Game device and program

By switching the segmented and non-segmented states of the display unit in the game device, the information overload problem caused by the large screen of multiple display devices is solved, and the game is combined with fun and convenience.

JP7628203B1Active Publication Date: 2025-02-07BANDAI CO LTD
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Patent Information

Application Number
JP2024054724
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-02-07
Estimated Expiration
2044-03-28

AI Technical Summary

Technical Problem

In the prior art, although the display method of splicing multiple display devices into a large screen increases the fun of the game, it increases the amount of information, making it difficult for players to concentrate.

Method used

Using a game device with a display unit and a placement unit, the execution unit that generates and displays the game image, switches the segmentation and non-segment states of the display area according to the game process, and realizes segmentation and non-segment display of the game image.

Benefits of technology

It provides a fun and convenient game experience, and improves players' concentration and gaming experience through switching between segmented and non-segmented display states.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide a playing experience that is both entertaining and convenient. [Solution] The game device is equipped with a display unit and a mounting unit on which a game medium can be placed, and is equipped with an execution means for executing a game, a generation means for generating a game image related to the game, and a display control means for controlling the display of the game image on the display unit, wherein the generation means generates a game image including a first type of character corresponding to the game medium placed on the mounting unit, and the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing the display area of ​​the display unit, and a non-divided 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 divided state and the non-divided state depending on the progress of the game.
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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 for displaying a pseudo large screen by cooperating with a plurality of display devices arranged at intervals (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2006-251202 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, the display method as disclosed in Patent Document 1 is suitable from the viewpoint of increasing the interest of the game, but since the amount of information presented to the player is large due to the large screen, there is a possibility that the player will not be able to concentrate on playing the game appropriately.

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

[0006] A game device of one embodiment of the present invention is a game device equipped with a display unit and a mounting unit on which a game medium can be placed, and is equipped with an execution means for executing a game, a generation means for generating a game image related to the game, and a display control means for controlling the display of the game image on the display unit, wherein the generation means generates a game image including a first type of character corresponding to the game medium placed on the mounting unit, and the display of the game image on the display unit includes a divided state in which the game image is displayed by dividing the display area of ​​the display unit, and a non-divided 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 divided state and the non-divided state depending on the progress of the game. Effect of the Invention

[0007] According to the present invention, it is possible to provide a playing experience that is both interesting and convenient. [Brief description 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. [Diagram 2] FIG. 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; [Diagram 3] FIG. 1 is a diagram for explaining a placement area provided in a placement unit 200 according to an embodiment and a modification of the present invention; [Figure 4] FIG. 13 is a diagram for explaining a display mode of a game screen of a fighting game according to an embodiment and a modified example of the present invention; [Diagram 5] 1 is a flowchart illustrating a display switching process executed in the game device 100 according to an embodiment and a modification of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[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 invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.

[0010] In the embodiment described below, an example of the present invention is applied to a game device having a display unit and a mounting 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 mounting 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 control over the operation of each piece of hardware included in the game device 100, and control over the realization of various functions including a function for 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 in 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 and a program related to the game that provides a play experience, as well as parameter information required to realize various controls and various data related to the game that provides a 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 an area for developing 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 drawing device that executes various drawing processes related to the generation of game screens and other screens and images presented during the provision of a 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 including a presentation device 110 included in the game device 100, for example.

[0015] The presentation device 110 is a device equipped with an information presentation function that is included in the game device 100. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by the GPU 104. The means for presenting information in the 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 a sound output device such as a speaker that realizes auditory information presentation, and a force feedback device that realizes tactile information presentation. In this case, the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.

[0016] The operation I / F 105 is a user interface provided in the game device 100 and receives an operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes operation members such as a button for inputting a decision or a button for inputting a selection, various sensors, and the like. In an aspect in which the presentation device 110 includes a display device capable of detecting a touch input, the 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. 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 close-proximity wireless communication.

[0018] The payment device 120 is a device that accepts payment of the price for use of 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 a 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. In the following description, unless otherwise specified, 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 switches the state to a state where it is capable of providing a game playing experience, and starts providing a service to the player.

[0019] The reader 130 is a device that acquires information from a real object provided in the game device 100. 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 part 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 service provided.

[0020] The providing device 140 is a device having a function of providing real articles stored in advance. The game device 100 of this embodiment is configured such that when a predetermined condition is satisfied, such as when the service provision is started, the providing device 140 provides a prescribed number of real articles under the control of the control unit 101. In one aspect, the providing device 140 can provide the real articles 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 articles after performing a predetermined process. In one aspect, the real articles provided by the providing device 140 can be articles 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, the payment device 120, the reader 130, and the provision device 140 may be provided outside the housing of the game device 100 and configured to be available by being connected to the game device 100.

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

[0023] <Configuration of the Placement Section> The placement unit 200 is configured to have a flat surface (placement 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 placement surface of the placement unit 200 to use the game when playing the game. In the example shown below, the game medium that can be used in the game will be a game card.

[0024] Each game card is associated with one of the characters that can appear in the game. By placing a game card that the player wishes to use on the placement unit 200, the character associated with the 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] A game card that can be used in the game device 100 has a front side and a back side, and for example, information about a character associated with the game card may be attached to the back side as two-dimensional information (code). 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 specifying the character associated with the game card, by detecting the pattern of the code from an image captured from the back side of the placement surface, for example. The reader 130 can also detect the 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 embodiment, the plurality of placement areas are clearly indicated by displaying the boundaries of the placement areas by a display image 310 as shown in FIG. 3, which is displayed on the flat panel 114. According to the display image 310 as shown in the figure, an area 320 on the placement surface can be shown 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 disposed at positions that divide the fan-shaped area 320 in the display image 310 into thirds, and define the placement areas 321, 322, and 323. That is, the placement areas do not need to be clearly indicated at all times during the operation of the game device 100, and can be configured to be visible to the player by changing the display of 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 information display using the three display panels is configured to be able to change its state, 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, and linked display is possible. 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 against 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 types of) depictions of the game. The three display panels can also provide a highly immersive playing experience by forming and displaying one screen in the non-split state. Therefore, the game executed on the game device 100 of this embodiment is configured to effectively provide interest by switching the operation of the display unit 300 between the split state and the non-split state in accordance with the progress of the game.

[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 divided state, the GPU 104 operates to generate three types of game images with the same display size and display 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. Although details will be described later, by such association, a character related to a game card placed on the placement area 321 appears on the game screen displayed on the display panel 111, a character related to a game card placed on the placement area 322 appears on the game screen displayed on the display panel 112, and a character related to a game card placed on the placement area 323 appears on the game screen displayed on the display panel 113. In other words, the positional relationship of each display panel in the display unit 300 corresponds to the positional relationship of the corresponding placement area 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. 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 right angles.

[0033] Game Overview The following provides an overview of a game in which a play experience is provided on the game device 100 of this embodiment.

[0034] The game according to this embodiment is a battle game in which a player and an opponent battle each other. 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) whose behavior is determined based on a behavior program executed by the control unit 101, or an artificial intelligence (AI), etc.

[0035] The battle game includes sub-games in which characters related to the player (hereinafter referred to as player characters) and characters related to the opponent (hereinafter referred to as opponent characters) compete against each other in three regions (battle areas). The progress of the sub-games related to 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 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 related to a different battle area.

[0036] The battle game of this embodiment is structured in a round system that progresses through a number of rounds, and the sub-game in each battle area progresses in sequence 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, the game screen displayed on each display panel in the split state 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. That is, in the split state, the display panels 111, 112, and 113 displaying the game screens for the battle areas each display 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 is determined based on 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 states are displayed in parallel on each display panel during a round. At this time, if sub-games in different battle areas proceed simultaneously, it becomes 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 proceed at the same time.

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

[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] On the other hand, the non-split state is used to effectively present specific events and scenarios to the players in the progress of the competitive game. Therefore, in the non-split state, one game image displayed using the three display panels is displayed on at least one of the 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 viewing angle, but the display size of the characters is enlarged to fit the expanded display area (3 screens) so that the player can enjoy the contents 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 have 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 can 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 have a player character perform a predetermined battle action during the execution of a sub game.

[0045] <Production display> So far, the display of the game screen for the battle game has been described as focusing on the sub-game in the battle area and mainly operating the display unit 300 in a split state to display three types of game screens in parallel. On the other hand, as described above, the display unit 300 can also operate in a non-split state, and the game device 100 of this embodiment is configured to utilize the display in a non-split state for the presentation display of the battle game.

[0046] In the fighting game of this embodiment, attention scenes and non-attention scenes are provided in the course of the game. Attention scenes can be scenes that reproduce a particular famous scene from the content of the original fighting game, for example. Attention scenes are scenes that are likely to attract the player's attention, and by appropriately presenting the scene using a highly immersive non-split 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 in a normal fighting game.

[0047] In the case of a competitive game in which desired game cards can be used as in this embodiment, since the player character can be changed by the player, in one aspect, the presentation display performed in the unsplit state is configured to display the opponent character for a longer period of time than the player character, and in another aspect, the presentation display performed in the unsplit state is configured to display the opponent character more frequently than the player character.

[0048] In addition, in order to ensure a favorable viewing experience for the player, when the performance is displayed in a non-split state, the drawing viewpoint and character positioning are controlled so that the heads of the characters do not overlap, so that the player can at least distinguish which character is the player character with whom the dialogue is being displayed and which is the opponent character.

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

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

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

[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 greatest number of sub-games as the winner of the competitive game.

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

[0054] In S501, the control unit 101 judges whether or not 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 the occurrence of the 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 on the opponent character and the player character. If the control unit 101 judges that the progress of the fighting game is included in the sequence of interest, it shifts the process to S502, and if it judges that it is not included, it shifts the process 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] Moreover, when 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 type of display switching process sets the method of operating the display unit 300, and this information is referenced in the process related to generating the game screen, switching between generating multiple game screens related to the divided state in which each battle area is depicted, or generating one game screen related to the sequence of interest.

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

[0059] [Variation 1] In the above-described embodiment, a highly immersive, unsplit game screen display has been described by providing three display panels connected to the display unit 300, but the present invention is not limited to this embodiment. 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 one display device for each area. In other words, the display of three types of game screens related to the split state can be realized by displaying an image in which these game screens are connected in one display area.

[0060] In this specification, an embodiment has been described in which the display unit 300 is configured as a display device forming three different planes as shown in FIG. 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 embodiment, the game media that can be used in the 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 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 generating means for generating a game image relating to the game; a display control means for controlling 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 a display area of ​​the display unit is divided to display the game image, 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 gaming 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 gaming 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 starting of progress of a second sub-game in which the game image is displayed in a second partial display area, on condition that 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 section, 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) A game device described in (9) or (10), wherein the game is configured so that the second type of character is displayed on the display unit in the unsplit state more frequently than 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 game device according to any one of (1) to (12), wherein 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 non-scene of 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, The game device according to 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 relating to the game; a display control process for controlling 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 a display area of ​​the display unit is divided to display the game image, and a non-divided state in which the game image is displayed without dividing the display area, The display control process is a program for switching the display of the display unit between the split state and the non-split state in accordance with 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 generating means for generating a game image relating to the game; a display control means for controlling 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 section; the display of the game image on the display unit includes a divided state in which a display area of ​​the display unit is divided to display the game image, 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; the game includes a plurality of sub-games; the display control means, in the divided state, displays the game images relating to different sub-games in a plurality of partial display areas obtained by dividing the display area; The execution means includes: Controlling the sub-games so that they do not proceed simultaneously; A game device that controls so as to start the progress 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.

2. The gaming device according to claim 1 , wherein the game image displayed in each of the plurality of partial display areas in the divided state has the same number of display pixels.

3. The game device according to claim 1 , 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.

4. The gaming device according to claim 1 , wherein the game images displayed in the plurality of partial display areas in the divided state each show a different area in the game.

5. 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 battle game in which the first type of character and the second type of character battle each other; 5. A game device according to claim 1.

6. 6. The game device according to claim 5, 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.

7. 6. The game device according to claim 5, wherein the game is configured such that the second type of character is displayed on the display unit in the unsplit state more frequently than the first type of character is displayed on the display unit in the unsplit state.

8. 6. The game device according to claim 5, 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.

9. 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.

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

11. The display unit is composed of a plurality of display devices, the display control means causes the plurality of display devices to display one of the game images in the non-split state, and causes each of the plurality of display devices to display one of the game images in the split state; 2. The game device according to claim 1.

12. 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 relating to the game; a display control process for controlling 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 a display area of ​​the display unit is divided to display the game image, 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 divided state and the non-divided state in accordance with progress of the game; the game includes a plurality of sub-games; the display control process displays, in the divided state, the game images relating to the sub-games that are different in a plurality of partial display areas obtained by dividing the display area; The execution process includes: Controlling the sub-games so that they do not proceed simultaneously; A program that controls the starting of progress of a second sub-game in which the game image is displayed in a second partial display area on the condition that progress of a first sub-game in which the game image is displayed in a first partial display area has ended.

Citation Information

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