controller 3 and the display device 4 are connected to the information processing device 2 wirelessly or by wire. As the information processing device 2, for example, a game terminal or a PC (Personal Computer) is used as an example of a game device according to the present invention. The operation controller 3 is an example of an input unit for inputting input information of an operation performed by a user who uses the information processing device 2 to the information processing device 2.

[0013] In the image drawing system 1, for example, the information processing device 2 reads and executes a program recorded on an external recording medium such as an optical disk loaded into an optical drive 29 shown in FIG. 2 described later, the information processing device 2 draws a screen in accordance with input information from the operation controller 3, and the display device 4 displays the screen. In this specification, text, still images, videos, music, audio, and information that combines these are referred to as content. Content is expressed by the information processing device 2 executing a program read from a recording medium, and in this specification, computer games (also abbreviated as "games") correspond to content. Furthermore, operations specific to the content are controlled by the program of the content itself. For this reason, in the following description, the terms program and content may be used interchangeably.

[0014] The program processed by the information processing device 2 according to this embodiment renders a screen 41 including a specific area 42 for guiding the operation of a game performed via the operation controller 3. In this game, a normal operation mode and a special operation mode are provided as operation modes in which the user can operate using the operation controller 3. The normal operation mode and the special operation mode will be described in detail later.

[0015] The information processing device 2 reads a program from an external recording medium, performs a predetermined process, and displays an image resulting from the process on the display device 4. Note that the information processing device 2 can also record a program in its own internal recording medium (such as a hard disk drive (HDD) or a solid state drive (SSD)) and read the program from the internal recording medium to perform the predetermined process.

[0016] The information processing device 2 executes a program based on an operation signal input from the operation controller 3, and outputs a video signal suitable for a screen setting to the display device 4. When the program operated by the operation controller 3 is a game, the information processing device 2 draws a screen according to the input information from the operation controller 3, and outputs a video signal for displaying the image of this screen on the display device 4.

[0017] The display device 4 displays an image based on a video signal input from the information processing device 2. An example of a screen 41 displayed on the display device 4 is shown in FIG.

[0018] For example, in a game loaded on the information processing device 2, a user of the information processing device 2 uses the operation controller 3 to operate a specific character (called a "player character") displayed on the display device 4, causing various scenes including the player character to be drawn and displayed on the screen of the display device 4.

[0019] The player character is an object that can move freely in a two-dimensional or three-dimensional virtual space. Assumed operations on the player character from the operation controller 3 include, for example, moving the player character up, down, left, right, and diagonally, as well as moving the viewpoint to overlook the scene including the player character, and inputting various commands. The player character and the scene displayed on the display device 4 change almost in real time according to the operations performed on the operation controller 3. Therefore, the display device 4 displays a scene including the player character corresponding to the position and command intended by the user.

[0020] Furthermore, an area for assisting the operation of the player character is displayed on the display device 4. In Fig. 1, a specific area 42 or a specific area 42A that changes depending on the operation mode of the game is displayed on the lower right of the screen 41 displayed on the display device 4. That is, when the operation mode is the normal operation mode, the specific area 42 is displayed, and when the operation mode is the special operation mode, the specific area 42A is displayed.

[0021] In the specific areas 42, 42A, various information for guiding the operation of the player character is displayed. For example, the user can move the player character by switching between normal operation and special operation. In the normal operation mode, the user can perform normal operation using normal commands shown in FIG. 5, which will be described later. On the other hand, in the special operation mode, the user can perform special operation using special commands shown in FIG. 7, which will be described later. The user can switch between the normal operation mode and the special operation mode by pressing the R1 key 35 (see FIG. 3, which will be described later) as an example of a switching button provided on the operation controller 3 with the index finger.

[0022] <Example of hardware configuration of information processing device and content distribution server> Next, an example of the hardware configuration of the information processing device 2 and the content distribution server 5 that constitute the image drawing system 1 will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the information processing device 2 and the content distribution server 5 that constitute the image drawing system 1. As shown in FIG.

[0023] (Example of configuration of information processing device) The information processing device 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing device 2 includes a CPU (Central Processing Unit) 21, a GPU (Graphics Processing Unit) 22, a ROM (Read Only Memory) 23, a RAM (Random Access Memory) 24, a network interface 26, an input / output interface 27, a non-volatile storage 28, and an optical drive 29, each of which is connected to a bus 25. The image rendering system 1 can be connected to a content distribution server 5 via a network N such as the Internet.

[0024] The CPU 21 reads out program code of software for realizing each function according to the present embodiment from the ROM 23, loads it into the RAM 24, and executes it. Variables, parameters, etc. generated during the arithmetic processing of the CPU 21 or the GPU 22 are temporarily written to the RAM 24, and these variables, parameters, etc. are read out as appropriate by the CPU 21 or the GPU 22. The CPU 21 performs processes such as processing of the OS (Operating System) of the information processing device 2 and management of input and output of data performed by each part in the information processing device 2.

[0025] The GPU 22 performs processing required to draw, for example, a three-dimensional object on a screen. In the following description, the drawing processing refers to processing performed by the GPU 22 in response to an instruction from the CPU 21. As shown in FIG. 2, the GPU 22 and the CPU 21 may be configured separately, or the GPU 22 may be configured to be incorporated inside the CPU 21.

[0026] For example, a NIC (Network Interface Card) or the like is used as the network interface 26. Using the network interface 26, the information processing device 2 can obtain various data via a LAN (Local Area Network) or a dedicated line connected to a terminal of the NIC, and can communicate with other information processing devices 2 via the network N.

[0027] The input / output interface 27 converts the operation signal received from the operation controller 3 into data of a predetermined format and passes it to the CPU 21. The input / output interface 27 also converts screen data drawn by the GPU 22 into a video signal and outputs it to the display device 4. The display device 4 displays an image based on the video signal received from the input / output interface 27 on its screen. The input / output interface 27 can also output an audio signal to the display device 4. The display device 4 can emit audio from a speaker (not shown) configured in the display device 4 based on the audio signal received from the input / output interface 27.

[0028] As the nonvolatile storage 28, for example, an HDD, an SSD, a flexible disk, an optical disk, a magneto-optical disk, or a nonvolatile memory is used. In addition to the OS and various parameters, a program for functioning the information processing device 2 is recorded in this nonvolatile storage 28. The ROM 23 and the nonvolatile storage 28 record programs, data, etc. necessary for the CPU 21 to operate, and are used as an example of a computer-readable non-transitory storage medium that stores a program executed by the information processing device 2.

[0029] When the non-volatile storage 28 is an external recording medium configured with an optical disk or the like, the optical drive 29 reads this non-volatile storage 28 and extracts data. The data extracted by the optical drive 29 is used for predetermined arithmetic processing by the CPU 21 or the GPU 22.

[0030] (Example of a content distribution server configuration) The content distribution server 5 manages content, and distributes the content to the information processing device 2 based on a content acquisition request from the authenticated information processing device 2. For this reason, the information processing device 2 may store the content downloaded from the content distribution server 5 in an internal recording medium (such as the non-volatile storage 28) of the information processing device 2, and read the content from the internal recording medium when playing the content. Alternatively, the information processing device 2 may receive content distributed by streaming from the content distribution server 5, and cause the display device 4 to display the content.

[0031] The content distribution server 5 is an example of a calculator that operates as a computer. The content distribution server 5 includes a CPU 51, a GPU 52, a ROM 53, a RAM 54, a non-volatile storage 56, and a network interface 57, all of which are connected to a bus 55.

[0032] The CPU 51 reads out program code of software for realizing each function according to the present embodiment from the ROM 53, loads it into the RAM 54, and executes it. Variables, parameters, etc. generated during the arithmetic processing of the CPU 51 or the GPU 52 are temporarily written into the RAM 54, and these variables, parameters, etc. are read out by the CPU 51 or the GPU 52 as appropriate.

[0033] When the content distribution server 5 is configured to stream content to the information processing device 2, the content distribution server 5 performs a process of calculating a three-dimensional image in almost real time based on operation data received from the information processing device 2. The GPU 52 performs a process required to draw a three-dimensional object based on an operation signal received from the information processing device 2 via the network interface 57, for example. The image drawn by the GPU 52 is streamed as image data to the information processing device 2 via the network interface 57, and the image is displayed on the display device 4 connected to the information processing device 2. As shown in FIG. 2, the GPU 52 and the CPU 51 may be configured separately, or the GPU 52 may be configured to be incorporated inside the CPU 51.

[0034] As the non-volatile storage 56, for example, an HDD, an SSD, a flexible disk, an optical disk, a magneto-optical disk, or a non-volatile memory is used. In addition to the OS and various parameters, a program for operating the content distribution server 5 is recorded in this non-volatile storage 56. The ROM 53 and the non-volatile storage 56 record programs, data, and the like required for the CPU 51 to operate, and are used as an example of a computer-readable non-transitory storage medium that stores a program executed by the content distribution server 5.

[0035] The network interface 57 may be, for example, a NIC, and various data can be transmitted and received between the information processing device 2 and the network interface 57 via a LAN, a dedicated line, or the like connected to a terminal of the NIC.

[0036] <Example of the appearance of the operation controller> FIG. 3 is a diagram showing an example of the external configuration of the operation controller 3. As shown in FIG. The operation controller 3 is a controller in which a right stick key 31, a left stick key 32, an operation button 33, a cross directional key 34, an R1 key 35, an R2 key 36, an L1 key 37, and an L2 key 38 are attached to one housing. The upper side of Fig. 3 shows a plan view (1) of the operation controller 3, and the lower side of Fig. 3 shows a front view (2) of the operation controller 3 as viewed from slightly diagonally above the front.

[0037] The right stick key 31 and the left stick key 32 are used to move the player character to a position that is difficult to reach using the cross direction key 34. The right stick key 31 and the left stick key 32 are also used to change the viewpoint of the player character.

[0038] The operation buttons 33 are provided with four buttons labeled with four types of alphabetical letters, "A", "B", "C", and "D". A function for giving instructions to the player character is assigned to each button. In this embodiment, at least three or more buttons of the four operation buttons 33 are used as an example of a selection operation section capable of selecting various operations. Note that the operation buttons may be labeled with numbers, figures, and the like.

[0039] The cross directional key 34 is used to move the player character forward, backward, left, or right, or may be used to make the player character crouch by pressing the down key.

[0040] An R1 key 35 and an R2 key 36 are provided on the right side of the upper part of the operation controller 3, and an L1 key 37 and an L2 key 38 are provided on the left side. Each key is used, for example, for the player character to call up a specific function during battle, or to switch the display of the player character's equipment or status. Here, in this embodiment, the R1 key 35 is used as an example of a switching instruction section that can input an instruction to switch the operation mode of the game. However, other keys of the operation controller 3 (for example, the L1 key 37) or keys of a keyboard may be assigned as the switching instruction section.

[0041] <Example of internal configuration of information processing device> FIG. 4 is a block diagram showing an example of the internal configuration of the information processing device 2. As shown in FIG. The information processing device 2 includes an input receiving unit 101 , a mode switching unit 102 , an object operating unit 103 , a screen drawing unit 104 , and a screen output unit 105 .

[0042] The input receiving unit 101 receives input information from the operation controller 3. The input receiving unit 101 also receives start information of an interrupt process or the like that occurs in a certain scene as input information. In this case, even if there is no input information from the operation controller 3, the scene may change or the viewpoint may move. For this reason, input information is also input to the input receiving unit 101 by internal processing of the CPU 21 or the GPU 22.

[0043] The mode switching unit 102 is used as an example of an operation mode switching unit that switches the operation mode from the normal operation mode to the special operation mode by inputting an operation mode switching instruction as a mode switching signal by pressing the R1 key 35 of the operation controller 3. The mode switching unit 102 is also used as an example of an operation mode switching unit that switches the operation mode from the special operation mode to the normal operation mode. In this embodiment, an instruction to switch the operation mode is input as a mode switching signal from the operation controller 3 to the information processing device 2 when the user presses the R1 key 35 with his / her finger or when the user releases his / her finger from the R1 key 35. For this reason, if the user wants to continue the operation in the special operation mode, he / she needs to keep pressing the R1 key 35.

[0044] As described above, when the operation mode is the special operation mode, if the user releases his / her finger from the R1 key 35, the mode switching unit 102 switches the operation mode from the special operation to the normal operation mode when the mode switching signal is input again from the operation controller 3. In recent games, for example, the game difficulty level can be set to "hard", "normal", or "easy". In this embodiment, when the user selects the game difficulty level as "normal" or "hard", the game can be operated in the special operation mode only while the user is pressing the R1 key 35.

[0045] When in the operation mode switched by the mode switching unit 102, the object operation unit 103 determines the next operation of the player character in accordance with the operation instructions for the player character input from the operation controller 3. The object operation unit 103 also performs hit detection during an attack in accordance with the properties of various objects, such as the player character, enemy characters, buildings, roads, and the sky, that are arranged in a three-dimensional space, and determines various operations and performance displays, such as movement, attack, and defense, of the player character.

[0046] The screen drawing unit 104 draws the screen 41 including the object determined by the object operation unit 103 (see FIG. 1). As described above, the specific area 42 or 42A that changes depending on the operation mode is drawn in the lower right corner of the screen 41. The configuration of the specific area 42 or 42A will be described in detail later. The screen output unit 105 outputs the screen 41 drawn by the screen drawing unit 104 to the display device 4 .

[0047] The functions of the input reception unit 101 and the screen output unit 105 are realized by the input / output interface 27 shown in Fig. 2. The functions of the mode switching unit 102, the object operation unit 103, and the screen drawing unit 104 are realized by the GPU 22 shown in Fig. 2, but may be realized by the CPU 21 if the information processing device 2 does not have the GPU 22.

[0048] When the content distribution server 5 is configured to stream content to the information processing device 2, the input receiving unit 101, mode switching unit 102, object operation unit 103, and screen drawing unit 104 shown in Fig. 4 are provided in the content distribution server 5. The content distribution server 5 switches the operation mode, controls the operation of the character object, and draws the screen based on input information including an operation signal received from the information processing device 2 via the network N. Thereafter, display information including the drawn screen is transmitted from the content distribution server 5 to the information processing device 2 via the network N. The information processing device 2 displays the screen on the display device 4 in real time based on the received display information.

[0049] <Normal operation mode> Next, the operation modes will be described. First, the display form of the specific area 42 when the operation mode is the normal operation mode will be described. FIG. 5 is a diagram showing the display form of the specific area 42 when the operation mode is the normal operation mode.

[0050] In the specific area 42, information for guiding the user to operate the game in the normal operation mode is displayed. By checking the specific area 42, the user can understand the operations that can be instructed to the player character in the normal operation mode. In this specific area 42, button icons b1 to b4 are displayed. "A", "B", "C", and "D" displayed in the button icons b1 to b4 correspond to the positions of the operation buttons 33 of the operation controller 3 (see FIG. 3), respectively. Note that the button icons b1 to b4 are used as an example of at least three or more selection operation areas provided corresponding to the operation buttons 33. In other words, all of the button icons b1 to b4 do not have to be displayed. For example, when only the buttons "A", "B", and "C" of the operation buttons 33 are used in the game, only the button icons b1 to b3 may be displayed in the specific area 42. Alternatively, when the operation buttons 33 of the operation controller 3 have five or more buttons, five or more button icons may be displayed corresponding to the five or more buttons.

[0051] The button icons b1 to b4 (an example of a selection operation area) are arranged so as to surround a specific position c1 indicated by a black dot in the figure. The specific position c1 is illustrated to explain the positions of various icons displayed in the specific area 42, and is not actually displayed in the specific area 42. The specific position c1 is provided near the center of the button icons b1 to b4, and the distances from the specific position c1 to the button icons b1 to b4 are equal. However, by arranging the button icons b1 to b4 in a diamond shape, for example, the distances from the specific position c1 to the button icons b1 and b3 may be made different from the distances from the specific position c1 to the button icons b2 and b4.

[0052] Outside the button icons b1 to b4, normal operation areas n1 to n4 are provided corresponding to the button icons b1 to b4, respectively. The normal operation areas n1 to n4 display operation contents in the normal operation mode. For example, the normal operation area n1 displays "First attack", the normal operation area n2 displays "Second attack", the normal operation area n3 displays "Combined attack", and the normal operation area n4 displays "Jump". The display contents of the normal operation areas n1 to n4 may change according to the operation. For example, by inputting the first attack multiple times, the display contents of the normal operation area n1 may change from "First attack" to "First attack +1" to "First attack +2". For example, when the user presses the "A" operation button 33 shown in the button icon b1, the player character of the game can perform a first attack on an enemy character. In this way, each button of the operation buttons 33 is associated with an operation of the player character. Since the operation contents are displayed in the normal operation areas n1 to n4, the user can easily understand what action the player character will take by pressing which button. Note that the second attack and the combo attack represent operations specific to the game developed by the present applicant.

[0053] Also displayed at the top right of the specific area 42 are guide areas n5 and n6 for guiding the user as to what operation will be performed when the R1 key 35 and the R2 key 36 are pressed in the normal operation mode. For example, when the user presses the R1 key 35, the user is informed by "ability" displayed in the guide area n5 that the player character can activate a specific ability (called an ability). Also, when the user presses the R2 key 36, the user is informed by "avoid" displayed in the guide area n5 that the player character can avoid an attack by an enemy character. In the following description, an operation that the user can perform to activate an ability of the player character is called a special operation. To perform this special operation, the user needs to press the R1 key 35.

[0054] Inside the button icons b1 to b4, normal gauge icons g1 to g4 are provided corresponding to the button icons b1 to b4 and are displayed as an example of a first special operation area, which indicates the content of a special operation in a special operation mode different from the normal operation mode. The screen drawing unit 104 normally draws parameters indicating whether or not a user can execute a special operation in the normal gauge icons g1 to g4, and the screen output unit 105 outputs the screen on which the parameters are drawn to the display device 4. Here, the normal gauge icons g1 to g4 display parameters (for example, a color area a1 shown in FIG. 6 described later) until the user can execute the special operation in a different color for each special operation as the content of the special operation. Note that the normal gauge icons g1 to g4 shown in FIG. 5 indicate that all of the respective special operations are available. Also, the button icons b1 to b4 and the normal gauge icons g1 to g4 are arranged at equal intervals, but may be arranged at different intervals.

[0055] The parameter increases under a predetermined condition, and when the parameter exceeds a predetermined value, the user can execute a special operation. Then, when the special operation is executed and the player character activates an ability, the parameter decreases. For example, when the operation mode is the normal operation mode, the parameter is represented by a change in shape of the color area in the normal gauge icons g1 to g4, which represent the state until the user can execute the special operation. Then, when the normal gauge icons g1 to g4 are filled with the color area, the user can execute the special operation. Here, focusing on the normal gauge icon g1, an example of the change in the parameter will be described with reference to FIG. 6.

[0056] 6 is an enlarged view showing the change in the parameter indicated by the normal gauge icon g1. This parameter is represented by a change in the shape of the color area a1 within the normal gauge icon g1, which indicates the state until the user is able to execute the special operation.

[0057] A change in the parameter indicated in the normal gauge icon g1 is indicated by a change in the area of ​​the color region a1 displayed inside the normal gauge icon g1. For example, when the player character is attacked by an enemy character or when time in the game passes, the area of ​​the color region a1 increases and the shape changes. Then, for example, when the shape of the color region a1 changes to the same rectangle as the normal gauge icon g1 and the normal gauge icon g1 is filled with the color region a1, the character can activate an ability, and the user can perform a special operation.

[0058] The display form of the normal gauge icon g1 changes in sequence from (1) in FIG. In the display form shown in FIG. 6(1), the color area a1 is not displayed in the normal gauge icon g1. 6(2) shows a display form in which a color area a1 is displayed on a normal gauge icon g1. However, the color area a1 is displayed in a state where it is gathered under the normal gauge icon g1.

[0059] 6(3), the gauge icon g1 is displayed with an increased area of ​​the color region a1. This color region a1 is displayed as being filled to about half the size of the gauge icon g1. 6(4), the normal gauge icon g1 is displayed with an increased area of ​​the color region a1, which is more than half full of the normal gauge icon g1.

[0060] <Special operation mode> Next, the special operation mode will be described. First, the display form of the specific area 42A when the operation mode is the special operation mode will be described. FIG. 7 is a diagram showing a display form of the specific area 42A when the operation mode is the special operation mode.

[0061] In the specific area 42A, information for guiding the user in operating the game in the special operation mode is displayed. By checking the specific area 42A, the user can understand the abilities that the player character can activate in the special operation mode. In this specific area 42A, button icons b11 to b14 are displayed. "A," "B," "C," and "D" displayed in the button icons b11 to b14 respectively correspond to the positions of the operation buttons 33 of the operation controller 3 (see FIG. 3). The button icons b11 to b14 are used as an example of at least three or more selection operation areas provided corresponding to the operation buttons 33.

[0062] Here, the button icons b11 to b14 are arranged so as to surround the specific position c11 indicated by a black dot in the figure. The specific position c11 is illustrated to explain the position of various icons displayed in the specific area 42A, and is not actually displayed in the specific area 42A. The specific position c11 and the button icons b11 to b14 shown in FIG. 7 are displayed at the same positions as the specific position c1 and the button icons b1 to b4 shown in FIG. 5 in the normal operation mode. The specific position c11 is provided near the center of the button icons b11 to b14, and the distances from the specific position c11 to the button icons b11 to b14 are equal. However, by arranging the button icons b11 to b14 in a diamond shape, for example, the distances from the specific position c11 to the button icons b11 and b13 may be made different from the distances from the specific position c11 to the button icons b12 and b14.

[0063] When the operation mode is the special operation mode, special gauge icons g11-g14 are displayed outside the button icons b11-b14 in correspondence with the button icons b11-b14 and indicate the content of the special operation in the special operation mode. The special gauge icons g11-g14 are provided in correspondence with the normal gauge icons g1-g4 shown in Fig. 5, and are arranged outside the normal gauge icons g1-g4. The button icons b11-b14 and the special gauge icons g11-g14 are arranged at equal intervals, but may be arranged at different intervals.

[0064] The special gauge icons g11 to g14 display the parameters required to execute a special operation in a different color for each special operation as the content of the special operation. Also, pictures set for each ability are displayed inside the special gauge icons g11 to g14. Basically, the pictures displayed inside the special gauge icons g11 to g14 are different for each ability, but the same picture may be displayed for some abilities.

[0065] When the operation mode is the special operation mode, the parameters are represented by a change in the shape of the color area in the special gauge icons g11 to g14, which indicate the state until the special operation can be executed. When the special gauge icons g11 to g14 are filled with the color area, the player character is in a state where he can activate the ability, and the special operation can be executed by the user pressing the R1 key 35 to switch to the special operation mode. In addition, the color of the color area when the player character is in a state where he can activate the ability may be the same color for all of the special gauge icons g11 to g14, or may be different colors. As described above, the color may be in accordance with the attribute of the player character (for example, red for fire attribute and blue for water attribute).

[0066] 7 indicate that all of the special operations are available. The screen drawing unit 104 draws the special gauge icons g11-g14 when the operation mode is the special operation mode in a larger area than the normal gauge icons g1-g4 when the operation mode is the normal operation mode. As a result, the special gauge icons g11-g14 are displayed in a larger size than the normal gauge icons g1-g4 shown in FIG. 5.

[0067] Outside the special gauge icons g11-g14, special operation areas n11-n14 are arranged as an example of a second special operation area in correspondence with the button icons b11-b14, respectively. In FIG. 7, the special operation areas n11-n14 are displayed without overlapping with the button icons b11-b14, but the special operation areas n11-n14 may be displayed overlapping with the button icons b11-b14. Then, when the operation mode is the special operation mode, the screen drawing unit 104 draws text or an image representing the content of the special operation in accordance with the position of the special gauge icons g11-g14. Then, the screen output unit 105 outputs to the display device 4 the specific area 42A in which the text or image representing the content of the special operation is drawn.

[0068] As the operation contents displayed in the special operation areas n11 to n14, for example, "ability 1" is displayed in the special operation area n11, and "ability 2" is displayed in the special operation area n12. For example, when the user presses the operation button 33 "A" shown in the button icon b11, a special operation is possible that causes the player character to activate ability 1. In this way, each button of the operation buttons 33 is associated with an operation of the player character. And, because the operation contents are displayed in the special operation areas n11 to n14, the user can easily understand what operation the player character will perform by pressing which button.

[0069] Also displayed in the upper right corner of the specific area 42A are guide areas n15, n16 for guiding the user as to what operation will be performed when the R1 key 35 and the R2 key 36 are pressed in the special operation mode. The display contents and functions of the guide areas n15, n16 are similar to those of the guide areas n5, n6 shown in FIG.

[0070] As shown in FIG. 5 and FIG. 7, the normal gauge icons g1 to g4 displayed inside the button icons b1 to b4 in the normal operation mode are displayed as special gauge icons g11 to g14 outside the button icons b11 to b14 in the special operation mode. Therefore, in the special operation mode, the user can easily visually recognize the state of the special gauge icons g11 to g14, and the user can easily determine whether or not a special operation can be executed. In addition, the special gauge icons g11 to g14 display parameters (for example, a color area a11 shown in FIG. 8 described later) until the user can execute the special operation in a different color for each special operation as the content of the special operation. At this time, the screen drawing unit 104 draws parameters indicating whether or not the special operation can be executed on the special gauge icons g11 to g14, and the screen output unit 105 outputs the screen on which the parameters are drawn to the display device 4.

[0071] In addition, when an instruction to switch the operation mode is input from the operation controller 3 as a mode switching signal, the screen drawing unit 104 draws at least one of the normal gauge icons g1 to g4 and the special gauge icons g11 to g14 while continuously moving them from the inside to the outside of the button icons b1 to b4. Here, the screen drawing unit 104 performs a drawing process of enlarging and moving the normal gauge icons g1 to g4, which are an example of the first special operation area, outwardly with respect to the specific position c1 while fading out. Then, simultaneously with this drawing process, the screen drawing unit 104 performs a drawing process of moving the special gauge icons g11 to g14, which are an example of the second special operation area, outwardly with respect to the specific position c1 while fading in. However, the screen drawing unit 104 may display the specific area 42A in the display form shown in FIG. 7 after performing only one of the above-mentioned drawing processes. In this way, the image is changed from the specific area 42 to the specific area 42A, so that the user can easily recognize that the switching instruction has been correctly input from the operation controller 3 and that the operation mode has been switched to the special operation mode.

[0072] <Special gauge icon display format> Next, examples of the display forms of the special gauge icons g11 to g14 will be described with reference to Fig. 8 to Fig. 14. Note that Fig. 8 to Fig. 11 describe the display form of the special gauge icon g11, and Fig. 12 to Fig. 14 describe the display form of the special gauge icon g13. In addition, in the display forms described in Fig. 8 to Fig. 14, it is assumed that the user is continuing to press the R1 key 35.

[0073] FIG. 8 is an enlarged view showing the display form of the special gauge icon g11 when the player character is in a state where he or she can activate an ability.

[0074] In the display form shown in Fig. 8(1), the color area a11 of the special gauge icon g11 is illuminated when it is fully filled. The illumination of the color area a11 of the special gauge icon g11 indicates to the user that the player character is in a state where he or she can activate an ability.

[0075] In the display form shown in FIG. 8(2), a light emitting effect e11-1 is displayed around the special gauge icon g11. The light emitting effect e11-1 emits light in a color different from the color of the color area a11 and in a range larger than the special gauge icon g11. The light emitting effect e11-1 is displayed at regular time intervals. This light emitting effect e11-1 strongly reminds the user that the player character is in a state where he or she can activate an ability.

[0076] 9 is an enlarged view showing the display form of the special gauge icon g11 during cooldown. When the player character activates an ability, the cooldown period begins. The cooldown period is the waiting time required for the player character to be able to activate an ability again.

[0077] In the display form shown in Fig. 9(1), the special gauge icon g11 is shown immediately after the activation of the ability. At this time, the color area a11 of the special gauge icon g11 has disappeared, and the brightness of the special gauge icon g11 is also reduced. This display form shown in Fig. 9(1) represents a state in which the player character cannot activate the ability.

[0078] 9(2), (3), and (4), the special gauge icon g11 is shown gradually filling up with the color area a11. By showing the change in form in which the color area a11 fills up in the special gauge icon g11, the user can increase their anticipation until the ability becomes available for activation.

[0079] After the player character activates an ability, a cooldown period begins. During the cooldown period, the player character cannot activate the ability, but the user may wish to know at what point the ability can be activated. Therefore, if the display form of the special gauge icon g11 changes during the cooldown period, the user can know how long the player character must wait before he or she can activate the ability.

[0080] 10 is an enlarged view showing the display form of the special gauge icon g11 at the end of the cool time. Here, the display form of the special gauge icon g11 during the cool time and at the end of the cool time will be described separately.

[0081] The display form during the cool time shown in FIG. 10(1) is the same as the display form shown in FIG. 9(4). In the display form at the end of the cool time shown in FIG. 10(2), the special gauge icon g11 is displayed in a state where it is filled with the color region a11. In addition, the moment the special gauge icon g11 is filled with the color region a11, a light-emitting effect e11-2 is displayed around the special gauge icon g11. The light-emitting effect e11-2 makes the special gauge icon g11 glow brightly, thereby informing the user that the player character is now in a state where he or she can activate an ability.

[0082] 11 is an enlarged view showing the display form of the special gauge icon g11 when the ability is activated. Here, the display form of the special gauge icon g11 before the ability is activated and when the ability is activated will be explained separately.

[0083] The display form before the ability is activated, as shown in (1) of Figure 11, is shown in a state in which the special gauge icon g11 is filled with the color area a11. The display form when an ability is activated, shown in FIG. 11(2), is shown with a lighting effect e11-3 displayed around the special gauge icon g11. When the user performs an operation to activate an ability (an operation of pressing the "A" button while pressing the R1 key 35 of the operation controller 3), the lighting effect e11-3 causes the special gauge icon g11 to light up brightly, and the character activates the ability. The lighting effect e11-3 can inform the user that the player character has activated the ability.

[0084] <Display form of specific area notifying abilities that can be successively activated by the player character> There are various types of abilities. Here, the display form of the specific area 42A that notifies the user of abilities that the player character can successively activate within a short period of time (for example, 30 seconds) will be described with reference to Figs. 12 to 14.

[0085] (Example of a specific area including the remaining number of times icon) Fig. 12 is an enlarged view showing a display example of the specific area 42A in which the remaining number icon t13 is displayed. In the specific area 42A shown in Fig. 12, in order to avoid cluttering the drawing, the special operation areas n11 to n14 and the guide areas n15 and n16 shown in Fig. 7 are omitted.

[0086] The remaining number icon t13 is an example of an executable number area indicating the number of times a special operation can be executed. When the operation mode is the special operation mode, the screen drawing unit 104 draws the remaining number icon t13 indicating the number of times a user can execute a special operation, that is, the remaining number of abilities that the player character can continuously activate in a short period of time, inside the button icons b11 to b14. Then, the screen output unit 105 outputs to the display device 4 the screen 41 on which the specific area 42A including the remaining number icon t13 is drawn.

[0087] Here, inside the special gauge icon g13 and the button icon b13, a remaining number icon t13 is displayed as the number of times the player character can activate ability 3. Here, "2" is displayed on the remaining number icon t13, indicating that the player character has two remaining times to activate ability 3. Here, the remaining number displayed on the remaining number icon t13 varies depending on the size of the color area a13 of the special gauge icon g13. In the example shown in FIG. 12, when the color area a13 fills the special gauge icon g13, it can be seen that the player character has two remaining times to activate ability 3.

[0088] (Reduction in color area) Fig. 13 is an enlarged view showing how the special gauge icon g13 changes when the player character activates abilities consecutively. In the example shown in Fig. 13 and Fig. 14, when the color area a13 fills the special gauge icon g13, the player character can activate ability 3 consecutively up to three times.

[0089] In the display form shown in FIG. 13(1), the color area a13 fills the entire special gauge icon g13, and "3" is displayed in the remaining number icon t13. This indicates that the remaining number of times of the ability is 3. In the case of an ability that the player character can activate continuously, for example, the length from the lower apex to the upper apex of the special gauge icon g13 is divided by the maximum number of times the ability can be activated, and this divided position is associated with the height of the color area a13. For example, in the case where the player character can activate the ability a maximum of three times continuously, it is assumed that the character can activate the ability once when the height from the lower apex of the color area a13 reaches one-third of the length from the lower apex to the upper apex of the special gauge icon g13.

[0090] The display form shown in Fig. 13(2) shows the state after the player character has used an ability once. At this time, a part of the color area a13 is reduced from the special gauge icon g13. The height from the lower apex of the color area a13 becomes two-thirds of the length from the lower apex to the upper apex of the special gauge icon g13, and "2" is displayed on the remaining number icon t13.

[0091] The display form shown in FIG. 13(3) shows the state after the player character has used the ability one more time. At this time, the color area a13 further decreases from the special gauge icon g13. At this time, the height from the lower apex of the color area a13 becomes one-third of the length from the lower apex to the upper apex of the special gauge icon g13, and "1" is displayed on the remaining number icon t13.

[0092] The display form shown in Fig. 13(4) shows the state after the player character has used the ability once more. At this time, the color area a13 disappears from the special gauge icon g13, and "0" is displayed on the remaining number icon t13. Therefore, in the display form shown in Fig. 13(4), the player character cannot activate the ability.

[0093] (Increase in color area) 14 is an enlarged view showing how the special gauge icon g13 changes until the player character is able to activate an ability. The color area a13 of the special gauge icon g13 increases with the passage of time.

[0094] 14(1), the special gauge icon g13 has only a small amount of color area a13 accumulated, and the remaining number icon t13 displays "0." Therefore, the player character cannot activate the ability.

[0095] In the display form shown in (2) of Fig. 14, the color area a13 is accumulated in the special gauge icon g13. At this time, the height from the lower apex of the color area a13 becomes one third of the length from the lower apex to the upper apex of the special gauge icon g13, and "1" is displayed in the remaining number icon t13. Therefore, in the display form shown in (2) of Fig. 14, the player character can activate the ability once.

[0096] In the display form shown in (3) of Fig. 14, the color area a13 is filled up more than half of the special gauge icon g13. At this time, the height from the lower apex of the color area a13 is two-thirds the length from the lower apex to the upper apex of the special gauge icon g13, and "2" is displayed in the remaining number icon t13. Therefore, in the display form shown in (3) of Fig. 14, the player character can activate the ability twice.

[0097] In the display form shown in (4) of Fig. 14, the color area a13 fills the entire special gauge icon g13, so "3" is displayed in the remaining number icon t13. Therefore, in the display form shown in (4) of Fig. 14, the player character can activate the ability three times.

[0098] As shown in Figures 13 and 14, the color area a13 fills up in the special gauge icon g13 according to the remaining number of times the player character can activate the ability, and the remaining number of times is displayed in the remaining number icon t13. Here, when the color area a13 fills up, the height of the color area a13 changes at a constant speed from the lower apex to the upper apex of the special gauge icon g13. However, the speed at which the height of the color area a13 changes does not necessarily have to be at a constant speed.

[0099] Also, the height from the lower vertex of the color area a13 relative to the length from the lower vertex to the upper vertex of the special gauge icon g13 can be changed according to the maximum number of times the player character can activate the ability consecutively. For example, if the player character can activate the ability consecutively a maximum of n times, the character may be able to activate the ability once when the height from the lower vertex of the color area a13 reaches 1 / n of the length from the lower vertex to the upper vertex of the special gauge icon g13.

[0100] <Example of processing by information processing device> Next, an example of the process of the information processing device 2 (see FIG. 4) will be described. 15 is a flowchart showing an example of processing by the information processing device 2. It is assumed that the operation mode at the start of this processing is set to the normal operation mode.

[0101] First, the input receiving unit 101 receives input information from the operation controller 3 (S1). This input information includes, for example, an operation signal from the right stick key 31, an operation signal from the left stick key 32, an operation signal from the operation button 33, an operation signal from the cross direction key 34, an operation signal from the R1 key 35, the R2 key 36, the L1 key 37, or the L2 key 38. It should be noted that the mode switching signal of the R1 key 35 is included in the above-mentioned operation signal.

[0102] Next, the mode switching unit 102 switches to the special operation mode when a mode switching signal, which is an instruction to switch the operation mode, is included in the input information accepted by the input accepting unit 101 (S2). For example, when the input information includes an operation signal from the R1 key 35, the mode switching unit 102 switches from the normal operation mode to the special operation mode.

[0103] The object operation unit 103 judges whether the current operation mode is the special operation mode (S3). If it is judged that the current operation mode is the special operation mode (YES in S3), the process enters a loop process for the special operation mode (S4).

[0104] In this loop process, the screen drawing unit 104 draws a screen in the special operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S5). At this time, the screen 41 of the display device 4 displays the specific area 42A in the case where the operation mode is the special operation mode shown in FIG.

[0105] Next, the input receiving unit 101 receives input information from the operation controller 3 (S6). Next, the mode switching unit 102 determines whether or not the input information received by the input receiving unit 101 includes a mode switching signal, which is an instruction to switch the operation mode (S7). For example, if the user keeps pressing the R1 key 35, the input information does not include a mode switching signal. Therefore, if it is determined that the input information does not include a mode switching signal (NO in S7), the user operates the player character using other operation buttons or the like while keeping the R1 key 35 pressed.

[0106] In this way, if the user keeps pressing the R1 key 35, the mode switching signal is in the ON state, and it can be said that the switching instruction is being continuously input. Then, while the switching instruction is being continuously input, that is, while the user is pressing the R1 key 35, the mode switching unit 102 maintains the operation mode in the special operation mode. Then, the object operating unit 103 performs an operation process in the special operation mode (S8). This allows the player character to perform an action such as activating an ability.

[0107] Next, the screen drawing unit 104 draws a screen including the player character operated in the special operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S9). After that, the process returns to step S5 again, and the loop process of the special operation mode is repeated.

[0108] On the other hand, when the user releases his / her finger from the pressed R1 key 35, the input information includes a mode switching signal. Therefore, in step S7, if it is determined that the input information includes a mode switching signal (YES in S7), the user is in a state of releasing his / her finger from the R1 key 35. In this way, when the user stops pressing the R1 key 35, the mode switching signal becomes OFF, and it can be said that the input of the switching instruction has stopped. Then, when the input of the switching instruction by the user is stopped, that is, when the user stops pressing the R1 key 35, the mode switching unit 102 switches the operation mode from the special operation mode to the normal operation mode (S10) and exits the loop processing of the special operation mode. Then, the process returns to the processing of step S1 again.

[0109] Furthermore, in step S3, if the object operating unit 103 determines that the current operation mode is not the special operation mode (NO in S3), that is, the normal operation mode, the screen drawing unit 104 draws a screen in the normal operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S11). At this time, the specific area 42 in the case where the operation mode is the normal operation mode shown in Fig. 5 is displayed on the screen 41 of the display device 4.

[0110] Next, the input receiving unit 101 receives input information from the operation controller 3 (S12). Then, the object operating unit 103 performs operation processing in the normal operation mode (S13). This allows the player character to perform normal actions without activating abilities.

[0111] Next, the screen drawing unit 104 draws a screen including the player character operated in the normal operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S14). After that, the process returns to step S1 again and the process is repeated.

[0112] In the information processing device 2 according to the embodiment described above, in the normal operation mode, the normal gauge icons g1 to g4 are displayed inside the button icons b1 to b4 provided in the specific area 42. From the state in which the color area of ​​the normal gauge icons g1 to g4 is accumulated, the user can easily understand whether the character is in a state in which the ability can be activated, even in the normal operation mode. In addition, in the special operation mode, the special gauge icons g11 to g14 are displayed outside the button icons b11 to b14 provided in the specific area 42A. Here, when switching from the normal operation mode to the special operation mode, the normal gauge icons g1 to g4 (see FIG. 5) displayed inside the button icons b1 to b4 are displayed as the special gauge icons g11 to g14 (see FIG. 7) that have moved outside the button icons b11 to b14. This makes it possible to strongly impress on the user that the special operation mode has been switched to.

[0113] In addition, special operation areas n11 to n14 are displayed for the special gauge icons g11 to g14, respectively. The contents of the abilities associated with the button icons b11 to b14 are displayed in the special operation areas n11 to n14. Therefore, the user can perform a special operation to activate the abilities that are in an activateable state shown in the special gauge icons g11 to g14 while checking the contents of the abilities displayed in the special operation areas n11 to n14. In this way, the specific areas 42, 42A are switched and displayed according to the operation mode, so that only information necessary and sufficient for the user's operation is displayed. And, the operation contents of the operations that the user can execute are guided in the specific areas 42, 42A, so that the user can easily grasp the operation contents to be executed.

[0114] Moreover, the button icons b1 to b4, b11 to b14 are arranged at positions corresponding to the respective operation buttons 33 of the operation controller 3. This allows the user to execute normal operations or special operations without checking the operation controller 3 at hand, improving the convenience of operations.

[0115] Furthermore, when the color areas of the special gauge icons g11 to g14 are filled and the character is able to activate the ability, this is indicated by the light emitting effect e11-1 shown in FIG. 8 and the light emitting effect e11-2 shown in FIG. 10. Therefore, even in a situation where there are many enemies or the screen is changing rapidly, the user can easily recognize that the player character is in a state where he or she can activate the ability. Furthermore, the user is notified by the light emitting effect e11-3 shown in FIG. 11 that the character has activated the ability. Therefore, the user can easily recognize that he or she has intentionally performed a special operation to cause the character to activate the ability.

[0116] Furthermore, if there are abilities that can be activated consecutively, the number of times the player character can activate the abilities consecutively in a short period of time is displayed in the display form shown in Figures 12 to 14. This allows the user to check the remaining number icon t13 and grasp the number of abilities that can be activated, making it easier to consider strategies during battles, etc. (such as the timing to activate the abilities).

[0117] [Variations] The operation controller 3 according to the embodiment described above outputs a mode switching signal to the information processing device 2 both when the user presses the R1 key 35 with his / her finger and when the user releases his / her finger from the R1 key 35. However, when the player character or enemy character displayed on the screen 41 moves vigorously, some users may find it difficult to press and release the R1 key 35. Therefore, when the user selects "easy" as the game difficulty level, the setting may be changed so that the mode switching signal is output from the operation controller 3 to the information processing device 2 only when the R1 key 35 is pressed.

[0118] In this case, when the user presses the R1 key 35, a mode switching signal, which is an instruction to switch the operation mode, is output from the operation controller 3 to the information processing device 2. When the mode switching signal is input from the operation controller 3, the mode switching unit 102 switches the operation mode to the special operation mode in the process of step S2 in FIG. 15. At this time, the mode switching signal is in an ON state. If the user has pressed the R1 key 35, the mode switching signal is not output from the operation controller 3 to the information processing device 2 even if the user releases his / her finger from the R1 key 35, and the mode switching unit 102 maintains the operation mode in the special operation mode. Therefore, in the process of step S7 in FIG. 15, it is determined that the input information does not include a mode switching signal (NO in S7). At this time, the mode switching signal is in an ON state, but it can be said that the input of the switching instruction has stopped. After that, when the R1 key 35 is pressed again, the mode switching signal is again input from the operation controller 3 to the information processing device 2. For this reason, in the process of step S7 in FIG. 15, it is determined that the input information includes a mode switching signal (YES in S7). Then, the mode switching unit 102 switches the operation mode from the special operation mode to the normal operation mode (S10). In this way, after the user presses the R1 key 35 once, the user can perform a special operation even if the user releases his / her finger from the R1 key 35. Furthermore, when returning from the special operation mode to the normal operation mode, the user only needs to press the R1 key 35 again, so that even a user who is unfamiliar with action games can enjoy the game.

[0119] Furthermore, when a mode switching signal is input as a switching instruction from the operation controller 3, the screen rendering unit 104 may render different text or images for each character in the area inside the button icons b11 to b14. For example, the screen rendering unit 104 may render the status of the current class, level, etc., for some characters. By rendering and displaying the status specific to each character in this way, the user can easily check the status of the character currently being operated without switching the display on the screen.

[0120] The rendering process of the specific areas 42, 42A according to the embodiment described above can also be applied to a multi-play in which multiple characters are operated by multiple users participating in one scene at the same time. In a multi-play, in addition to the specific areas 42, 42A of the character operated by the user being displayed on the display device 4, the specific areas 42, 42A of the characters operated by other users may also be displayed on the display device 4. In this case, the user can know whether the characters operated by other users are in a state in which they can activate their abilities. Therefore, when operating in a group consisting of multiple characters, the user can also perform an operation to link the ability activated by his / her own character with the ability activated by the other characters.

[0121] The present invention is not limited to the above-described embodiment, and it goes without saying that various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-mentioned embodiment describes the configuration of the information processing device 2 in detail and specifically in order to explain the present invention in an easily understandable manner, and is not necessarily limited to having all of the described configurations. In addition, it is also possible to add, delete, or replace part of the configuration of the present embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other. [Explanation of symbols]

[0122] 1...image drawing system, 2...information processing device, 3...operation controller, 4...display device, 5...content distribution server, 35...R1 key, 41...screen, 42, 42A...specific area, 101...input acceptance unit, 102...mode switching unit, 103...object operation unit, 104...screen drawing unit, 105...screen output unit, b1 to b4, b11 to b14...button icons, c1, c11...specific positions, g1 to g4...normal gauge icons, g11 to g14...special gauge icons, n1 to n4...normal operation area, n11 to n14...special operation area

Claims

1. A program that draws a screen that includes a specific area in part to guide game operations performed via an input unit, A procedure for drawing a specific area when the operation mode of the game is the normal operation mode, the specific area having at least three or more selection operation areas provided in the input unit corresponding to the selection operation unit, the selection operation areas being arranged to surround a specific position within the specific area, a normal operation area provided outside the selection operation area corresponding to the selection operation area and indicating the content of a normal operation in the normal operation mode, and a first special operation area provided in one or more of the selection operation areas and indicating the waiting time for a special operation in a special operation mode different from the normal operation mode, A procedure for switching the operation mode from the normal operation mode to the special operation mode when an instruction to switch the operation mode is input from the input unit, When the aforementioned operation mode is the aforementioned special operation mode, the procedure for drawing the second special operation area corresponding to the first special operation area is: A program designed to be executed by a computer.

2. When the operation mode is the special operation mode, the procedure includes drawing the second special operation area indicating the remaining number of special operations in the special operation mode. The program according to claim 1.

3. When the operation mode is the special operation mode, the procedure includes drawing text or an image representing the content of the special operation in accordance with the position of the second special operation area. The program according to claim 2.

4. The first special operation area and the second special operation area include a procedure for drawing parameters indicating whether or not the special operation can be performed. The program according to claim 3.

5. Under predetermined conditions, the parameter increases, and when the parameter exceeds a predetermined value, the special operation becomes executable, and when the special operation is executed, the parameter decreases. The program according to claim 4.

6. The procedure includes drawing the size of the second special operation area when the operation mode is the special operation mode in an area wider than the size of the first special operation area when the operation mode is the normal operation mode. The program according to claim 4.

7. The procedure includes maintaining the operation mode in the special operation mode while the switching instruction is continuously input, and switching the operation mode back to the normal operation mode when the input of the switching instruction stops. The program according to claim 4.

8. The procedure includes the following steps: when the aforementioned switching instruction is input, the operation mode is maintained in the special operation mode; and after the input of the switching instruction stops, when the switching instruction is input again, the operation mode is switched back to the normal operation mode. The program according to claim 4.

9. An image rendering method for rendering a screen that includes a specific area in part for guiding game operations performed via an input unit, When the operation mode of the game is the normal operation mode, the step of drawing the specific area having at least three or more selection operation areas provided in the input unit corresponding to the selection operation unit, the selection operation areas being arranged to surround a specific position within the specific area, a normal operation area provided outside the selection operation area corresponding to the selection operation area and indicating the content of a normal operation in the normal operation mode, and a first special operation area provided corresponding to one or more of the selection operation areas and indicating the waiting time for a special operation in a special operation mode different from the normal operation mode, The step of switching the operation mode from the normal operation mode to the special operation mode when an instruction to switch the operation mode is input from the input unit, The step of drawing a second special operation area corresponding to the first special operation area when the operation mode is the special operation mode includes Image rendering method.

10. A game device that draws a screen that includes a specific area in part for guiding game operations performed via an input unit, When the operation mode of the game is the normal operation mode, a drawing unit that draws the specific area having at least three or more selection operation areas provided in the input unit corresponding to the selection operation unit, the selection operation areas being arranged to surround a specific position within the specific area, a normal operation area provided outside the selection operation area corresponding to the selection operation area and indicating the content of a normal operation in the normal operation mode, and a first special operation area provided corresponding to one or more of the selection operation areas and indicating the waiting time for a special operation in a special operation mode different from the normal operation mode, The system includes an operation mode switching unit that switches the operation mode from the normal operation mode to the special operation mode when an operation mode switching instruction is input from the input unit, The drawing unit draws a second special operation area corresponding to the first special operation area when the operation mode is the special operation mode. Game device.