Game device
Patent Information
- Application Number
- JP2025027414
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-21
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2036-11-24
AI Technical Summary
Existing game devices fail to provide a realistic collection experience for users, lacking the immersive simulation of collecting objects while viewing displayed images.
A game device equipped with a device main body, an image display unit, a control unit, a direction sensor, and a mark on the device main body that overlaps with the object displayed on the image display unit, allowing the control unit to rotate the display direction of the object based on device orientation.
The device enhances the realism of the collection experience, improving user engagement and providing a sense of accomplishment when objects are collected, while maintaining low production and power consumption costs.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device that allows a player to experience the act of collecting objects. [Background technology]
[0002] Patent Document 1, described below, discloses an object collecting toy that displays a large number of objects (monsters) on a liquid crystal panel according to predetermined conditions and allows the player to collect (capture) the displayed objects.
[0003] The object-exploring toy described above allows a player to experience simulating the act of collecting objects by pulling a trigger provided on the object-collecting toy.
[0004] In other words, if a player can experience the series of actions leading up to collecting objects while watching the images displayed on the game device, it will be possible for the player to experience the fun and excitement of collecting, and also to feel a sense of accomplishment when he or she has completed collecting the objects. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Registered Utility Model No. 3046095 Summary of the Invention [Problem to be solved by the invention]
[0006] To provide a game device which allows a player to have a more realistic experience of collecting objects by simulating the experience of collecting objects while viewing a display image of the game device. [Means for solving the problem]
[0007] In order to achieve the above-mentioned object, the game device of the present invention is a game device that allows a player to experience the act of collecting objects, and comprises a device main body, an image display unit capable of displaying an arrangement image of the objects, a control unit that controls the position of the objects in the arrangement image displayed on the image display unit so as to be variable, an orientation sensor that can detect an orientation change based on the rotation of the device main body, and a mark that is provided on the device main body and can be overlapped with the objects displayed on the image display unit, the mark being provided in an image display area of the image display unit at a position corresponding to the collection position of the objects, and the control unit is capable of rotating and controlling the display orientation of the arrangement image displayed on the image display unit around a position corresponding to the collection position based on the orientation change. Effect of the Invention
[0008] By providing a more realistic simulated experience of collecting, it is possible to increase interest. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1(A) is a front view of a game device to which the present invention is applied, and FIG. 1(B) is a side view of the same game device. [Diagram 2] FIG. 2 is a block diagram of the control unit shown in FIG. [Diagram 3] FIG. 3 is a diagram showing an operation flow relating to the collection of the game devices shown in FIG. [Figure 4] FIG. 4 is a diagram showing an operation flow relating to the collection of the game devices shown in FIG. [Diagram 5] 5(A) to 5(C) are diagrams showing search images. [Figure 6] 6(A) to 6(C) are diagrams showing layout images. [Figure 7] 7(A) to 7(C) are diagrams for explaining basic operations related to collection. [Figure 8] FIG. 8 is a diagram showing an arrangement image when the objects are collected. [Figure 9]9(A) to 9(C) are diagrams for explaining specific operations related to collection. [Figure 10] FIG. 10 shows the state in which the arranged image is enlarged for collection. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] First, the configuration of a game device to which the present invention is applied will be described with reference to Figures 1 and 2. In this description, for convenience, the face on the near side of Figure 1(A) will be referred to as the front side, the face on the far side as the back side, and the upper side of Figure 1(A) will be referred to as the top side, the lower side as the bottom side, the left side as the left side, and the right side as the right side, and other figures will be described in a similar manner.
[0011] As shown in Figures 1(A) and 1(B), the game device comprises a device main body 11, a protective member 12 provided on the front of the device main body 11, an operation unit 13 provided on the upper part of the device main body 11, and an image display unit 14, a control unit 15 and a power supply unit 16 housed within the device main body 11.
[0012] The device body 11 has a circular front shape and a rounded outer periphery. A circular opening 11a for attaching the protective member 12 is provided on the front of the device body 12. The protective member 12 is made of transparent or semi-transparent synthetic resin or glass, and the front shape of the portion present in the opening 11a is circular and bulges in a convex curved shape. A cross-shaped mark 12a indicating the collection position of the object is provided at the center of the protective member 12. That is, the portion of the protective member 12 present in the opening 11a is an image display area, and the image displayed on the image display unit 14 (see Figs. 5 and 6) can be viewed through this portion. The color of the mark 12a is a color that can be distinguished from the image displayed on the image display unit 14, and is preferably a color different from the color of the image.
[0013] The operation unit 13 is provided on the upper part of the device body 11 so as to be capable of being pushed and rotated. The pushing operation on the operation unit 13 is used to press the push button switch 15c of the control unit 15. The rotating operation on the operation unit 13 is used to rotate the rotary switch 15d of the control unit 15.
[0014] The image display unit 14 has a liquid crystal panel with a circular or rectangular front shape and a backlight (both not shown). The liquid crystal panel has at least a transparent electrode and a polarizing filter in addition to liquid crystal, and the backlight is disposed on the rear side of the liquid crystal panel. The pixels of the liquid crystal panel are arranged in a matrix based on the X-axis and Y-axis shown in FIG. 7, and the total number of pixels may be the minimum total number of pixels capable of displaying the images shown in FIG. 5 and FIG. 6, for example, 100×100 or 50×50. In addition, the liquid crystal panel is preferably an inverted display liquid crystal panel based on a dark color such as black. Of course, a non-inverted display liquid crystal panel based on a light color such as white can also be used as the liquid crystal panel. The backlight is made up of at least one light source such as a white or colored light emitting diode.
[0015] As shown in FIG. 2, the control unit 15 has a control processing unit 15a, a power switch 15b, a push button switch 15c, a rotary switch 15d, a direction sensor 15e, a vibration sensor 15f, a speaker 15g, and a memory unit 15h.
[0016] The control processing unit 15a has a microcomputer, various drivers including a driver for driving the liquid crystal panel, various interfaces, etc., and stores a program for controlling the operation in a ROM. The power switch 15b is provided on the rear of the device main body 11, and supplies and cuts off the power from the power supply unit 16 to the control processing unit 15a. The power supply unit 16 is made up of a dry cell or a rechargeable battery, etc., and is provided on the rear side of the device main body 11 so that it can be removed. The push button switch 15c is pressed based on the pushing operation of the operation unit 13, and the rotary switch 15d is rotated based on the rotating operation of the operation unit 13.
[0017] The orientation sensor 15e is of a two-axis type and is used to detect the orientation of the device body 11. The vibration sensor 15f is used to detect the vibration of the device body 11, specifically, the vibration given to the device body 11 when collecting objects, which will be described later. The orientation sensor 15e and the vibration sensor 15f constitute a motion detection unit that detects the motion of the device body 11. In other words, the orientation sensor 15e and the vibration sensor 15f can be substituted with a sensor capable of detecting physical quantities equivalent to the orientation and vibration, such as a three-dimensional (three-axis) acceleration sensor.
[0018] The speaker 15g is for outputting a guidance voice, sound effects, etc. The storage unit 15h stores the guidance voice, sound effects, etc. in addition to the images (see Figs. 5 and 6) displayed on the image display unit 14.
[0019] Next, using Figures 3 and 4 and appropriately quoting the symbols in Figures 1 and 2, we will explain the operational flow for collecting objects in the above-mentioned game device, specifically, the operational flow when an inverted display LCD panel with a dark color such as black as the image display unit 14 is used and the target number of objects to be collected (MAX in step ST22 in Figure 4) is 7.
[0020] Collection of objects using the game device described above is ideally performed by a player in a standing position holding the device body 11 in his / her hand so that the protective member 12 is visible (see Fig. 1(A) and Fig. 7(A)). When collection of objects is started, first, the search image RI1 shown in Fig. 5(A) is displayed on the image display unit 14, and a guide voice is output (see steps ST1 and ST2 in Fig. 3). The search image RI1 displayed in step ST1 is an image in which a bright colored wavy line of white or the like appears as small undulations on a dark colored background such as black when displayed on the image display unit 14, and preferably scrolls left and right. The guide voice output in step ST2 is "Start searching for objects."
[0021] Next, the number of collected objects (including those stored in step ST21 in FIG. 4) is determined, and a voice guide is output (see steps ST3 to ST5 in FIG. 3). Since the number of collected objects is zero in the initial stage, the process proceeds to step ST5 without going through step ST4, and a voice guide is output. Also, if the number of collected objects (n) is one or more, the process proceeds to step ST4, and a voice guide is output, and then the process proceeds to step ST5, and a voice guide is output. The voice guide output in step ST4 is "The number of collected objects is n," and the voice guide output in step ST5 is "Search will begin" and "Please briefly press the operating unit."
[0022] Next, it is determined whether the press of the operation unit 13 is a short press or not (see step ST6 in FIG. 3). A short press here is, for example, a press for less than one second, and if it is a short press, the process proceeds to step ST8. If the press of the operation unit 13 is not a short press, the process proceeds to step ST7 to determine the elapsed time. In step ST7, it is determined whether, for example, 10 seconds have elapsed, and if the elapsed time is less than 10 seconds, the process proceeds to step ST6 to wait for a short press, and if the elapsed time is 10 seconds or more, the process proceeds to step ST5 to output the guide voice again.
[0023] Next, the search image RI2 shown in Fig. 5(B) is displayed on the image display unit 14, and after the search image RI2 is displayed for, for example, 2 seconds, a layout image described below is displayed on the image display unit 14 and a guidance voice is output (see steps ST8 to ST10 in Fig. 3). The guidance voice output in step ST10 is "Point the device body toward the target object."
[0024] The search image RI2 displayed in step ST8 is an image in which a bright wavy line of white or the like appears with large undulations on a dark background such as black when displayed on the image display unit 14, and preferably scrolls left and right. The reason why the undulations of the bright wavy line of the search image RI2 are larger than those of the search image RI1 shown in FIG. 5(A) is to inform the player that the object has been found. The search image RI2 displayed in step ST8 may be used in combination with the search image RI3 shown in FIG. 5(C). The search image RI3 is an image in which a bright wavy line of white or the like appears with medium undulations on a dark background such as black when displayed on the image display unit 14, and preferably scrolls left and right. If the search image RI2 is displayed after this search image RI3 is displayed for, for example, 2 seconds, the player can be informed that the object has been found in an easy-to-understand manner.
[0025] The layout images that can be displayed in step ST9 include: (1) An arrangement image MI1 containing three objects TA (see Fig. 6(A)). (2) Layout image MI2 containing two objects TA (see Fig. 6(B)) (3) Layout image MI3 containing one object TA (see Fig. 6(C)). apart from, (4) The image includes three objects TA, and the positions of the three objects TA are different from those of the layout image MI1. Multiple arranged images (not shown) (5) The image includes two objects TA, and the positions of the two objects TA are different from those of the layout image MI2. Multiple arranged images (not shown) (6) The image includes one object TA, and the position of the object TA is different from that of the layout image MI3. Multiple arranged images (not shown) are prepared. These layout images are images in which light-colored objects such as white stand out against a dark-colored background such as black when displayed on the image display unit 14. Moreover, the layout images MI1, MI2, and MI3 can also be considered as distribution images in which a plurality of objects are distributed within the image display unit 14.
[0026] As described above, when the number of objects to be collected is 7, the number of objects to be collected until all 7 objects are collected will be 0 to 6 objects, so in step ST9, an appropriate arrangement image is selected from the above (1) to (6) according to the number of objects to be collected and displayed. For example, when the number of objects to be collected is 0 to 4 objects, one of the arrangement images (1) to (6) is randomly selected; when the number of objects to be collected is 5 objects, one of the arrangement images (2), (3), (5), and (6) is randomly selected; and when the number of objects to be collected is 5 objects, one of the arrangement images (3) and (6) is randomly selected. Of course, an arrangement image may be selected from the above (1) to (6) by other selection methods.
[0027] Next, it is determined whether or not there has been a change in the orientation of the device main body 11 (see step ST11 in FIG. 3). This change in orientation is determined based on the detection signal of the orientation sensor 15e, and if there has been no change in orientation, the process proceeds to step ST12 to determine the elapsed time. In step ST12, it is determined whether, for example, 10 seconds have elapsed, and if the elapsed time is less than 10 seconds, the process proceeds to step ST11 to wait for a change in orientation, and if the elapsed time is 10 seconds or more, the process proceeds to step ST10 to output a guidance voice again. If there has been a change in orientation, the process proceeds to step ST13 and a guidance voice is output. The guidance voice output in step ST13 is "Please approach the object."
[0028] Here, the basic operation on the player's side, which is the premise for the azimuth change judgment in step ST11, will be explained with reference to Figures 7(A) and 7(B). Incidentally, the layout image MI1 shown in Figures 7(A) and 7(B) corresponds to Figure 6(A), and this layout image MI1 includes three objects TAa, TAb, and TAc.
[0029] When the player holds the device main body 11 in the hand in the orientation shown in Fig. 7(A), when the player rotates in the clockwise direction and the orientation change based on this rotation is detected by the orientation sensor 15e in the device main body 11, the display orientation of the layout image MI1 (including three objects TAa, TAb, and TAc) displayed on the image display unit 14 changes to the counterclockwise direction as shown in Fig. 7(B). The change in the display orientation of the layout image MI1 at this time does not necessarily need to be linked to the rotation of the device main body 11, and for example, the display orientation of the layout image MI1 may be changed by 45 degrees after the device main body 11 has rotated 45 degrees. Alternatively, when the clockwise rotation angle becomes larger than 45 degrees, the display orientation of the layout image MI1 may be changed by rotating 90 degrees counterclockwise.
[0030] Next, it is determined whether the device main body 11 is approaching the object (see step ST14 in FIG. 4). This approach is determined based on the detection signal of the azimuth sensor 15e and the detection signal of the vibration sensor 15f. If the object is not approaching, the process proceeds to step ST15 to determine whether the object is moving away. If the object is moving away, the process proceeds to step ST16 to output a guide voice. The guide voice output in step ST16 is "moving away from the object." If the object is not moving away, the process proceeds to step ST17 to determine whether the object has disappeared. If the object has disappeared, the process proceeds to step ST18 to output a guide voice, and the process proceeds to step ST5. Here, "disappeared" means that the object (TAa, TAb, TAc) is no longer displayed on the image display unit 14 by changing the position of the object from the arrangement image MI1 displayed on the image display unit 14. Note that if the object has disappeared, the image displayed on the image display unit 14 is returned to its initial state (the arrangement image displayed in step ST9) when the process proceeds to step ST5. The guidance voice output in step ST18 is “The target object has disappeared.” If the target object has not disappeared, the process proceeds to step ST14, where the approach determination is performed again.
[0031] Here, with reference to Figures 7(A) and 7(C), the basic operations on the player's side, which are the premise for the approach judgment in step ST14, the departure judgment in step ST15, and the disappearance judgment in step ST17, will be explained. Incidentally, the layout image MI1 shown in Figures 7(A) and 7(C) corresponds to Figure 6(A), and this layout image MI1 includes three objects TAa, TAb, and TAc.
[0032] When the player holds the device main body 11 in the hand in the orientation shown in Fig. 7(A), when the vibration of each step when the player advances toward the object or the vibration made to look like this advancement is detected by the vibration sensor 15f in the device main body 11, the positions of the three objects TAa, TAb, and TAc in the search image RI1 displayed on the image display unit 14 change in the direction opposite to the forward direction, as shown in Fig. 7(C). The positional changes of the three objects TAa, TAb, and TAc at this time do not necessarily need to be linked to the vibration frequency of the device main body 11, and for example, the positions of the three objects TAa, TAb, and TAc may be changed by one step (for example, by one pixel or two pixels) after the vibration frequency reaches a predetermined number (for example, three times).
[0033] In step ST14 (approach judgment), it is judged that an approach has occurred when any one of the three objects TAa, TAb, and TAc shown in FIG. 7(A) approaches the mark 12a. In addition to this judgment method, it is also possible to judge that an approach has occurred when the object closest to the mark 12a among the three objects TAa, TAb, and TAc approaches the mark 12a. In addition to this judgment method, it is also possible to judge that a departure has occurred when the object closest to the mark 12a among the three objects TAa, TAb, and TAc leaves the mark 12a. In addition to this judgment method, it is also possible to judge that a departure has occurred when the object closest to the mark 12a among the three objects TAa, TAb, and TAc leaves the mark 12a. In addition, in step 17 (disappearance judgment), it is judged that a disappearance has occurred when the three objects TAa, TAb, and TAc shown in FIG. 7(A) disappear from the arrangement image MI1, that is, when they are no longer displayed on the image display unit 14.
[0034] Next, it is determined whether the object has reached the mark 12a due to the approach (see step ST19 in FIG. 4). This arrival is determined based on whether the object overlaps at least a part of the mark 12a, and this overlap includes both the case where the XY coordinates of the object are close to the XY coordinates of the mark 12a and the case where the XY coordinates of the object match the XY coordinates of the mark 12a (see FIG. 8). If the object has not reached the mark, the process proceeds to step ST14, and the approach determination is performed again. Here, in addition to the above-mentioned determination method, the arrival of the object can also be determined when a specific area including the mark 12a is set as the arrival point of the collection game, and when the object overlaps with a part of the set specific area, that is, when at least a part of the coordinates corresponding to the part of the set specific area match with the coordinates corresponding to the object.
[0035] Here, using Figures 7(A), 8, and 9(A) to 9(C), we will explain the specific operations by the player that are the premise for the arrival judgment in step T19. Incidentally, the layout image MI1 shown in Figures 7(A), 8, and 9(A) to 9(C) corresponds to Figure 6(A), and this layout image MI1 includes three objects TAa, TAb, and TAc. For the sake of convenience, in Figures 9(A) to 9(C), the image display area of the protective member 12 is drawn by a two-dot chain line in the XY coordinate system, and the coordinates of the center of the mark 12a are indicated by (x0, y0).
[0036] When the player holds the device main body 11 in the hand in the orientation shown in FIG. 7(A), in order to make the object TAa (initial coordinates are (x1, y1)) shown in FIG. 9(A) reach the mark 12a (coordinates are (x0, y0)), the player rotates the device main body 11 in a clockwise direction as shown in FIG. 9(B), and changes the object TAa so that it is located on the Y axis based on this rotation. Then, as shown in FIG. 9(C), the player applies vibration to the device main body 11, and changes the position of the object TAa toward the coordinates (x0, y0) based on this vibration. Depending on the coordinate value of the object TAa, it is assumed that the object Aa is not located on the Y axis after one rotation. In that case, the coordinate of the object TAa may be changed by rotating it to the coordinate where the object TAa is located on the Y axis, and then the object TAa may be rotated.
[0037] For example, consider the determination of arrival when the XY coordinate system is drawn based on pixel boundaries and the coordinates of the center of the mark 12a are (0,0). If the object TAa is composed of four 2×2 pixels and the coordinates of the center are (3,4), i.e., if the object TAa is composed of pixels in a quadrangle connecting the coordinates (2,3), (4,3), (2,5), and (4,5), then by changing the position of the object TAa by three pixels along the X axis so as to approach the mark 12a and by changing the position by four pixels along the Y axis so as to approach the mark 12a, the coordinates (3,4) of the center of the object TAa will match the coordinates (0,0) of the center of the mark 12a, i.e., the object TAa will reach the mark 12a, and it can be determined that the object TAa has overlapped with the mark 12a as a result of this arrival. In this case, even if the position of the object TAa is changed so as to approach the mark 12a by two pixels along the X-axis and so as to approach the mark 12a by three pixels along the Y-axis, the coordinate (2, 3) constituting one corner of the object TAa reaches the mark 12a, and it may be determined that the object TAa overlaps the mark 12a by this arrival. Here, it is described that the arrival point is the center coordinate (0, 0) of the mark 12a, but for example, in the case where the shape of the mark is a cross like the mark 12a, coordinates such as (0, 1) or (1, 0) corresponding to the coordinates of the cross part may be included as the arrival point in addition to the center coordinate (0, 0) of the mark 12a, and it is possible to appropriately set desired coordinates as the arrival point. It is also possible to set a plurality of coordinates around the mark 12a as the arrival point, and to determine that the object TAa has reached the arrival point when the object TAa reaches any of the coordinates among a plurality of coordinates corresponding to the set area.
[0038] Next, upon the arrival, a guidance voice is output, and the number of collected objects is incremented by 1 based on the overlap of the object with the mark 12a, and the number of collected objects after the increment is stored (see steps ST20 and ST21 in FIG. 4). The guidance voice output in step ST20 is "One object has been collected." In other words, when the object overlaps with the mark 12a, it is determined that the object has been collected.
[0039] Next, it is determined whether the number of items collected has reached the MAX collection target number (7 items), and if the MAX collection target number has been reached, a guide voice is output and the intended search and collection ends (see steps ST22 and ST23 in FIG. 4). The guide voice output in step ST23 is "The number of items collected has reached the target collection number." If the number of items collected has not reached the MAX collection target number, the process proceeds to step ST24 and a guide voice is output. The guide voice output in step ST24 is "To end search and collection, press and hold the operation unit" and "To continue search and collection, press and hold the operation unit."
[0040] Next, it is determined whether the pressing of the operation unit 13 is a long press or not (see step ST25 in FIG. 4). A long press here means a press for, for example, 3 seconds or more, and if it is a long press, the expected search and collection are terminated. If the pressing of the operation unit 13 is not a long press, the process proceeds to step ST26, where it is determined whether the pressing of the operation unit 13 is a short press or not. A short press here means a press for, for example, less than 1 second, and if it is a short press, the process proceeds to step ST8. If the pressing of the operation unit 13 is neither a long press nor a short press, the process proceeds to step ST27, where the elapsed time is determined. In step ST27, it is determined whether, for example, 10 seconds have elapsed, and if the elapsed time is less than 10 seconds, the process proceeds to step ST25, where the process waits for a long press or a short press, and if the elapsed time is 10 seconds or more, the process proceeds to step ST24, where the guide voice is output again.
[0041] Although not shown in Figs. 3 and 4, the display magnification of the arranged images (MI1 to MI3, etc.) displayed on the image display unit 14 can be changed by rotating the operation unit 13 to rotate the rotary switch 15d. Fig. 10 shows an example in which the display magnification of the arranged image MI1 shown in Fig. 6(A) is enlarged to 3 times the size around the mark 12a during the aforementioned collection. For example, if the display magnification can be enlarged by rotating the operation unit 13 counterclockwise and can be restored to 1 time by rotating the operation unit 13 clockwise, the player can change the display magnification as desired during the search and collection. In this case, it is preferable to change the amount of change in the object in response to vibration when the display magnification is enlarged and when the display magnification is restored; for example, when the display magnification is 1x, the object is changed by one step (e.g., a change of one pixel or two pixels) with three vibrations, and when the display magnification is 3x, the object is changed by one step (e.g., a change of one pixel or two pixels) with one vibration, so that the change in the object's position in response to vibration can be made to correspond to the display magnification.
[0042] 3 and 4, sound effects are output as appropriate at various times, such as when the search images (RI1 to RI3) are displayed, when the placement images (MI1 to MI3, etc.) are displayed, when each guide voice is output, etc. In other words, the sound effects that are output as appropriate can make the player feel the fun of searching and collecting more deeply.
[0043] Next, the effects obtained by the above-mentioned game device will be described.
[0044] (E1) Since the player can experience the series of actions leading up to collecting the objects while watching the images displayed on the game device, the player can feel the fun and excitement of collecting, and can also feel a sense of accomplishment when he or she has completed collecting the objects.
[0045] (E2) Since the mark 12a indicating the position corresponding to the collection position of the object (TA, TAa, TAb, TAc, etc.) is provided on the protective member 12 on which the arrangement image (MI1 to MI3, etc.) displayed on the image display unit 14 can be visually recognized, even if the arrangement image displayed on the image display unit 14 is an image in which a light-colored object such as white stands out against a dark-colored background such as black, the position of the mark 12a can be confirmed and the object can be superimposed on the mark 12a without visual hindrance. In addition, since the image displayed on the image display unit 14 (displayed by light emission) and the mark 12a on the protective member 12 (displayed by printing) have different display forms, it becomes easy to recognize the overlap between the object and the mark 12a.
[0046] (E3) By changing the position of the object (TA, TAa, TAb, TAc, etc.) in the arrangement image (MI1 to MI3, etc.) displayed on the image display unit 14, the object can be collected when it overlaps with the mark 12a of the protective member 12. This eliminates the need for a separate operation to collect the object, and also makes it possible to avoid collection errors due to performing a separate operation by mistake.
[0047] (E4) Even if a liquid crystal panel with a small total number of pixels is used for the image display unit 14 and search images (RI1 to RI3) and placement images (MI1 to MI3, etc.) with low pixel density corresponding to this liquid crystal panel are used, a series of actions leading up to collecting the objects (TA, TAa, TAb, TAc, etc.) can be experienced while viewing the images displayed on the game device. Therefore, the image display unit 14 and the control unit 15 can be manufactured inexpensively and the power consumption of the liquid crystal panel can be kept low.
[0048] Next, a modification of the above-mentioned game device will be described.
[0049] (M1) Although the game device in which the cross-shaped mark 12a is provided on the protective member 12 has been shown, the shape of the mark 12a may be other than cross-shaped, for example, circular or rectangular. Also, in addition to the mark (12a), a plurality of X-direction lines and Y-direction lines indicating the XY coordinate system may be provided on the protective member 12, symbols such as X, -X, Y, -Y indicating the XY coordinate system may be provided on the front surface of the device body 11 or on the protective member 12, or an arrow mark or a triangular mark indicating the XY coordinate system may be provided on the front surface of the device body 11 or on the protective member 12.
[0050] (M2) Although the game device has been shown to have a device main body 11 with a circular front shape and a protective member 12 with a circular front shape at the circular opening 11a and a convex curved bulge, the front shape of the device main body (11) may be other than circular, such as rectangular or elliptical. The front shape of the opening (11a) may also be other than circular, such as rectangular or elliptical, and accordingly, the front shape of the portion of the protective member (12) at the opening (11a) may also be other than circular, such as rectangular or elliptical. Furthermore, the convex curved bulge may be eliminated from the protective member (12) and the portion at the opening (11a) may be flat.
[0051] (M3) Although the game device has been described in which protective member 12 is formed from a transparent or semi-transparent synthetic resin or glass or the like and is attached to opening 11a, protective member 12 is not limited to this as long as it is a member that protects image display unit 14, and may be a sheet-like member (sheet body) attached to image display unit 14. Mark 12a indicating the collection position of the object is provided in the center of the sheet-like member, but at least a part of the sheet-like member may be given a design different from mark 12a, for example a lattice-like design that makes it easier to recognize the position of the object.
[0052] (M4) Although the operation flow using the search images (RI1 to RI3) described using Fig. 5 and the arrangement images (MI1 to MI3, etc.) described using Fig. 6 has been shown, the number of available search images and arrangement images may be increased or decreased as appropriate. Also, a search image other than the search image described using Fig. 5, for example, a search image in which a straight line rotates around the mark 12a while leaving an afterimage, may be used. Furthermore, a layout image other than the layout image described using Fig. 6, for example, a layout image in which the target object (TA, TAa, TAb, TAc, etc.) flashes, may be used.
[0053] (M5) Although the operational flow has been shown for the case where an inverted LCD panel with a base color of dark color such as black is used as the image display unit 14, the desired collection can be similarly performed using the operational flow shown in Figures 3 and 4 even if a non-inverted LCD panel with a base color of light color such as white is used as the image display unit (14).
[0054] (M6) An operational flow is shown for a case where the target number of objects to be collected is 7, but even if the target number of objects to be collected is 6 or less or 8 or more, the desired collection can be similarly performed using the operational flow shown in Figures 3 and 4.
[0055] (M7) An operational flow has been shown in which a search image (RI1 to RI3) is displayed on the image display unit 14 and then a layout image (MI1 to MI3, etc.) is displayed, but the desired collection can be similarly performed even if an operational flow that excludes steps ST1 and ST8 in Figure 3 relating to the display of the search image is adopted. [Explanation of symbols]
[0056] 11...device main body, 11a...opening, 12...protective member, 12a...mark, 13...operation unit, 14...image display unit, 15...control unit, 15a...control processing unit, 15b...power switch, 15c...push button switch, 15d...rotary switch, 15e...orientation sensor, 15f...vibration sensor, 15g...speaker, 15h...memory unit, 16...power supply unit, RI1 to RI3...search images, MI1 to MI3...placement images, TA, TAa, TAb, TAc...target objects.
Claims
1. A game device that allows a user to experience collecting objects, A device body, A sensor capable of detecting a change in orientation and vibration of the device body; an image display unit capable of displaying an arrangement image of the object; a control unit that controls a position of the object in the layout image displayed on the image display unit so as to be changeable in accordance with a detection result of the sensor; Equipped with the control unit rotates a display orientation of the arrangement image displayed on the image display unit in response to a detection result of the sensor, around a position corresponding to a predetermined position set on the image display unit as a position where the object can be collected. Gaming device.
2. In the game device according to claim 1, the control unit changes the position of the object in the layout image in a direction opposite to a forward direction in which a player walking while holding the game device experiences the act of collecting the object, in accordance with a detection result of the motion detection sensor; Gaming device.
3. In the game device according to claim 1 or 2, A mark indicating the predetermined position is provided on the device body. Gaming device.
4. In the game device according to claim 3, the control unit is configured to determine that the object has been collected on condition that the object in the arrangement image displayed on the image display unit overlaps with at least a part of the mark. Gaming device.