Handheld game consoles
Patent Information
- Application Number
- JP2024004406U
- Authority / Receiving Office
- JP · JP
- Patent Type
- Utility models
- Current Assignee / Owner
- Filing Date
- 2024-12-27
- Publication Date
- 2025-02-26
- Estimated Expiration
- 2034-12-27
AI Technical Summary
【0017】 本考案に係る携帯ゲーム機によれば、簡単な操作で楽しみながらプレイヤーの時間感覚、反射神経及び記憶力を鍛えることができる。
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Figure 0003250373000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a portable game machine that allows players to train their sense of time, reflexes and memory while having fun with simple operations. [Background technology]
[0002] Conventionally, a game called a stopwatch game has been generally known in which a player sets an arbitrary target time in advance, starts counting the time with a stopwatch, and competes for the accuracy of the player's sense of time by whether or not the player can finish counting the time at the target time. Regarding this stopwatch game, a portable game machine has been proposed that can enhance the entertainment value by automatically setting the target time at random or by allowing the player to set it arbitrarily, and outputting a sound according to the time difference (judgment result) between the target time and the end time, thereby enabling the player to train their sense of time while enjoying the stopwatch game (for example, see Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Utility Model Application Publication No. 7-42655 [Patent Document 2] JP 2011-215153 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, the portable game machine 20 of Patent Document 1 mentioned above is placed in standby mode with the target time randomly switched by operating a game start switch 21, a separate start button 23 is operated to start time measurement, and a separate stop button 24 is operated to end the time measurement. Although the rules of the stopwatch game itself are simple, the game machine is inconvenient in that it requires the use of both hands, the movement of the fingers, and the changing of the grip of the casing in order to operate the multiple switches 21, 23, and 24 provided separately.
[0005] The portable game machine 100 of Patent Document 2 can be put into standby by operating switch 101, start time measurement, and can be played with one hand without moving the position of the fingers or changing the grip of the housing until the time measurement ends, but the target time cannot be changed automatically, so there is a concern that the game may become monotonous. When changing the target time, it is necessary to operate a second mode change switch 104 provided separately from switch 101, which requires the player to move the position of the fingers, use the other hand, or change the grip of the housing, which is troublesome, and furthermore, the player has to decide the target time himself each time, which has the drawback of easily losing interest.
[0006] Furthermore, the above-mentioned Patent Document 1 discloses a configuration in which the target time, the actual time (measured time), and the error between the target time and the measured time are displayed on the display 22 of the portable game machine 20, and changes in the measured time are not displayed sequentially. However, if there was no sequential display at all, coupled with the random switching of the target time on the portable game machine 20, it would be difficult to grasp the sense of time, and there would be a continuous large deviation between the target time and the measured time, which would cause players to become put off by the game before they could get used to it, and they would find it uninteresting.
[0007] In the above Patent Document 2, the portable game machine 100 is set to have a match mode in which the measured time is not displayed until the time measurement is completed, and a practice mode in which the measured time is displayed sequentially, so that the player can repeatedly play in the practice mode until he or she has a certain degree of grasp of the sense of time, and then switch to the match mode once he or she has become accustomed to the game, thereby avoiding the player from becoming bored. Therefore, although it may seem good to install the match mode setting in the portable game machine 20 of the above Patent Document 1, since the target time is randomly switched each time the game is played, it is difficult for the player to grasp the sense of time, and there is a concern that the player will become bored and find the game uninteresting.
[0008] The portable game machines in the above Patent Documents 1 and 2 are both equipped with only a stopwatch game program that trains the player's sense of time, but if they were equipped with game programs other than the stopwatch game that train abilities other than the sense of time and the player could select one of these game programs to play, the product's appeal could be further improved. However, adding more operation switches for play not only leads to increased costs, but also raises the concern that increasing or decreasing the number of switches to be operated depending on the game will make the operation more complicated and make it difficult to play intuitively.
[0009] In view of the above circumstances, the present invention provides a portable game machine that allows a player to have fun while training their sense of time, reflexes, and memory through intuitive and simple operations. [Means for solving the problem]
[0010] The invention described in claim 1 is A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and When a start signal is input, the plurality of game programs display a randomly set target number on the display unit and wait for an input of a start signal; when a start signal is input, a time count display on said display unit or a cyclic display of numbers on one of said plurality of individual display units is started, and an input of a play signal is awaited; a portable game machine which, when a play signal is input, ends the time count display or stops the cyclic display, displays the end time at the end of the time count display or the number at the time the cyclic display is stopped on the display unit, and outputs a predetermined sound effect from the speaker according to the relationship between the displayed end time or number and the target number. to provide.
[0011] The invention described in claim 2 is A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and When a start signal is input, one of the plurality of game programs displays a target time, which is a randomly set target number, on the display unit and waits for an input of a start signal; When a start signal is input, a time count and a time count display on the display unit are started, and a play signal is awaited. a game machine which, when a play signal is input, ends a time count, displays a finish time on the display unit, and outputs a predetermined sound effect from the speaker, the sound effect being preset in accordance with a time difference between the finish time and a target time; a portable game machine, characterized in that after a start signal is input, a time count display is performed on the display unit until a first predetermined timing that is set shorter than the target time arrives, and after the first predetermined timing arrives, the time count display is stopped. to provide.
[0012] The invention described in claim 3 is 3. The portable game machine according to claim 2, wherein, when a second predetermined timing arrives at which the target time is exceeded without a play signal being input after a start signal is input, the time count is forcibly terminated, a forcible termination time is displayed on the display unit, and a predetermined sound effect that is preset for the forcible termination is output from the speaker. to provide.
[0013] The invention described in claim 4 is A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and one of the plurality of game programs, when a start signal is input, displays a target number consisting of a randomly set multi-digit number on the display unit, and waits for an input of a start signal; When a start signal is input, the display of the target number is reset, and a cyclic display of numbers is started on one of the plurality of individual display sections, and an input of a play signal is awaited; When a play signal is input, the cyclic display is stopped, and a success / failure determination is made to determine whether or not the number displayed in the stopped display unit matches the number displayed in the same individual display unit, and a predetermined sound effect that is set in advance is output from the speaker according to the result of the determination. to provide.
[0014] The invention described in claim 5 is 5. The portable game machine according to claim 4, wherein, in the success / failure determination, if it is determined that the number displayed in the stopped state does not match the number displayed on the same individual display unit, a preset failure end sound effect is output from the speaker and the game is ended. to provide.
[0015] The invention described in claim 6 is 5. The portable game machine according to claim 4, wherein, when it is determined in the success / failure determination that the numbers displayed in the stopped display match those displayed in the same individual display unit, a predetermined success sound effect set in advance is output from the speaker, a new cyclic display is started in another individual display unit that has not yet performed a cyclic display, and an input of a play signal to stop the cyclic display is awaited; and as long as it is determined in the new success / failure determination after the play signal is input that the numbers displayed in the stopped display match those displayed in the same individual display unit, the predetermined success sound effect is output from the speaker, a new cyclic display is started in another individual display unit that has not yet performed a cyclic display, and an input of a play signal to stop the cyclic display is awaited, and when there are no more individual display units that have not yet performed a cyclic display, a predetermined success end sound effect set in advance is output from the speaker and the game is ended. to provide.
[0016] The invention described in claim 7 is 7. The portable game machine according to claim 6, wherein, in the new success / failure judgment, if it is judged that the number displayed in the stopped display does not match the number displayed on the same individual display unit, a preset failure end sound effect is output from the speaker and the game is ended. to provide. Effect of the Invention
[0017] The portable game machine according to the present invention allows the player to have fun with simple operations while training their sense of time, reflexes and memory. [Brief description of the drawings]
[0018] [Figure 1] 1A is a front view and FIG. 1B is a rear view of a portable game machine according to an embodiment of the present invention; [Diagram 2] FIG. 1 is a functional block diagram showing the overall configuration of a portable game machine. [Diagram 3] 6 is a flowchart explaining the progress of a game program (first stopwatch game) installed in the portable game machine. [Figure 4] 6 is a flowchart explaining the progress of a game program (a second stopwatch game) installed in the portable game machine. [Diagram 5] 1 is a flowchart explaining the progress of a game program (number-making slot game) installed in a portable game machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] (Portable Game Console 1) A portable game machine 1 according to an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows (a) a front view and (b) a rear view of the portable game machine 1, and Fig. 2 is a functional block diagram showing the overall configuration. The portable game machine 1 stores three (multiple) game programs in its built-in memory unit 13, specifically, two types of stopwatch game programs (a first stopwatch game and a second stopwatch game) and one type of number-matching slot game program, and a player can select one of the multiple game programs to play.
[0020] 1 is a roughly rectangular box-like device when viewed from the front, with a selection switch 3 and a display unit 5 mounted on the front side of a plastic main body 2, a common operation button 4 on the upper right side, and a speaker 6 and a power switch 7 mounted on the rear side. Portable game machine 1 is sized and weighed to allow a player to hold the top and bottom ends of main body 2 between the thumb and index finger of one hand with the front side facing the player, specifically, with dimensions of approximately 5 cm in length and width, 2 cm in depth, and weighing approximately 30 grams.
[0021] The selection switch 3 is located in the center of the front side of the main body 2, and is a slide switch operated by sliding a slider 3a left and right, and the game program to be played is determined by setting it to one of three (plural) slide positions A, B, or C. In other words, the player can operate the selection switch 3 to select one game program to play from the multiple game programs stored in the memory unit 13.
[0022] The common operation button 4 is an input means for a start signal, a start signal, and a play signal, which will be described later, and is arranged so as to protrude from the corner where the top and right side of the main body 2 intersect, i.e., the right shoulder of the main body 2, and is set so that a light touch is not enough for it to function as a switch, but rather requires a click operation of pressing a little harder. This allows the player to hold the portable game device 1 by placing the thumb of his right hand against the bottom surface or the lower left corner of the main body 2 and the index finger of the same right hand against the common operation button 4, and from that state, to play the game with one hand by pressing the common operation button 4 with a little force with the index finger to perform a click operation. It is of course possible to play with a different finger, or to play while firmly holding the portable game device 1 with the left hand.
[0023] By clicking the common operation button 4, the player can input a startup signal for starting a selected game program and putting it into standby mode, a start signal for starting a game of the game program started by the startup signal, and a play signal for playing the game started by the start signal. In other words, after the power is on and a game program is selected, a game program can be started and the game can be started and played simply by clicking with the index finger placed on the common operation button 4.
[0024] The display unit 5 is an LED display panel capable of digitally displaying three-digit (multiple digit) numbers by arranging three (multiple) individual display units 51-53 in a horizontal row on the front of the main body 2 below the selection switch 3. Each of the individual display units 51-53 employs a so-called segment system, in which seven bar-shaped segments are arranged in the shape of an eight to display one number, and further a dot-shaped segment for displaying a decimal point is arranged at the bottom right of the eight. Note that the individual display units 51-53 do not need to be separated from each other, and may be formed on a single display panel.
[0025] In a stopwatch game, the display unit 5 displays a target time, which is a target number for the game, in response to an input of a start signal, displays a time count (sequential display of measured times) in response to an input of a start signal, and displays the time (end time) at the end of the time count in response to an input of a play signal. In a number-matching slot game, a three-digit (multiple-digit) number, which is a target number for the game, is displayed in response to an input of a start signal, the display of the target number is reset (displayed as zero) in response to an input of a start signal, and a cyclic display of numbers that repeatedly displays numbers 0 to 9 in order (ascending order) is started in one individual display unit (for example, the lowest digit 53), and the stopped numbers, etc. are displayed in response to an input of a play signal (details will be described later).
[0026] The speaker 6 outputs game progress sound effects as background music after the game has started, predetermined sound effects based on the results of the play (the relationship between the target number and the end time or the numbers when the rotating display stops), and sound effects to notify players that the power switch 7 has been turned on or that the game program has been switched by the selection switch 3, and is located inside the speaker grill hole formed on the back of the main unit 2.
[0027] In the portable game machine 1, when the power switch 7 is turned on, the control unit 11 (Fig. 2) built into the main body 2 selects a game program to be played according to the selected position of the selection switch 3, progresses the game program based on a signal input by operating the common operation button 4, and operates the display unit 5 and speaker 6. The timer 12 is used to measure time required for a stopwatch game.
[0028] The storage unit 13 is composed of a program memory for storing the above-mentioned three game programs and various sound effects used therein, a ROM provided with a target number table that stores a large number of target numbers (target time, etc.), and a RAM for temporarily storing a target number randomly set from the target number table when the game program is started, the operation of the common operation button 4, the end time, etc. The input / output port 13 mediates communication between the control unit 11, the selection switch 3, the common operation button 4, the display unit 5, and the speaker 6.
[0029] (Operation of handheld game device 1) The progress of the game programs installed in the portable game machine 1 will be explained using flowcharts for each game program. Note that each flowchart starts with the portable game machine 1 being powered on and the game program to be played being selected by the selection switch 3.
[0030] (First Stopwatch Game) FIG. 3 is a flow chart showing the operation of the first stopwatch game. When a start signal is input by operating the common operation button 4 in step S1, the control unit 3 automatically sets a target time randomly based on the target number stored in the target number table in the memory unit 13 in step S2, and sets the timing of the forced game termination in step 3. The timing of the forced game termination set in step 3 may be set randomly each time, or may be set fixedly in advance and stored in the target time table together with the target time. The forced game termination is a process in which the game is forcibly terminated when the player does not take any action even if the target time is greatly exceeded. For example, if the target time is 10.0 seconds, the game is forcibly terminated if the player does not take any action even after 15.0 seconds have passed since the start of the game.
[0031] Next, in step S4, the target time is displayed on the display unit 5, and in step S5, the device goes into standby mode waiting for a start signal to be input by operating the common operation button 4. When the start signal is input, in step S6, the timer 12 starts counting the time and the display unit 5 starts displaying the time count, and in step S7, the device goes into a state waiting for a play signal to be input. When a play signal is input by operating the common operation button 4 in step S7, the time count ends in step S8, and the end time is displayed on the display unit 5 in step S9.
[0032] If it is determined in step S10 that the end time and the target time match (there is no time difference), a predetermined successful end sound effect set in advance is output from the speaker 6 in step S11 to notify that the game has ended successfully, and if it is determined that the end time and the target time do not match (there is a time difference), a predetermined unsuccessful end sound effect set in advance is output from the speaker 6 in step S12 to notify that the game has ended unsuccessfully. With this, the game ends, and the system again goes into a state of waiting for input of a start signal by operating the common operation button 4 in step S1, and when the start signal is input, a new randomly set target number is displayed on the display unit 5, and the system goes into a standby state of waiting for input of a start signal in step S5.
[0033] In addition, until a play signal is input by operating the common operation button 4 in step S7, it is repeatedly checked in step S13 whether the timing for forced termination of the game has arrived, and if it has not arrived, the process returns to step S7, but if it has arrived, the time count is forced to end in step S14, the forced termination time is displayed in step S15, and a failed termination sound effect is output in step S12 to notify that the game has ended in failure. This ends the game, and the process again goes into a state of waiting for input of a start signal by operating the common operation button 4 in step S1, and when the start signal is input, a new randomly set target number is displayed on the display unit 5, and the process goes into a standby state of waiting for input of a start signal in step S5.
[0034] In the first stopwatch game, if the player plays the game without looking at the display 5 after the target time is displayed in step S4, it will train his sense of time, and if the player plays the game while looking at the display 5, it will train his reflexes. Also, by moving only the index finger while holding the portable game device 1 with the index finger placed on the common operation button 4, the game can be played repeatedly and continuously, and since the target time is automatically set randomly in each game without the player having to perform any extra operation, the player can immerse himself in the game play and enjoy it without getting bored.
[0035] (Second Stopwatch Game) Fig. 4 is a flow chart showing the operation of the second stopwatch game. The progress of the game program of the second stopwatch game is basically the same as that of the first stopwatch game described above (steps S1 to S15), but differs in that, as shown in Fig. 4, two timings are set in step S3: a timing for stopping the time count display (first predetermined timing) and a timing for forcibly terminating the game (second predetermined timing), and in that steps S21, S22, and S23 enclosed in a dashed line frame are additionally set.
[0036] By setting a first predetermined timing for stopping the time count display and adding a step, in the second stopwatch game, after a start signal is input, the time count is displayed on the display unit 5 in the same manner as in the first stopwatch game until the first predetermined timing arrives, but after the first predetermined timing arrives, the time count display is stopped and nothing is displayed on the display unit 5 until the time count is ended in step S8 due to a play signal input in step S7 and the end time is displayed in step S9, or until the game is forcibly ended in step S14 due to the arrival of a game forcible ending timing (second predetermined timing) in step S13 and the forced end time is displayed in step S15. Note that instead of displaying nothing, a display unrelated to the time count may be displayed.
[0037] For example, if the target time is 10 seconds, the time count is displayed on the display unit 5 until 3 seconds have elapsed from the start of the game (the first predetermined timing arrives), but after that, the time count display is stopped (time count continues), and the player is forced to play based solely on their own sense of time, which is different from the first stopwatch game. In this regard, some people believe that in order to hone the player's sense of time, it would be better to stop the time count display immediately after the game starts, as in the portable game machine in the above patent document.
[0038] However, in the second stopwatch game, as in the first stopwatch game, in order to eliminate unnecessary operations and to avoid losing interest, the target time is set randomly (step S2), and if the time count is not displayed at all, there is a concern that the target time and the end time will often differ greatly, causing players to lose interest before they have even gotten used to the game. Rather, it is considered that it would be more beneficial to train a sense of time to display the time count for the first few seconds to help the player get a grip of the rhythm of the time count, thereby preventing the target time and the end time from differing too much, and allowing the player to continue playing the game.
[0039] (Number matching slot game) 5 is a flow chart showing the operation of the number matching slot game. The number matching slot game is different from the first stopwatch game and the second stopwatch game described above, which train the sense of time by counting the time, and is designed to train reflexes and memory.
[0040] In step S31, when a start signal is input by operating the common operation button 4, the control unit 3 randomly and automatically sets target numbers (three-digit numbers / three numbers each of which is any one of 0 to 9) from the target number table in the storage unit 13 in step S32, and displays these numbers on the display unit 5 in step S33 (step S33). Specifically, three numbers are displayed one by one on the three individual display units 51 to 53 constituting the display unit 5. For example, if the target number is "123", then "1" is displayed on 51, "2" on 52, and "3" on 53, and the display unit 5 as a whole displays "123".
[0041] Once the target number is displayed on display unit 5, in step S34 the device goes into standby mode, waiting for a start signal to be input by operating the common operation button 4. When the start signal is input, in step S35 the target number is reset (displays zero) and a cyclic display is started in which the numbers 0 to 9 are repeatedly displayed in ascending order in individual display unit 53, the lowest digit of one of the individual display units 51 to 53, and the device waits for a play signal to be input by operating the common operation button 4 (step S36).
[0042] When a play signal is input in step S36, the cyclic display on the individual display unit 53 is stopped in step S37 (the stopped number is displayed), and in step S38 a success / fail determination is made as to whether the number stopped and displayed on the individual display unit 53 matches the three-digit target number that was displayed on the same individual display unit 53, and if it is determined that they match, a preset short success sound effect is output from the speaker 6 in step S39. The reason why it is a short sound is to differentiate it from the melody-like successful end sound effect that is output when the game ends successfully.
[0043] When a success sound effect is output in step S39, it is determined in step S40 whether or not there are any individual display sections that have not yet been cycled. Here, since cycle display has not yet been performed in individual display sections 51, 52, a new cycle display is started in which the numbers 0 to 9 are repeatedly displayed in ascending order in individual display section 52 of the middle digit as one of individual display sections 51, 52 that have not yet been cycled in step 41, and the process returns to step S36 to wait for input of a play signal to stop the cycle display.
[0044] The same operation is repeated (steps S36 to 41) until it is determined in step S38 that the target number displayed in the same individual display section does not match the number displayed in a stopped state, or until it is determined in step S40 that there are no individual display sections that have not yet been cycled. Note that the numbers displayed in a stopped state continue to be displayed on the individual display sections that have already been stopped, and zeros are kept displayed on the remaining individual display sections that have not yet been cycled.
[0045] If it is determined in step S38 that the numbers displayed in the stopped state do not match the target numbers displayed in the same individual display section, a preset failure end sound effect is output from the speaker 6 in step S43, and the game ends at that point. If it is determined in step S40 that there are no individual display sections that have not yet been cycled, that is, if it is determined that the numbers displayed in the stopped state match the target numbers displayed in the same individual display section for all of the individual display sections 53 for the lowest digit, 52 for the middle digit, and 51 for the highest digit, a preset success end sound effect is output from the speaker 6, and the game ends. When the game ends, the state again waits for input of a start signal by operating the common operation button 4 in step S31, and the number-matching slot game can be played repeatedly and continuously.
[0046] In a number-matching slot game, the player must stop the numbers displayed in a cyclical fashion on each individual display unit and match them with a target number that was previously displayed on the same individual display unit. This not only trains reflexes, but also improves memory skills. When the start signal is input, the display on the individual display unit is reset and the target number is erased, so the player must concentrate on stopping the numbers that are displayed in a cyclical fashion one digit at a time while also remembering the original target number until the end of the game. In this respect, this game is expected to have the effect of training memory skills.
[0047] (Modification of the above embodiment) In the above embodiment, three game programs are installed, but more game programs may be installed. Alternatively, any two or one of the three game programs may be installed, and if there is only one game program, the selection switch 3 can be eliminated. In the above embodiment, the portable game machine is of a size and weight that can be held between the thumb and index finger of one hand, but the present invention is not limited to this and may be designed to be held with both hands.
[0048] In the above embodiment, the common operation button 4 is located on the right shoulder of the main body, assuming that it will be operated mainly with the right hand, but it may be located on the left shoulder, or it may be provided on both the left and right sides so that it can be operated with either hand. Of course, it may be located in a place other than the upper corner on the side.
[0049] In the above embodiment, the display unit 5 is configured with three individual display units 51 to 53, but the number is not limited to three and may be a different number (for example, four) of individual display units. Also, the display unit 5 is a segment-type LED display panel, but the present invention is not limited to this and an LCD display panel or a display panel other than the segment type may be adopted.
[0050] In the above embodiment, in the stopwatch game, a determination is made as to whether the target time and the end time match, i.e., whether the time difference is zero or not, and sound effects are set for only these two patterns; however, it is also possible to make three or more determinations depending on the size of the time difference, and to preset predetermined sound effects corresponding to each of them.
[0051] In the above embodiment, in the number matching slot game, the individual display sections 51 to 53 are started to be displayed in the order of the individual display section 53 of the lowest digit, the individual display section 52 of the middle digit, and the individual display section 51 of the highest digit. However, this order is not fixed, and it is sufficient to perform the cyclic display of any one of the individual display sections 51 to 53. Also, the cyclic display of the numbers 0 to 9 is performed in ascending order from small to large, but a descending order may be adopted. Furthermore, in the above embodiment, after the start signal is input, zero is displayed in the individual display section that has not yet been cyclically displayed, but a number other than zero may be displayed, or the target number may be displayed as it is without resetting it, so as to train reflexes. In addition, various embodiments can be adopted within the scope of the present invention without changing the gist of the invention. [Explanation of symbols]
[0052] 1. Portable game console 2 Main unit 3 Selection switch 4 Common operation buttons 5 Display section 51 individual display section 52 individual displays 53 individual display section 6 speakers 7 Power Switch 11 Control section 12. Timer 13 Storage section 14 I / O ports
Claims
1. A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and When a start signal is input, the plurality of game programs display a randomly set target number on the display unit and wait for an input of a start signal; when a start signal is input, a time count display on the display unit or a cyclic display of numbers on one of the plurality of individual display units is started, and an input of a play signal is awaited; This portable game machine is characterized in that, when a play signal is input, it ends the time count display or stops the cyclic display, displays the end time at the end of the time count display or the number at the time the cyclic display is stopped on the display unit, and outputs a predetermined sound effect from the speaker according to the relationship between the displayed end time or number and the target number.
2. A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and one of the plurality of game programs, when a start signal is input, displays a target time, which is a randomly set target number, on the display unit and waits for an input of a start signal; When a start signal is input, a time count and a time count display on the display unit are started, and a play signal is waited for; a game machine which, when a play signal is input, ends a time count, displays a finish time on the display unit, and outputs a predetermined sound effect from the speaker, the sound effect being preset in accordance with a time difference between the finish time and a target time; This portable game machine is characterized in that after a start signal is input, a time count is displayed on the display unit until a first predetermined timing set to be shorter than the target time arrives, and after the first predetermined timing arrives, the time count display is stopped.
3. 3. The portable game according to claim 2, wherein when a second predetermined timing arrives at which the target time is exceeded without a play signal being input after a start signal is input, the time count is forcibly terminated, the forcible termination time is displayed on the display unit, and a predetermined sound effect that is preset for the forcible termination is output from the speaker.
4. A storage unit that stores a plurality of game programs; a selection switch for allowing a player to select one game program from a plurality of game programs stored in the storage unit; a common operation button for allowing a player to input a start signal for starting a selected game program, a start signal for starting a game of the game program started by the start signal, and a play signal for playing the game started by the start signal; a display unit capable of displaying a multi-digit number by arranging a plurality of individual display units in a horizontal row; It is equipped with a speaker and one of the plurality of game programs, when a start signal is input, displays a target number consisting of a randomly set multi-digit number on the display unit, and waits for an input of a start signal; When a start signal is input, the display of the target number is reset, and a cyclic display of numbers is started on one of the plurality of individual display units, and an input of a play signal is awaited; When a play signal is input, the portable game machine stops the cyclic display, performs a success / fail judgment to judge whether the number displayed in the stopped display unit matches the number displayed in the same individual display unit, and outputs a predetermined sound effect that is preset from the speaker according to the judgment result.
5. 5. The portable game machine according to claim 4, characterized in that, when it is determined in the success / failure determination that the number displayed in a stopped state does not match the number displayed on the same individual display section, a predetermined failure end sound effect that has been set in advance is output from the speaker and the game is ended.
6. 5. The portable game machine according to claim 4, wherein, when it is determined in the success / failure determination that the numbers displayed in the stopped state match those displayed in the same individual display unit, a predetermined success sound effect is output from the speaker and a new cyclic display is started in another individual display unit that has not yet performed a cyclic display, and an input of a play signal to stop the cyclic display is awaited; and as long as it is determined in the new success / failure determination after the play signal is input that the numbers displayed in the stopped state match those displayed in the same individual display unit, the predetermined success sound effect is output from the speaker and a new cyclic display is started in another individual display unit that has not yet performed a cyclic display, and an input of a play signal to stop the cyclic display is awaited, and when there are no individual display units that have not yet performed a cyclic display, a predetermined success end sound effect is output from the speaker and the game is ended.
7. 7. The portable game machine according to claim 6, characterized in that, when it is determined in the new success / failure determination that the number displayed in a stopped state does not match the number displayed on the same individual display section, a preset failure end sound effect is output from the speaker and the game is ended.
Citation Information
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game machine
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Game device and program
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