Game device and program

The game device's adaptive display control between split and non-split states addresses the issue of information overload, offering an engaging and convenient gaming experience.

JP2025152696AActive Publication Date: 2025-10-10BANDAI CO LTD
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Patent Information

Application Number
JP2024054724
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-10-10
Estimated Expiration
2044-03-28

AI Technical Summary

Technical Problem

Existing game display methods provide a large screen that overwhelms players with information, making it difficult to concentrate on the game.

Method used

A game device with a display unit that switches between a split state and a non-split state, allowing for divided and undivided display modes based on game progression, enhancing player engagement and convenience.

Benefits of technology

The solution provides an entertaining and convenient gaming experience by managing information presentation effectively, ensuring players can focus on the game without being overwhelmed.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a play experience in which amusement and convenience are secured.SOLUTION: A game device having a display part and a placing part for placing a game medium includes: execution means for executing a game; generation means for generating a game image related to a game; and display control means for controlling display of the game image in the display part. The generation means generates a game image including a first type character corresponding to the game medium placed on the placing part. The display of the game image in the display part includes a divided state in which a display region of the display part is divided and the game image is displayed, and a non-divided state in which the game image is displayed without dividing the display region. The display control means switches the display of the display part between the divided state and the non-divided state according to the progress of the game.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a game device and a program, and more particularly to a display control technique for an electronic game. [Background technology]

[0002] There is a technology that allows a plurality of display devices arranged at intervals to work together to display a pseudo-large screen (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-251202 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, the display method described in Patent Document 1 is suitable from the viewpoint of increasing the interest of the game, but since the screen is large, the amount of information presented to the player is large, which may prevent the player from concentrating on playing the game.

[0005] An object of the present invention is to provide a game device and a program that provide a playing experience that is both entertaining and convenient. [Means for solving the problem]

[0006] A game device according to one embodiment of the present invention is a game device having a display unit and a placement unit on which a game medium can be placed, and further comprising: an execution means for executing a game; a generation means for generating a game image relating to the game; and a display control means for controlling the display of the game image on the display unit; the generation means generates a game image including a first type of character corresponding to the game medium placed on the placement unit; the display of the game image on the display unit includes a split state in which the display area of ​​the display unit is divided to display the game image; and a non-split state in which the game image is displayed without dividing the display area; and the display control means switches the display of the display unit between the split state and the non-split state according to the progress of the game. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a play experience that is both entertaining and convenient. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 2] 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Figure 3] FIG. 1 is a diagram illustrating a placement area provided in a placement unit 200 according to an embodiment and a modification of the present invention; [Figure 4] 10A and 10B are diagrams illustrating the display mode of a game screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 5] 10 is a flowchart illustrating a display switching process executed in the game device 100 according to the embodiment and the modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, the present invention is applied to a game device having a display unit and a mount unit on which a game medium can be placed, as an example of a game device. However, the present invention can be applied to any device having a display unit and a mount unit.

[0011] <Hardware configuration of the game device> FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to this embodiment.

[0012] The control unit 101 is a processor such as a CPU, and performs operation control of each piece of hardware included in the game device 100, and control related to the realization of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the relevant control by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it.

[0013] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the game device 100, programs related to the game that provides the play experience, as well as parameter information required to realize various controls and various data related to the game that provides the play experience. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0014] The GPU 104 is a rendering device that executes various rendering processes related to the generation of game screens and other screens and images presented during the game play experience. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images including screens. The screens and images generated by the GPU 104 are presented to the player by being displayed on a display device, for example, included in a presentation device 110 provided in the game device 100.

[0015] Presentation device 110 is a device equipped with an information presentation function included in game device 100. In one aspect, presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104. Furthermore, the means for presenting information in game device 100 is not limited to those that realize visual information presentation, such as a display device or a lighting device, and may include other types of information presentation means, such as an audio output device such as a speaker that realizes auditory information presentation, or a force feedback device that realizes tactile information presentation. In this case, the information to be presented may be, for example, data read from storage device 102 or data configured by control unit 101 as needed.

[0016] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In one aspect, operation I / F 105 includes operation members such as a button for entering a decision or a button for selecting an input, various sensors, etc. Furthermore, in an aspect in which presentation device 110 includes a display device capable of detecting touch input, operation I / F 105 includes a touch input detection sensor provided on the display device.

[0017] The communication I / F 106 is a communication interface with an external device provided in the game device 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. The information communication performed by the communication I / F 106 may be performed either wired or wireless, and in the latter case, may include, for example, short-range wireless communication or proximity wireless communication.

[0018] The payment device 120 is a device that accepts payment of the price for using the game device 100. The price can be treated as having been paid, for example, when a predetermined amount of coins or an equivalent coin is inserted into an insertion slot (not shown), or when a payment process based on communication with a chip related to predetermined electronic money is completed. When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. Unless otherwise specified in the following description, when the game device 100 detects that a price has been paid while in a state where it is not being used by any player (standby state), it will switch its state to a state where it is able to provide a game play experience and start providing services to the player.

[0019] The reader 130 is a device provided in the game device 100 for acquiring information from a real object. The information acquisition method of the reader 130 can be, for example, a method of reading a code attached to the exterior of the real object using an imaging device. In another aspect, the information acquisition method of the reader 130 can be any information acquisition method, such as a method of reading information from a predetermined chip built into the real object, or a method of monitoring the input state of a predetermined switch or the conduction state of a connection terminal in the attachment portion when the real object is attached to the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and used, for example, to control the progress of the game or the content of the services provided.

[0020] The providing device 140 is a device equipped with a function of providing real items stored in advance. The game device 100 of this embodiment is configured so that, when a predetermined condition is met, such as when service provision starts, the providing device 140 provides a predetermined number of real items under the control of the control unit 101. In one aspect, the providing device 140 can provide the real items stored in a built-in stocker in the order in which they were stored. In another aspect, the providing device 140 can provide the stored real items after performing predetermined processing. In one aspect, the real items provided by the providing device 140 can be items to which information that can be acquired by the reader 130 is attached.

[0021] In this embodiment, the hardware configuration is described as being built into the housing of the game device 100, but the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, payment device 120, reader 130, and provision device 140 may be provided outside the housing of the game device 100 and configured to be usable by being connected to the game device 100.

[0022] <<Appearance of the Game Device>> 2 shows the external configuration of game device 100 of this embodiment. As shown in the figure, game device 100 of this embodiment is provided with display unit 300 including three display panels 111, 112, and 113 as presentation device 110, and mounting unit 200 including flat panel 114. That is, display panel 111, display panel 112, display panel 113, and flat panel 114 are configured to be able to display images (screens) generated by GPU 104, and are configured to be able to change the display depending on, for example, the state of game device 100 or the progress of the game.

[0023] <Configuration of the placement section> The placing unit 200 has a flat surface (placing surface) on which a game medium can be placed. In the game device 100 of this embodiment, a player can place a game medium (actual item) on the placing surface of the placing unit 200 to play a game. In the example shown below, the game medium that can be used in the game will be described as a game card.

[0024] Each game card is associated with one of the characters that can appear in the game. By placing the game card that the player wishes to use on the placement unit 200, the character associated with that game card can appear in the game and be used. That is, in the game device 100 of this embodiment, the reader 130 is configured to be able to acquire information from the game card placed on the placement surface of the placement unit 200.

[0025] Game cards that can be used in the game device 100 have a defined front and back sides, and for example, information about a character associated with the game card may be attached as two-dimensional information (a code) to the back side. In this case, the player can cause the reader 130 to acquire the information attached to the game card by placing the game card on the placement unit 200 with the back side facing the placement surface. The reader 130 can acquire position information of the game card on the placement surface, or information about the area where the game card is placed, and information identifying the character associated with the game card, by detecting the code pattern from an image captured from the back of the placement surface, for example. Furthermore, the reader 130 can detect a movement operation of the game card by continuously detecting the position of the game card.

[0026] A plurality of placement areas are provided on the placement surface of the placement unit 200. In one aspect, the plurality of placement areas are clearly indicated by a display image 310, as shown in FIG. 3, displayed on the flat panel 114, which indicates the boundaries of each placement area. As shown in the figure, the display image 310 can show an area 320 on the placement surface as being separated into a plurality of placement areas by boundary lines 311 and 312. In the example shown in the figure, the boundary lines 311 and 312 are positioned at positions that divide the fan-shaped area 320 in the display image 310 into thirds, and define placement areas 321, 322, and 323. In other words, the placement areas do not need to be clearly indicated at all times during operation of the game device 100, but can be configured to be visible to the player by changing the display on the flat panel 114.

[0027] <Display Configuration> As described above, the display unit 300 is composed of three display panels 111, 112, and 113. The state of information display using the three display panels can be changed, for example, by the control unit 101 switching the drawing process that the GPU 104 performs. In the game device 100 of this embodiment, the display on the display unit 300 can be selected between a non-split state in which one game screen is displayed using all three display panels, and a split state in which each of the three display panels displays a different game screen.

[0028] To ensure a natural display in an undivided state, each display panel is configured so that no border members are provided at least at the boundary between adjacent display panels, enabling linked display. That is, at the boundary between display panel 111 and display panel 112, and at the boundary between display panel 112 and display panel 113, the display areas are configured to abut each other, enabling linked image display.

[0029] That is, the three display panels can display different screens in the split state, thereby providing the player with a variety of (up to three) depictions of the game. The three display panels can also display a single screen in the unsplit state, providing a highly immersive playing experience. Therefore, in a game executed on the game device 100 of this embodiment, the operation of the display unit 300 is switched between the split state and the unsplit state as the game progresses, thereby effectively providing excitement.

[0030] In this embodiment, the three display panels 111, 112, and 113 all have the same display resolution and are configured to be able to display game screens with the same number of display pixels. That is, in the split state, the GPU 104 generates three types of game images with the same display size and displays them on the display panels 111, 112, and 113.

[0031] The three display panels are respectively associated with a plurality of placement areas provided on the placement unit 200. More specifically, the display panel 111 is associated with the placement area 321 shown in FIG. 3, the display panel 112 is associated with the placement area 322, and the display panel 113 is associated with the placement area 323. As will be described in detail below, due to such associations, a character associated with a game card placed in the placement area 321 appears on the game screen displayed on the display panel 111, a character associated with a game card placed in the placement area 322 appears on the game screen displayed on the display panel 112, and a character associated with a game card placed in the placement area 323 appears on the game screen displayed on the display panel 113. In other words, the positional relationship between the display panels on the display unit 300 corresponds to the positional relationship between the corresponding placement areas on the placement unit 200, and a player can intuitively understand the relationship between the display panels and the placement areas.

[0032] In addition, the three display panels are arranged so as to form a right angle with the mounting surface of the mounting section 200, and as a result, the display surfaces (display areas) of the mounting area 321 and the display panel 111, the display surfaces (display areas) of the mounting area 322 and the display panel 112, and the display surfaces (display areas) of the mounting area 323 and the display panel 113 also form a right angle.

[0033] Game Overview Below, an overview of a game in which a play experience is provided on the game device 100 of this embodiment will be described.

[0034] The game according to this embodiment is a competitive game in which a player competes against an opponent. Here, the opponent may be a real player using another game device 100 connected for communication via a network (not shown), or may be a virtual player. Here, the virtual player may be, for example, an NPC (Non-Player Character) or artificial intelligence (AI) whose behavior is determined based on a behavior program executed by the control unit 101.

[0035] The battle game includes sub-games in which characters associated with the player (hereinafter referred to as player characters) and characters associated with the opponent (hereinafter referred to as opponent characters) are divided into three regions (battle areas) and battle each other. The progress of the sub-games associated with each battle area is managed independently, and the content of three types of sub-games is presented to the player. The content of the sub-games is presented to the player using the display unit 300, which is controlled in a divided state. Therefore, the display panel 111, the display panel 112, and the display panel 113 each display a game screen of a sub-game associated with a different battle area.

[0036] The battle game of this embodiment is structured in a round system that progresses through a plurality of rounds, and the sub-game in each battle area progresses sequentially for each round. That is, for each round of the sub-game played in each battle area, the player is presented with the battle actions of the player character and the opponent character that progress in that round using the corresponding display panel. In each round, each sub-game performs control related to the progress of that round, and then stops progressing until the next round.

[0037] <Game screen> Basically, in the split state, the game screen displayed on each display panel includes a character related to the game card placed in the corresponding placement area. That is, the character related to the game card placed on the placement unit 200 is placed (appears) in the battle area corresponding to the placement area in which the game card is placed. In other words, in the split state, each of the display panels 111, 112, and 113, which display the game screen for each battle area, displays a player character related to a different game card. In addition, the game screen displayed on each display panel also displays an opponent character placed in the corresponding battle area, as shown in FIG. 4(a).

[0038] Here, the placement of the opponent character in each battle area is determined by the opponent (a real player or a virtual player) or by the relationship with the battle area, and it goes without saying that it is determined regardless of the game card placed by the player on the placement section 200.

[0039] The three types of game screens relating to the divided state are displayed in parallel on each display panel during a round. At this time, if sub-games in different battle areas progress at the same time, it would be difficult for the player to grasp the progress of each sub-game, so the progress of each sub-game in a round is displayed at a staggered time for each battle area. In other words, the execution times of the sub-games in each battle area relating to the same round are set to be staggered so that they do not progress at the same time.

[0040] In the fighting game of this embodiment, in each round, the progress of the subgame for that round in the fighting area corresponding to the display panel 111 (hereinafter referred to as the first fighting area) is presented to the player via the display panel, then the progress of the subgame for that round in the fighting area corresponding to the display panel 112 (hereinafter referred to as the second fighting area) is presented to the player via the display panel 112, and then the progress of the subgame for that round in the fighting area corresponding to the display panel 113 (hereinafter referred to as the third fighting area) is presented to the player via the display panel 113. At this time, for fighting areas in which the progress of the subgame is not presented, the subgame is controlled to stop without progressing, and for fighting areas in which the progress of a round has been completed, the subgame is controlled to stop without progressing until the next round. In other words, the fighting game is controlled so that the progress of the round is presented sequentially in each round in the order of the subgame for the first fighting area, the subgame for the second fighting area, and the subgame for the third fighting area.

[0041] In addition, when using three display panels in a divided state, the drawing process of each game screen may be controlled so that image elements indicating boundaries are displayed at the boundaries between the display panels to clearly indicate that each panel is displaying a different game screen.

[0042] In contrast, the undivided state is used to effectively present specific events and scenarios to players as the fighting game progresses. Therefore, in the undivided state, a single game image displayed using the three display panels is displayed with the target character on at least one of display panels 111, 112, and 113, as shown in FIG. 4(b), regardless of the arrangement of the game cards on the placement unit 200.

[0043] Here, the display size of the characters on one game screen displayed in the non-split state is controlled to be larger than the display size of the characters on one game screen displayed in the split state. That is, the non-split state does not simply display the sub-game in a part of the battle area in the split state with an expanded angle of view, but the display size of the characters is enlarged to fit the expanded display area (3 screens) so that the player can enjoy the content of the sub-game with a sense of realism.

[0044] <Card Operation> During a battle game, a player can operate a game card placed on the placement unit 200 to cause a battle between a player character and an opponent character facing each other in a corresponding battle area. Here, card operations that a player can perform in a battle game include, for example, an operation to change the battle area in which a corresponding player character appears by moving a game card to change the placement area before the start of a round, and an operation to cause a player character to perform a predetermined battle action while a sub-game is being executed.

[0045] <Production display> So far, we have explained a mode in which the display of the game screen for a fighting game focuses on the sub-game in the fighting area and the display unit 300 operates mainly in a split state to display three types of game screens in parallel. However, as mentioned above, the display unit 300 can also operate in a non-split state, and the game device 100 of this embodiment is configured to use a display in a non-split state for the presentation display of the fighting game.

[0046] In the fighting game of this embodiment, attention scenes and non-attention scenes are provided as the game progresses. Attention scenes can be, for example, scenes that recreate particular famous scenes from content such as the original work of the fighting game. Attention scenes are scenes that are likely to attract the player's attention, and by appropriately presenting these scenes using a highly immersive, undivided display, the player's satisfaction in terms of content appreciation can be increased. On the other hand, non-attention scenes are scenes other than attention scenes that are displayed as in a normal fighting game.

[0047] In a competitive game where desired game cards can be used, as in this embodiment, since the player character can be changed depending on the player, in one aspect, the display effect performed in the unsplit state is configured so that the opponent character is displayed for a longer period of time than the player character is displayed. In another aspect, the display effect performed in the unsplit state is configured so that the opponent character is displayed more frequently than the player character.

[0048] In addition, in order to ensure a favorable viewing experience for the player, when the performance display is performed in an unsplit state, the drawing viewpoint and character placement will be controlled so that the heads of the characters do not overlap, so that the player can at least distinguish between the player character and the opponent character whose dialogue is being displayed.

[0049] <Determining the outcome of a match> In order to ensure fairness, the outcome of a battle game that is executed in this way and includes a plurality of sub-games is determined on the condition that the conditions for ending the sub-game are met for all battle areas.

[0050] The end condition of the sub-game in each battle area is basically satisfied when all player characters or all opponent characters placed in that battle area are rendered unable to act by an attack action (for example, when a vitality parameter becomes 0 by an attack action). At this time, if all player characters are rendered unable to act and one opponent character is still able to act, the control unit 101 determines the battle result of the sub-game as if the player has lost. Also, if all opponent characters are rendered unable to act and one player character is still able to act, the control unit 101 determines the battle result of the sub-game as if the player has won. Also, if all player characters and the opponent characters are rendered unable to act, the control unit 101 determines the battle result of the sub-game as a draw.

[0051] In addition, the termination condition of the sub game in the battle area is also satisfied when a predetermined number of rounds have elapsed or when a predetermined battle time has elapsed. In this case, the control unit 101 determines the battle result of the sub game based on whether the player or the opponent is in the dominant position. The determination of the dominance of the sub game may be made, for example, by comparing the total value of the vitality parameters of the player character placed in the battle area at the time the termination condition is satisfied with the total value of the vitality parameters of the opponent character, and determining whichever has the larger value as the dominant position.

[0052] Therefore, in the competitive game of this embodiment, three competition areas are provided in which sub-games are played in each area, and the control unit 101 ultimately determines the player who has won the most sub-games as the winner of the competitive game.

[0053] <<Display switching process>> Specific processing of the display switching process for switching the display method of the game screen in the game device 100 of this embodiment having such a configuration will be described using the flowchart in Fig. 5. The processing corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, and loading and executing it in the memory 103. Note that this display switching process will be described as being started in conjunction with the start of processing related to a fighting game for providing a single play experience, for example.

[0054] In S501, the control unit 101 determines whether the progress of the fighting game is included in a sequence that displays a scene of interest (hereinafter referred to as a sequence of interest). The conditions for generating a sequence of interest may be determined based on, for example, the game mode and scenario in which the game is played, the battle area, and information about the opponent character and the player character. If the control unit 101 determines that the progress of the fighting game is included in the sequence of interest, it proceeds to S502, and if it determines that the progress is not included in the sequence of interest, it proceeds to S503.

[0055] In S502, the control unit 101 switches the display method of the game screen to a non-divided state, and returns the process to S501.

[0056] If it is determined in S501 that the progress of the competitive game is not included in the sequence of interest, the control unit 101 switches the display method of the game screen to a split state in S503, and returns the process to S501.

[0057] This display switching process sets the method for operating the display unit 300, and the information is referenced in the process for generating the game screen to switch between generating multiple game screens representing the divided states depicting each battle area, or generating a single game screen representing the sequence of interest.

[0058] As described above, the game device of this embodiment can provide a play experience that is both entertaining and convenient.

[0059] [Variation 1] In the above-described embodiment, three display panels are connected to the display unit 300, thereby realizing a highly immersive, undivided game screen display. However, the present invention is not limited to this. For example, in an embodiment using a foldable display device, the display panels 111, 112, and 113 can be substituted by controlling the display of a single display device for each area. In other words, the display of three types of game screens in a divided state can be realized by displaying an image in which these game screens are connected together in the single display area.

[0060] In this specification, we have described an embodiment in which the display unit 300 is configured as a display device that forms three different planes as shown in Figure 2, but it goes without saying that the number of game screens displayed in parallel in the split state and the number of display panels used to configure the display in the non-split state are not limited to this.

[0061] [Variation 2] In the above-described embodiment, the game media that can be used in a battle game are game cards, but the present invention is not limited to this. Any object that has a physical presence in the real world, such as a figure or a toy, can be used as the game media.

[0062] [Summary of the embodiment] The above-described embodiment discloses at least the following game device and program.

[0063] (1) A game device having a display unit and a placement unit on which a game medium can be placed, an execution means for executing a game; a generation means for generating a game image relating to the game; a display control means for controlling the display of the game image on the display unit; Equipped with the generating means generates the game image including a first type of character corresponding to the game medium placed on the placement unit; the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing a display area of ​​the display unit, and a non-divided state in which the game image is displayed without dividing the display area, The display control means switches the display of the display unit between the divided state and the non-divided state in accordance with the progress of the game.

[0064] (2) The game device according to (1), wherein in the divided state, different game images are displayed in each of a plurality of partial display areas obtained by dividing the display area.

[0065] (3) The game device according to (2), wherein the game images displayed in each of the plurality of partial display areas in the divided state have the same number of display pixels.

[0066] (4) The game device according to (2) or (3), wherein the game images displayed in the plurality of partial display areas in the divided state each include a different character of the first type.

[0067] (5) The game device according to any one of (2) to (4), wherein the game images displayed in the plurality of partial display areas in the divided state each show a different region in the game.

[0068] (6) The game includes a plurality of subgames; The game device according to any one of (2) to (5), wherein the display control means, in the divided state, causes the partial display areas to respectively display the game images relating to different sub-games.

[0069] (7) The game device according to (6), wherein the execution means controls the sub-games so that the sub-games are not progressed simultaneously.

[0070] (8) The game device described in (7), wherein the execution means controls the start of a second sub-game in which the game image is displayed in a second partial display area, on the condition that the progress of a first sub-game in which the game image is displayed in a first partial display area has ended.

[0071] (9) The game image includes a second type of character that does not correspond to the game medium placed on the placement unit, The game device according to any one of (1) to (8), wherein the game is a battle game in which the first type of character and the second type of character battle each other.

[0072] (10) The game device described in (9), wherein the game is configured so that the time during which the second type of character is displayed on the display unit in the unsplit state is longer than the time during which the first type of character is displayed on the display unit in the unsplit state.

[0073] (11) The game device described in (9) or (10), wherein the game is configured so that the frequency with which the second type of character is displayed on the display unit in the unsplit state is higher than the frequency with which the first type of character is displayed on the display unit in the unsplit state.

[0074] (12) A game device described in any one of (9) to (11), wherein the generation means generates the game image to be displayed on the display unit in the unsplit state so that the heads of the first type of character and the second type of character do not overlap.

[0075] (13) The game includes attention scenes and non-attention scenes in the course of the game, The display control means switches the display of the display unit to the non-split state in the scene of interest, and switches the display of the display unit to the split state in the scene of non-interest.

[0076] (14) A game device described in any one of (1) to (13), wherein the generation means generates the game image in which the character display size is larger when the display of the display unit is switched to the non-split state than when the display is switched to the split state.

[0077] (15) The display unit is composed of a plurality of display devices, A game device described in any one of (1) to (14), wherein the display control means displays one of the game images using the plurality of display devices in the non-split state, and displays one of the game images on each of the plurality of display devices in the split state.

[0078] (16) A computer having a display unit and a placement unit on which a game medium can be placed, an execution process for executing the game; a generation process for generating a game image related to the game; a display control process for controlling the display of the game image on the display unit; A program for causing a user to execute the generation process generates the game image including a first type of character corresponding to the game medium placed on the placement unit; the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing a display area of ​​the display unit, and a non-divided state in which the game image is displayed without dividing the display area, The display control process switches the display of the display unit between the split state and the non-split state according to the progress of the game.

[0079] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0080] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Presentation device, 111: Display panel, 112: Display panel, 113: Display panel, 114: Flat panel, 120: Payment device, 130: Reader, 140: Provision device, 200: Placement unit, 300: Display unit

Claims

1. A game device having a display unit and a placement unit on which a game medium can be placed, an execution means for executing a game; a generation means for generating a game image relating to the game; a display control means for controlling the display of the game image on the display unit; Equipped with the generating means generates the game image including a first type of character corresponding to the game medium placed on the placement unit; the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing a display area of ​​the display unit, and a non-divided state in which the game image is displayed without dividing the display area, The display control means switches the display of the display unit between the divided state and the non-divided state in accordance with the progress of the game.

2. The game device according to claim 1 , wherein in the divided state, different game images are displayed in each of a plurality of partial display areas obtained by dividing the display area.

3. The game device according to claim 2 , wherein the game images displayed in the divided partial display areas each have the same number of display pixels.

4. The game device according to claim 2 , wherein the game images displayed in the plurality of partial display areas in the divided state each include a different character of the first type.

5. The game device according to claim 2 , wherein the game images displayed in the plurality of partial display areas in the divided state each show a different region in the game.

6. the game includes a plurality of sub-games; the display control means, in the divided state, causes the partial display areas to respectively display the game images relating to different sub-games; 6. The game device according to claim 2.

7. 7. The game device according to claim 6, wherein said execution means controls said sub-games so as not to progress simultaneously.

8. 8. The game device according to claim 7, wherein the execution means controls to start the progress of a second sub-game in which the game image is displayed in the second partial display area, on the condition that the progress of a first sub-game in which the game image is displayed in the first partial display area has ended.

9. the game image includes a second type of character that does not correspond to the game medium placed on the placement section, the game is a fighting game in which the first type of character and the second type of character fight each other; 2. The game device according to claim 1.

10. 10. The game device according to claim 9, wherein the game is configured such that the time period during which the second type of character is displayed on the display unit in the undivided state is longer than the time period during which the first type of character is displayed on the display unit in the undivided state.

11. 10. The game device according to claim 9, wherein the game is configured such that the frequency with which the second type of character is displayed on the display unit in the unsplit state is higher than the frequency with which the first type of character is displayed on the display unit in the unsplit state.

12. 10. The game device according to claim 9, wherein the generation means generates the game image to be displayed on the display unit in the undivided state so that the heads of the first type of character and the second type of character do not overlap.

13. The game includes attention scenes and non-attention scenes in the course of the game, the display control means switches the display of the display unit to the non-split state in the scene of interest, and switches the display of the display unit to the split state in the scene of non-interest, 2. The game device according to claim 1.

14. 2. The game device according to claim 1, wherein the generation means generates the game image in which the character display size is larger when the display of the display unit is switched to the non-split state than when the display of the display unit is switched to the split state.

15. the display unit is composed of a plurality of display devices, the display control means displays one game image using the plurality of display devices in the non-split state, and displays one game image on each of the plurality of display devices in the split state; 2. The game device according to claim 1.

16. A computer having a display unit and a placement unit on which a game medium can be placed, an execution process for executing the game; a generation process for generating a game image related to the game; a display control process for controlling the display of the game image on the display unit; A program for causing a user to execute the generation process generates the game image including a first type of character corresponding to the game medium placed on the placement unit; the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing a display area of ​​the display unit, and a non-divided state in which the game image is displayed without dividing the display area, The display control process switches the display of the display unit between the split state and the non-split state according to the progress of the game.

Citation Information

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