Portable game device and control program
The portable gaming device addresses operability and entertainment issues by using a rotation operation unit to control character movement and virtual area interactions, enhancing user engagement and enjoyment.
Patent Information
- Application Number
- JP2025053559
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-11-11
- Estimated Expiration
- 2045-03-27
AI Technical Summary
Conventional game devices face issues with operability and entertainment value when rotating the device body, leading to uncomfortable user experiences.
A portable gaming device with a rotation operation unit that controls character movement by scrolling and rotating the peripheral area in response to user input, maintaining character position, and incorporating no-entry areas and game elements with priority display rules.
Enhances gaming entertainment by providing a highly engaging and intuitive user experience through controlled character movement and interaction with virtual elements.
Smart Images

Figure 0007767668000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a portable game device and a control program. [Background technology]
[0002] Patent Document 1 describes a game device that allows a player to experience the act of collecting objects while viewing the display image of the game device. This game device is configured so that when the device body is rotated, the display orientation of the object arrangement image displayed on the image display unit rotates. In addition, this game device has an operation unit on the top of the device body that can be rotated, and the display magnification can be changed by rotating the operation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-82938 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned conventional technology, it is possible to rotate the displayed image by rotating the device body, but depending on the content of the electronic game, problems with operability may arise, such as the user feeling uncomfortable, and there is room for improvement in terms of the entertainment value of the gaming experience.
[0005] The present invention aims to provide a highly entertaining gaming experience. [Means for solving the problem]
[0006] One aspect of the toy according to the technology of the present disclosure is as follows.
[0007] (1) A portable gaming device for running electronic games, comprising: A display screen; a rotation operation unit that can be rotated; a control unit that controls the progress of the electronic game, In the electronic game, the control unit displaying a character and a peripheral area of the character in a virtual area in which the character exists on the display screen; scrolling the surrounding area in a predetermined direction to produce movement of the character; rotating the peripheral area in response to the rotation operation on the rotation operation unit to effect a change in the moving direction of the character; Portable gaming device.
[0008] (2) A portable game device according to (1), the control unit performs the scrolling in accordance with the passage of time. Portable gaming device.
[0009] (3) A portable game device according to (1) or (2), the control unit maintains the display position of the character at a predetermined position on the display screen; Portable gaming device.
[0010] (4) A portable game device according to (3), the control unit displays an animation of the character's movement at the predetermined position; Portable gaming device.
[0011] (5) A portable game device according to any one of (1) to (4), the control unit rotates the peripheral area around the position of the character in response to the rotation operation; Portable gaming device.
[0012] (6) A portable game device according to any one of (1) to (5), a main body including the control unit, the rotation operation unit is provided so as to protrude from the main body unit in a first direction, the control unit rotates the peripheral area in a first rotation direction in response to the rotation operation in a first rotation direction when viewed from the first direction, and rotates the peripheral area in a second rotation direction in response to the rotation operation in a second rotation direction opposite to the first rotation direction. Portable gaming device.
[0013] (7) A portable game device according to any one of (1) to (6), the control unit displays the character facing in the opposite direction to the predetermined direction regardless of the rotation of the peripheral area. Portable gaming device.
[0014] (8) A portable game device according to any one of (1) to (5), A no-entry area is set in part of the virtual area, the control unit does not perform the scrolling when the no-entry area is in a positional relationship where the scrolling would cause the no-entry area to overlap with the character; Portable gaming device.
[0015] (9) A portable game device according to (8), the no-entry area is displayed as a first game element having an image size larger than the image size of the no-entry area; The control unit displaying the character and the surrounding area from an obliquely downward perspective; When the character and the first game element are in a positional relationship where they overlap, an image of either the first game element or the character, whichever is located lower on the display screen, is preferentially displayed. Portable gaming device.
[0016] (10) (9) A portable game device according to the present invention, the control unit maintains the orientation of the image of the first game element regardless of rotation of the peripheral region. Portable gaming device.
[0017] (11) A portable game device according to any one of (1) to (10), a second game element is disposed in the virtual area; the control unit, on the condition that the scrolling has progressed while maintaining a positional relationship in which the second game element overlaps the character, stops the subsequent scrolling for a first predetermined time; Portable gaming device.
[0018] (12) A portable game device according to (11), the control unit continues the scrolling for a second predetermined time immediately after the scrolling is stopped for the first predetermined time, even if the scrolling continues while maintaining a positional relationship in which the second game element overlaps with the character. Portable gaming device.
[0019] (13) A portable game device according to (11) or (12), the second game element moves in the virtual area; Portable gaming device.
[0020] (14) A portable game device according to any one of (11) to (13), the control unit evaluates the executed electronic game based on the stopping of the scrolling. Portable gaming device.
[0021] (15) A portable game device according to any one of (11) to (14), When the control unit stops the scrolling, it displays an animation that depicts contact between the character and the second game element. Portable gaming device.
[0022] (16) A portable game device according to any one of (1) to (15), A target arrival position is set in the virtual area, the control unit ends the electronic game in response to the character and the target arrival position overlapping as the electronic game progresses; Portable gaming device.
[0023] (17) A portable game device according to (16), the background image of the virtual area is a background image selected from a plurality of background image candidates, the background image of the virtual area is selected from the plurality of background image candidates in accordance with the state of the character at the start of the electronic game; Portable gaming device.
[0024] (18) A portable game device according to (17), the control unit, at the start of the electronic game, causes an image corresponding to the display of the target arrival position to be displayed on the display screen; Portable gaming device.
[0025] (19) A portable game device according to any one of (16) to (18), the control unit evaluates the executed electronic game based on the elapsed time from the start of the electronic game until the character overlaps with the target arrival position. Portable gaming device.
[0026] (20) A portable game device according to any one of (1) to (19), The arrangement pattern of the objects in the virtual area is an arrangement pattern selected from a plurality of arrangement pattern candidates. Portable gaming device.
[0027] (twenty one) (20) A portable game device according to the present invention, The arrangement pattern is switched among the plurality of arrangement pattern candidates each time the electronic game is executed. Portable gaming device.
[0028] (twenty two) A control program for a portable game device that executes an electronic game and includes a display screen, a rotation operation unit that can be rotated, and a processor that controls the progress of the electronic game, In the processor, in the electronic game, displaying a character and a peripheral area of the character in a virtual area in which the character exists on the display screen; scrolling the surrounding area in a predetermined direction to produce movement of the character; rotating the peripheral area in response to the rotation operation on the rotation operation unit to effect a change in the moving direction of the character; A control program that executes processing. [Effects of the Invention]
[0029] According to the present invention, it is possible to provide a highly entertaining gaming experience. [Brief explanation of the drawings]
[0030] [Figure 1] 1 is a diagram showing an example of the appearance of a portable game device 100 according to the present embodiment. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of a portable game device 100. FIG. [Figure 3] FIG. 10 is a diagram showing an example of a virtual area map used in a mini-game. [Figure 4]FIG. 10 is a diagram (part 1) showing an example of screen transitions in a mini-game. [Figure 5] FIG. 2 is a diagram (part 2) showing an example of screen transitions in a mini-game. [Figure 6] FIG. 10 is a diagram (part 3) showing an example of screen transitions in a mini-game. [Figure 7] FIG. 4 is a diagram showing an example of a screen transition in a mini-game. [Figure 8] FIG. 5 is a diagram showing an example of a screen transition in a mini-game. [Figure 9] FIG. 6 is a diagram showing an example of screen transitions in a mini-game. [Figure 10] FIG. 7 is a diagram showing an example of screen transitions in a mini-game. [Figure 11] FIG. 8 shows an example of a screen transition in a mini-game. [Figure 12] This is a diagram (part 9) showing an example of screen transitions in a mini-game. [Figure 13] 10 is a flowchart showing an example of mini-game processing by processor 101. DETAILED DESCRIPTION OF THE INVENTION
[0031] (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.
[0032] In the embodiment described below, the present invention is applied to a portable game device capable of executing a game in which a character is raised (developed) (hereinafter referred to as a raising game), as an example of a portable game device. For example, the present invention can be applied to a mini-game that can be played in a raising game. However, the present invention can be applied to any device capable of executing electronic games. In other words, electronic games to which the present invention is applied are not limited to games of a specific genre such as a raising game.
[0033] <External Appearance of the Portable Game Device 100 of the Present Embodiment> 1 is a diagram showing an example of the appearance of a portable game device 100 according to this embodiment. In this embodiment, the portable game device 100 is configured as a portable toy, and operates using power supplied from a battery or dry cell (not shown). In the battery-operated mode, the portable game device 100 is provided with a terminal (not shown) that can be connected to a power source, and is configured so that the battery can be charged by electrically connecting a commercial power source or the like to the terminal via a power supply cable.
[0034] 1, the portable game device 100 is viewed from the front, and the top, bottom, left, and right in FIG.
[0035] The main body 100a is the housing of the portable game device 100, and has a circular front shape with a rounded outer periphery (for example, an egg shape). The battery and dry cell batteries are built into the main body 100a. A display 110 is provided on the front of the main body 100a. The display 110 is a display screen capable of displaying various images. The display 110 is an example of a "display screen" in the present invention.
[0036] Furthermore, main body 100a is provided with a lower operation unit 120 and a dial 130 as operation members. Lower operation unit 120 includes buttons 121 to 123. Buttons 121 to 123 are button-type operation members that can be pressed by the user, and are provided below display 110 on the surface of portable game device 100 on which display 110 is arranged. As an example, button 121 is used as a select button, button 122 is used as a confirm button, and button 123 is used as a cancel button.
[0037] The dial 130 is provided so as to protrude from the side of the main body 100a in a first direction 142. In this example, the first direction 142 is a direction from approximately the center of the display 110 (or approximately the center of the main body 100a) toward the upper right.
[0038] Dial 130 is a dial-type (crown-type) operating member that can be rotated by the user around axis 141 along first direction 142. Dial 130 can be rotated in clockwise direction 143R and counterclockwise direction 143L when viewed from first direction 142. Clockwise direction 143R is an example of a "first rotation direction" in the present invention. Counterclockwise direction 143L is an example of a "second rotation direction" in the present invention. Dial 130 may also be capable of being pressed in pressing direction 144 along axis 141. Pressing direction 144 is the opposite direction to first direction 142.
[0039] <Hardware configuration of portable game device> FIG. 2 is a diagram showing an example of the hardware configuration of the portable game device 100. As shown in FIG.
[0040] Processor 101 is a processor such as a CPU (Central Processing Unit), and performs various controls including operational control of each piece of hardware included in portable game device 100. Specifically, processor 101 performs the relevant controls by, for example, reading out a required program stored in storage device 102, expanding it in memory 103, and executing it. Processor 101 also has a built-in clock and is configured to be able to obtain the current time. Processor 101 is an example of a "control unit" of the present invention.
[0041] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. The storage device 102 stores programs related to the operation of the portable game device 100, programs for the training game (including mini-games) executed on the portable game device 100, as well as information on parameters required for implementing various controls. In addition to this, the storage device 102 also functions as a database (character DB 102a) for various data related to the training game and a database (map DB 102b) for virtual area maps used in the mini-games.
[0042] The memory 103 is a storage device such as a volatile memory used for temporary data storage. 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 control processes.
[0043] The character DB 102a is a database that manages, as records, information (character information) about characters that can be trained in a training game. In the training game executed on the portable game device 100 of this embodiment, the user can train a character that grows through multiple growth stages. The character is configured so that its appearance changes as the growth stage changes. The character DB 102a manages, as records, various information about each of the appearances that a character can have at each growth stage.
[0044] The map DB 102b is a database that manages a virtual area map used in a mini-game that can be played in the training game. The virtual area map will be described later (see, for example, FIG. 3).
[0045] The display control device 104 performs display control to display various screens related to the training game on the display 110. In this embodiment, the display control device 104 also includes a drawing device such as a graphics chip or a GPU (Graphics Processing Unit), and executes drawing processing to generate various screens related to the training game. The display control device 104 includes a drawing memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images (screens) related to the training game. The screens and images generated by the display control device 104 are presented to the user by being displayed on a display 110 provided in the portable game device 100, for example. The display 110 is a device provided in the portable game device 100 that displays information, such as a liquid crystal display. The display 110 may also be a touch panel capable of detecting touch input.
[0046] The communication I / F 106 is a communication interface with an external device provided in the portable game device 100. As described above, the portable game device 100 of this embodiment is provided with connection terminals (not shown), and by connecting these connection terminals together, information communication with other portable game devices 100 is possible.
[0047] Operation I / F 105 is a user interface provided in portable game device 100 and receives operation input. For example, operation I / F 105 includes operation members such as buttons 121 to 123 and dial 130 shown in FIG. 1. When operation I / F 105 detects that an operation input has been made to an operation member, it outputs a control signal corresponding to the operation input to processor 101. In an aspect in which display 110 is configured to be able to detect touch input, operation I / F 105 includes a touch input detection sensor provided on display 110.
[0048] <Detection of rotation operation> The operation I / F 105 detects the rotation operation amount of the dial 130. For example, the dial 130 is configured to increase or decrease the input amount according to the rotation operation amount during the period from when the rotation operation is first detected until the rotation operation is continued. Specifically, during the period when the rotation operation is continued, the operation I / F 105 accumulates the rotation operation inputs made via the dial 130 as a series of operation inputs and uses this as the input amount. That is, the operation I / F 105 can output the input amount for the series of rotation operation inputs by accumulating the differences in the state of the dial 130 detected from moment to moment while the dial 130 is being operated. The input amount is configured such that, for example, the absolute amount increases as the rotation amount of the rotation mechanism of the dial 130 increases. Hereinafter, the input amount related to the operation input that increases or decreases due to the operation input to the dial 130 is referred to as the "accumulated amount."
[0049] In an embodiment in which the rotation mechanism of the dial 130 is configured to be freely rotatable, the operation I / F 105 may be configured to start detecting the accumulated amount, for example, when the rotation mechanism is rotated from a non-operated state, and to intermittently output the amount of rotation of the rotation mechanism that has occurred over a predetermined period as the accumulated amount. Also, in an embodiment in which the rotation mechanism of the dial 130 is biased so that it always rotates to a fixed rotation angle (initial rotation angle) in a released state (non-operated state), the operation I / F 105 may be configured to intermittently output the amount of rotation of the rotation mechanism from the initial rotation angle as the accumulated amount. In this embodiment, the rotation mechanism is provided with a biasing mechanism (such as a rotation spring) that biases it to the initial rotation angle.
[0050] Furthermore, the operation I / F 105 detects a rotation operation in the clockwise direction 143R and a rotation operation in the counterclockwise direction 143L as different rotation operations for the rotation operation of the dial 130. That is, the operation I / F 105 can detect information regarding whether the rotation operation performed on the dial 130 is in the clockwise direction 143R or the counterclockwise direction 143L, and information regarding the accumulation amount (amount of rotation).
[0051] <Maps used in mini-games> FIG. 3 is a diagram showing an example of a virtual area map used in a mini-game. Map DB 102b stores, for example, virtual area map 30 shown in FIG. 3 as a virtual area map used in a mini-game. Virtual area map 30 is information representing a virtual area in which characters exist in a mini-game. In the example of FIG. 3, virtual area map 30 is a two-dimensional map of 12×12 squares. Note that the size of the virtual area map is not limited to 12×12 squares and can be set arbitrarily.
[0052] A starting position 31, a target position 32, a no-entry area 33, and an obstacle moving area 34 are set in units of squares on the virtual area map 30. In Fig. 3, the square of the starting position 31 is marked with "S", the square of the target position 32 with "G", the square of the no-entry area 33 with "W", and the square of the obstacle moving area 34 with "O".
[0053] The starting position 31 (S) is set in only one location on the virtual area map 30 and is an area of one square. The starting position 31 is the position where the character is placed at the start of the mini-game. The target arrival position 32 (G) is set in only one location on the virtual area map 30 and is an area of one square or multiple squares. In the example of Figure 3, the target arrival position 32 is an area of 9 squares, 3 x 3. The mini-game is a game in which the character moves from the starting position 31 to the target arrival position 32.
[0054] A large number of no-entry areas 33(W) are set in the virtual area map 30, and are areas that the character cannot enter. The parts of the virtual area map 30 that are not no-entry areas 33 are routes that the character can proceed through. The no-entry areas 33 are set so that there is a route that the character can proceed through from the start position 31 to the target position 32.
[0055] One or more obstacle movement areas 34(O) are set as areas where obstacles that obstruct the movement of the character can move in. In the example of Fig. 3, two obstacle movement areas 34 are set as obstacle movement areas 34a and 34b.
[0056] Each obstacle movement area 34 is an area made up of a plurality of adjacent squares. In the example of Fig. 3, obstacle movement area 34a is an obstacle movement area 34 of two squares arranged vertically, and obstacle movement area 34b is an obstacle movement area 34 of three squares arranged horizontally. Note that the arrangement shape of the squares in obstacle movement area 34 is not limited to a linear shape, and may be curved, such as an L-shape or a U-shape, or may be a rectangular shape of 2 x 2 squares, or a combination thereof.
[0057] In the mini-game, obstacles are placed in each of the obstacle movement areas 34. The obstacles then move within each of the obstacle movement areas 34. For example, an obstacle placed in the obstacle movement area 34b moves within the obstacle movement area 34b. The movement method may be a reciprocating movement or a random movement.
[0058] The obstacle movement area 34 may be an area of one square. In this case, the obstacle is fixed to the one square of the obstacle movement area 34 and does not move. Also, the obstacle movement area 34 does not have to be set in the virtual area map 30. In this case, the obstacle is not placed on the virtual area map 30.
[0059] The map DB 102b may store a plurality of virtual area maps, including the virtual area map 30. The plurality of virtual area maps stored in the map DB 102b are an example of the "plurality of placement pattern candidates" in the present invention. The plurality of virtual area maps have different placements of objects in at least one of the start position 31, the target arrival position 32, the map DB 102b, and the obstacle movement area 34.
[0060] For example, processor 101 switches the virtual area map used for a mini-game each time the mini-game is executed. For example, if three virtual area maps are stored in map DB 102b, processor 101 uses the first virtual area map when the mini-game is executed for the first time, the second virtual area map when the mini-game is executed for the second time, the third virtual area map when the mini-game is executed for the third time, the first virtual area map when the mini-game is executed for the fourth time, and so on. However, the virtual area map may be selected randomly at the start of the mini-game, or may be selected by the user at the start of the mini-game.
[0061] <Mini-game screen transition> 4 to 12 are diagrams showing an example of screen transitions in a mini-game. The introductory effect image 201 and the mini-game screen 202 shown in FIGS. 4 to 12 are images displayed on the display 110 (display screen) under the control of the processor 101. For example, in a training game on the portable game device 100, a mini-game starts when a specific condition is met. The specific condition may be, for example, that the user has selected to start a mini-game from a menu screen. The specific condition may also include the training stage of the character to be trained.
[0062] At the start of a mini-game, processor 101 displays, for example, introductory effect image 201 shown in FIG. 4 on display 110. Character 210 is a character to be raised in the raising game. In this example, character 210 is a living creature with arms and legs that walks on two legs. However, character 210 is not limited to such a living creature, and may be any of various living creatures such as a person or an animal, a robot that has power and can move, or an object such as a ball that does not have power.
[0063] The introduction effect image 201 is a still image or video that depicts the character 210 imagining the state of the target destination position 32. In this example, the target destination position 32 is a flower field (see FIG. 12 ), and the introduction effect image 201 depicts the character 210 imagining the state of the flower field. The introduction effect image 201 is an example of an image corresponding to the display of the target destination position 32. By displaying such an image, the user can easily imagine the destination. Therefore, in the mini-game, when the target destination position 32 is not yet displayed on the display 110, the user can play while imagining the state of the target destination position 32 (e.g., a flower field), thereby enhancing the enjoyment of the game. Furthermore, when the target destination position 32 is displayed on the display 110, the user can easily recognize that this position is the target destination position 32.
[0064] After displaying introductory effect image 201 for a certain period of time, processor 101 causes display 110 to display, for example, mini-game screen 202 shown in Fig. 5. Mini-game screen 202 is an image that displays character 210 and surrounding area 220. Specifically, mini-game screen 202 is an image that displays character 210 and surrounding area 220, and also displays character 210 in the overlapping portion between character 210 and surrounding area 220.
[0065] The mini-game screen 202 is an image that displays the character 210 and the surrounding area 220 from a diagonally downward perspective (top view) so that the front (face) of the character 210 is visible. The character 210 is displayed in the center of the mini-game screen 202 as an image that indicates that the character 210 is facing downward on the screen (for presentation purposes, the image also appears to be facing forward toward the display 110). In this case, the center of the mini-game screen 202 (display 110) is an example of a "predetermined position" in the present invention.
[0066] Furthermore, the character 210 is displayed as an animation in which the character 210 moves in accordance with the passage of time. For example, the character 210 is a character that walks on two legs, and an image of the character 210 putting its left foot forward and an image of the character 210 putting its right foot forward are stored in the character DB 102a. By alternately switching and displaying these images in accordance with the passage of time, an animation in which the character 210 moves (walks) in accordance with the passage of time is displayed.
[0067] The surrounding area 220 is an image that shows only the area around the character 210 in the virtual area represented by the virtual area map 30 shown in Fig. 3. In this example, the surrounding area 220 is a 5x5 area in the virtual area represented by the virtual area map 30, with the square where the character 210 is currently located at its center. However, only a portion (half) of each of the 16 squares on the periphery of the 5x5 area is displayed. Note that although the boundary lines of the 16 squares are shown in the drawing for the sake of explanation, these boundary lines are not displayed on the display 110.
[0068] 5, in the initial state of the mini-game, the surrounding area 220 is displayed so that the starting position 31 (bold frame) is located at the position of the character 210, i.e., the center of the mini-game screen 202. As a result, in the initial state of the mini-game, the character 210 is located at the starting position 31. Note that although the thick frame of the starting position 31 is shown in the drawing for the purpose of explanation, this thick frame is not displayed on the display 110.
[0069] A no-entry area image 230 representing the no-entry area 33 is displayed at the position of the no-entry area 33 (bold dotted line frame) in the surrounding area 220. In this example, the no-entry area image 230 is an image of a tree. A tree is an example of a "first game element" in the present invention. Note that the "first game element" is not limited to a tree, and may be any image that blocks the entry of the character 210, such as a wall, a pillar, a pond, or a river.
[0070] 5, six of the 25 squares in the surrounding area 220 are set as no-entry areas 33, and a no-entry area image 230 (image of a tree) is displayed in each of the six no-entry areas 33. Also, as in the example of FIG. 5, the no-entry area image 230 may be larger in image size than the no-entry area 33 and may extend beyond the no-entry area 33. Note that, although a thick dotted line frame of the no-entry area 33 is shown in the drawing for the purpose of explanation, this thick dotted line frame is not displayed on the display 110.
[0071] Next, as shown in FIG. 6, processor 101 scrolls surrounding area 220 upward while maintaining the display position of character 210 at the center of mini-game screen 202. Scrolling is image processing that moves the displayed range of the entire image (the image of the virtual area represented by virtual area map 30) in a state where only a portion of the entire image (surrounding area 220) is displayed on the display screen. In this case, upward is an example of the "predetermined direction" of the present invention. When processor 101 scrolls surrounding area 220 upward, it also moves the display position of no-entry area image 230 upward together with surrounding area 220. FIG. 6 shows a state in which surrounding area 220 has been scrolled upward by one square from the state of FIG. 5. This makes it possible to produce the effect of character 210 moving downward.
[0072] Next, processor 101 scrolls surrounding area 220 upward as shown in Fig. 7. In the state of Fig. 7, character 210 and no-entry area image 230 (image of a tree) are in a positional relationship where they overlap. In this case, of the no-entry area 33 corresponding to no-entry area image 230 and character 210, the image located at the bottom of display 110 is preferentially displayed. Of the first and second images, preferentially displaying the first image means that while the first and second images are displayed, the first image is displayed in the overlapping portion between the first and second images.
[0073] In this example, the character 210 is located below the target no-entry area 33 on the display 110. As described above, the mini-game screen 202 is an image that displays the character 210 and the surrounding area 220 from a perspective that is looked down at an angle so that the front (face) of the character 210 is visible, and therefore in this case the target no-entry area image 230 (tree) is located in front of the character 210. For this reason, the processor 101 prioritizes display of the no-entry area image 230 out of the character 210 and the no-entry area image 230. Therefore, part of the character 210 is masked by the no-entry area image 230 and is not displayed.
[0074] In addition, in the state of FIG. 7, the square directly below the character 210 is the no-entry area 33, so when the surrounding area 220 is further scrolled upward, the character 210 and the surrounding area 220 overlap.
[0075] In this case, processor 101 does not scroll surrounding area 220, as shown in Fig. 8. On the other hand, because the walking movement of character 210 is displayed as an animation, it is possible to present a state in which character 210 has bumped into a tree and is unable to move and is standing still. Note that if scrolling of surrounding area 220 is not performed because the square directly below character 210 is in no-entry area 33, processor 101 may, for example, display an animation that presents character 210 coming into contact with an object (e.g., a tree) in no-entry area 33.
[0076] Next, it is assumed that processor 101 receives a rotation operation of dial 130 in clockwise direction 143R. In this case, processor 101 rotates the display of peripheral area 220 in the clockwise direction around the position of character 210 (the center of display 110) while maintaining the display of character 210 facing downward on the screen, as shown in Fig. 9. Rotating the display of peripheral area 220 may be a process of rotating the image of peripheral area 220 itself, or a process of moving only the display position of an object, such as no-entry area image 230, arranged in peripheral area 220 in the rotation direction.
[0077] In this example, the display of the surrounding area 220 is rotated 90 degrees clockwise. In addition, the processor 101 also moves the display position of the no-entry area image 230 clockwise in accordance with the clockwise rotation of the surrounding area 220.
[0078] However, processor 101 maintains the orientation of no-entry area image 230 (image of the first game element). For example, no-entry area image 230 is an image of a tree extending from bottom to top, and even after rotating the display of surrounding area 220, no-entry area image 230 remains an image of a tree extending from bottom to top. This makes it possible to avoid unnatural effects such as trees falling sideways. Furthermore, by changing only the display position of no-entry area image 230, the amount of processing can be reduced, leading to reduced power consumption.
[0079] Furthermore, because the square directly below character 210 is no longer in no-entry area 33 due to the rotation of peripheral area 220, processor 101 scrolls peripheral area 220 upward, as shown in FIG.
[0080] In the state shown in FIG. 9, the mini-game screen 202 includes an obstacle movement area 34a (an area surrounded by a thick frame and shaded diagonally). An obstacle 290 is placed in the obstacle movement area 34a. The obstacle 290 is an example of a "second game element" in the present invention. The obstacle 290 is an obstacle that blocks the movement of the character 210 and moves within the obstacle movement area 34a. For example, the obstacle 290 moves back and forth within the two-square obstacle movement area 34a. Note that the thick frame and diagonal lines of the obstacle movement area 34 are shown in the drawing for illustrative purposes, but these thick frame and diagonal lines are not displayed on the display 110. In this example, the obstacle 290 is a ghost. However, the obstacle 290 is not limited to a ghost, and may be a living creature such as an animal or a pest, or may be an object such as a thorn.
[0081] Next, the processor 101 scrolls the surrounding area 220 upward as shown in Fig. 10. The obstacle 290 continues to move back and forth within the obstacle movement area 34a.
[0082] Next, processor 101 scrolls peripheral area 220 upward as shown in FIG. 11. At this time, it is assumed that character 210 and obstacle 290 come into contact (overlap). In this case, processor 101 stops the scrolling of peripheral area 220 for a certain period of time (first predetermined period of time), that is, performs an effect in which the movement of character 210 is stopped for a certain period of time. That is, processor 101 stops the scrolling of peripheral area 220 for a certain period of time on the condition that the scrolling of peripheral area 220 has progressed while obstacle 290 (second game element) remains in a positional relationship where it overlaps character 210 when scrolling peripheral area 220.
[0083] In this case, processor 101 displays for a certain period of time a contact image showing the character 210 coming into contact with obstacle 290, instead of an animation of the character 210 moving. The contact image is, for example, an image of character 210 in a stunned state (unable to act for a certain period of time). In the example of FIG. 11, the contact image is an image showing the character 210 being startled and falling over. The contact image may be an animation or a still image.
[0084] Then, processor 101 stops scrolling of surrounding area 220 for a certain period of time, and then starts scrolling of surrounding area 220, thereby producing an effect indicating that movement of character 210 has resumed. In this case, processor 101 resumes displaying the movement animation of character 210, instead of displaying the contact image of character 210.
[0085] Furthermore, processor 101 may set a period during which scrolling of peripheral area 220 (movement of character 210) continues even if scrolling of peripheral area 220 continues while maintaining a positional relationship in which obstacle 290 overlaps character 210, for a certain period of time (second predetermined period) immediately after scrolling of peripheral area 220 is stopped for a certain period of time. This period is a so-called invincible period during which the movement of character 210 does not stop even if character 210 comes into contact with obstacle 290. Setting such an invincible period prevents character 210 from coming into contact with obstacle 290 again immediately after scrolling of peripheral area 220 is resumed, thereby improving the enjoyment of the game.
[0086] As the mini-game progresses, assume that the character 210 reaches the target arrival position 32, i.e., the character 210 overlaps with the target arrival position 32, as shown in FIG. 12. A destination position image 240 representing the target arrival position 32 is displayed at the location of the target arrival position 32 (bold frame) in the surrounding area 220. In this example, the destination position image 240 is an image of a flower field. Note that although the bold frame of the target arrival position 32 is shown in the drawing for the purpose of explanation, this bold frame is not displayed on the display 110.
[0087] In this case, processor 101 displays a game clear effect image showing character 210 reaching target position 32, instead of the movement animation of character 210, and ends the mini-game. The game clear effect image is, for example, an image of character 210 stopping movement and looking happy. This allows the user to recognize that the mini-game has been cleared and to feel a sense of accomplishment.
[0088] Processor 101 may also evaluate the mini-game and notify the user of the evaluation result. For example, processor 101 calculates the game score of the mini-game and displays the calculated game score on display 110 together with a game completion effect image. For example, the game score is calculated so that the shorter the time that elapses from the start of the mini-game (for example, the state in FIG. 6) until character 210 reaches goal position 32 (for example, the state in FIG. 12), the higher the game score. Processor 101 may also calculate the game score so that the fewer times scrolling of surrounding area 220 stops due to contact between character 210 and obstacle 290, the higher the game score.
[0089] As an example, if the time elapsed from the start of the mini-game until character 210 reaches target position 32 is defined as the clear time, and the number of times that scrolling of surrounding area 220 stops due to contact between character 210 and obstacle 290 is defined as the number of stuns, processor 101 calculates the game score using the following formula (1), where A and B are appropriately set coefficients greater than 1.
[0090] Game score = A × clear time - B × number of stuns … (1)
[0091] The evaluation of the mini-game is not limited to calculating the game score of the mini-game, but may also be determining whether the mini-game is a success or failure, etc. For example, success conditions such as the clear time and the number of stuns described above are set in the mini-game, and processor 101 determines whether the mini-game is a success or failure based on whether the clear time and the number of stuns described above satisfy the success conditions.
[0092] Furthermore, processor 101 may vary the game completion effect image displayed when character 210 reaches target position 32 based on the evaluation result of the mini-game. For example, processor 101 causes display 110 to display a game completion effect image in which character 210 expresses greater joy the higher the game score or the stricter the success condition is satisfied.
[0093] Processor 101 may also provide the user with a reward for the training game based on the evaluation result of the mini-game. The reward for the training game may be set as appropriate, for example, growth of the character to be trained, provision of a decorative item for the character to be trained, or a change in the training environment.
[0094] <Rotation of the peripheral area 220 in response to rotation of the dial 130> For example, when processor 101 receives a rotation operation of dial 130 in clockwise direction 143R, processor 101 rotates the display of peripheral region 220 in the clockwise direction by an amount of rotation corresponding to the amount of rotation of the received rotation operation in clockwise direction 143R. Furthermore, when processor 101 receives a rotation operation of dial 130 in counterclockwise direction 143L, processor 101 rotates the display of peripheral region 220 in the counterclockwise direction by an amount of rotation corresponding to the amount of rotation of the received rotation operation in counterclockwise direction 143L.
[0095] The relationship between the rotation amount of the rotation operation on the dial 130 and the rotation amount of the peripheral region 220 will be described. For example, the processor 101 rotates the peripheral region 220 by a predetermined second unit amount each time the dial 130 is rotated in the same direction by a predetermined first unit amount. As an example, the first unit amount can be 15 degrees, and the second unit amount can be 15 degrees. In this case, for example, when the dial 130 is rotated 15 degrees in the clockwise direction 143R, the peripheral region 220 also rotates 15 degrees in the clockwise direction. Furthermore, when the dial 130 is rotated 90 degrees in the clockwise direction 143R, the peripheral region 220 also rotates 90 degrees in the clockwise direction (similar to the change from FIG. 8 to FIG. 9).
[0096] The first and second unit amounts are not limited to 15 degrees and can be set arbitrarily. For example, if the first and second unit amounts are set to 10 degrees, more precise changes in the movement direction are possible. The first and second unit amounts may also be different amounts. For example, by making the second unit amount larger than the first unit amount, such as by setting the first unit amount to 15 degrees and the second unit amount to 30 degrees, the movement direction of the character 210 can be changed with a small rotation of the dial 130. The second unit amount may also be smaller than the first unit amount, such as by setting the first unit amount to 30 degrees and the second unit amount to 15 degrees. The dial 130 may also be configured to generate a mechanical clicking sensation with each rotation of the first unit amount.
[0097] Note that since virtual area map 30 is a matrix-like map with squares arranged vertically and horizontally, when peripheral area 220 is rotated less than 90 degrees and displayed diagonally, and then scrolled upward, character 210 moves diagonally relative to the vertical and horizontal directions of virtual area map 30. In this case, processor 101 can determine whether to scroll peripheral area 220 upward by, for example, determining whether character 210 and peripheral area 220 overlap after scrolling when peripheral area 220 is scrolled upward. Alternatively, processor 101 may determine whether to scroll peripheral area 220 upward by determining whether character 210 passes through peripheral area 220 when peripheral area 220 is scrolled upward.
[0098] <About the background image of the virtual area> For example, only one background image is stored in the storage device 102 to be displayed on the display 110 as the surrounding area 220. In this case, the processor 101 reads out the background image from the storage device 102 and causes the surrounding area 220 to be displayed on the display 110.
[0099] Alternatively, multiple background image candidates may be stored in storage device 102. In this case, processor 101 selects a background image from the multiple background image candidates and reads out the selected background image to display surrounding area 220 on display 110. The multiple background image candidates may be, for example, an image of land (grassland), an image of water (under the sea), an image of the sky (above the clouds), or the like, as appropriate.
[0100] For example, processor 101 may select a background image from among a plurality of background image candidates depending on the state of character 210 at the start of the mini-game. The state of character 210 may be, for example, the location or stage of character 210. For example, in a raising game, if character 210 can be raised in a plurality of different locations, processor 101 selects a background image from the plurality of background image candidates that corresponds to the location of character 210 at the start of the mini-game.
[0101] Furthermore, in a raising game, if there is a parameter representing the weather in the raising location of character 210, the plurality of background image candidates may include an image for each weather. The plurality of background image candidates may be background images for each combination of raising location and weather. Processor 101 selects, from the plurality of background image candidates, a background image associated with the raising location and weather of character 210 at the start of the mini-game.
[0102] Processor 101 may also select a background image from a plurality of background image candidates in response to a selection operation received from the user, or may randomly select a background image from the plurality of background image candidates. Processor 101 may also select a background image from the plurality of background image candidates so that a different background image is displayed each time a mini-game is played.
[0103] When there are multiple background image candidates, at least one of the no-entry area image 230, the image of the obstacle 290, and the destination position image 240 may be stored in the storage device 102 for each background image candidate. The processor 101 displays the no-entry area image 230, the image of the obstacle 290, and the destination position 32 corresponding to the selected background image on the mini-game screen 202. For example, when the destination position image 240 is stored for each background image candidate, the object that the character 210 thinks of in the introduction performance image 201 shown in FIG. 4 will also change depending on the selected background image.
[0104] <Processing of mini-games by processor 101> Fig. 13 is a flowchart showing an example of mini-game processing by processor 101. For example, processor 101 starts the processing shown in Fig. 13 in a state where mini-game screen 202 shown in Fig. 5 is displayed on display 110, i.e., character 210 is placed at start position 31, after having displayed introductory performance image 201 shown in Fig. 4 on display 110 for a certain period of time.
[0105] First, processor 101 starts displaying the moving animation of character 210 and starts moving obstacles 290 (step S11). As a result, the moving animation of character 210 (for example, walking animation) starts to be displayed in the center of the screen. Also, obstacles 290 start moving in each of obstacle movement regions 34.
[0106] Next, processor 101 determines whether or not a rotation operation of dial 130 has been accepted (step S12). If a rotation operation of dial 130 has not been accepted (step S12: No), processor 101 proceeds to step S14.
[0107] In step S12, if a rotation operation on the dial 130 is accepted (step S12: Yes), the processor 101 rotates the display of the surrounding area 220 in accordance with the accepted rotation operation (step S13). In addition, the processor 101 also moves the display positions of the no-entry area image 230, the destination position image 240, and the obstacle 290 in the rotation direction in accordance with the rotation of the display of the surrounding area 220.
[0108] Next, processor 101 determines whether or not the area directly below character 210 is forbidden area 33 (step S14). If the area directly below character 210 is forbidden area 33 (step S14: Yes), processor 101 proceeds to step S16.
[0109] In step S14, if the area directly below character 210 is not no entry restricted area 33 (step S14: No), processor 101 scrolls surrounding area 220 upward (step S15). At this time, processor 101 also moves the display position of no entry restricted area image 230 upward in accordance with the upward scrolling of surrounding area 220.
[0110] Next, processor 101 determines whether or not the current period is an invincible period, which will be described later (step S16). If the current period is an invincible period (step S16: Yes), processor 101 proceeds to step S20.
[0111] If it is not an invincible period in step S16 (step S16: No), processor 101 determines whether character 210 has come into contact with obstacle 290 (step S17). If character 210 has not come into contact with obstacle 290 (step S17: No), processor 101 proceeds to step S20.
[0112] In step S17, if character 210 comes into contact with obstacle 290 (step S17: Yes), processor 101 displays a contact image of character 210 on display 110 instead of displaying the moving animation of character 210, and waits for a predetermined time (step S18).
[0113] Next, processor 101 resumes displaying the movement animation of character 210 instead of displaying the contact image of character 210, and sets an invincible period of a certain period from this point on (step S19). Note that during this invincible period, processor 101 may change the movement animation of character 210 to a movement animation that enables the user to recognize that the period is invincible (for example, an animation in which character 210 moves while blinking), rather than a normal movement animation.
[0114] Next, processor 101 determines whether character 210 has reached target arrival position 32 (step S20). If character 210 has not reached target arrival position 32 (step S20: No), processor 101 waits until the next display frame (step S21) and returns to step S12. A display frame is a frame with a period for updating the screen of mini-game screen 202, and is, for example, a frame at intervals of tens to hundreds of milliseconds. As a result, the processing of steps S12 to S19 is executed for each display frame, and the movement of character 210 by scrolling surrounding area 220 is produced.
[0115] In step S20, if character 210 has reached goal arrival position 32 (step S20: Yes), processor 101 performs a game clear presentation (step S22) and ends the processing of the series of mini-games.
[0116] Thus, portable game device 100 includes display 110 (display screen), dial 130 (rotation operation unit) that can be rotated, and processor 101. In a mini-game (electronic game), processor 101 displays character 210 and a peripheral area 220 of character 210 within a virtual area in which character 210 exists on display 110, scrolls peripheral area 220 upward (in a predetermined direction) to create the illusion of downward movement of character 210, and rotates peripheral area 220 in response to a rotation operation of dial 130 to create the illusion of a change in the direction of movement of character 210. The movement of character 210 due to the scrolling of peripheral area 220 is performed automatically over time, for example.
[0117] As a result, for example, the user can move the character 210 in two dimensions, including changing the direction of movement, simply by rotating the dial 130. Furthermore, the user can change the direction of movement of the character 210 by changing the direction of rotation of the rotation operation. Therefore, the user can move the character 210, including changing the direction of movement, with a simple and intuitive operation. This makes it possible to provide a highly entertaining gaming experience.
[0118] Furthermore, by presenting the movement of the character 210 by scrolling the peripheral area 220, it is possible to present the movement of the character 210 in an easily understandable manner while displaying the character 210 large, compared to a configuration in which the movement of the character 210 is presented by, for example, changing the display position of the character 210. Therefore, even with a small display 110, it is possible to present the movement of the character 210 in an easily understandable manner, thereby enabling the miniaturization of the portable game device 100. Furthermore, by displaying the character 210 by maintaining it at a predetermined position on the display screen without moving it, it is possible to reduce the burden of information processing required for displaying the game screen.
[0119] Furthermore, since only the dial 130 is required as an operating member for moving the character 210 in two dimensions, it is possible to reduce the number of parts compared to a configuration that has, for example, four buttons for instructing movement up, down, left, and right.
[0120] As described above, the portable game device of this embodiment can provide a more interesting gaming experience.
[0121] The control method described in the above-described embodiment (for example, the control method according to the process shown in FIG. 13) can be realized by executing a prepared control program on a computer. The control program is recorded on a computer-readable storage medium and executed by being read from the storage medium. The control program may be provided in a form stored on a non-transitory storage medium such as a flash memory, or may be provided via a network such as the Internet. The computer that executes the control program may be included in a portable game device, or may be included in an electronic device such as a smartphone, tablet terminal, or personal computer that can communicate with the portable game device, or may be included in a server device that can communicate with these portable game devices and electronic devices.
[0122] <Modification> Although the configuration has been described in which the movement of the character 210 by scrolling the peripheral area 220 is automatically performed over time, the movement of the character 210 by scrolling the peripheral area 220 may be performed by, for example, a user operation. For example, the movement of the character 210 by scrolling the peripheral area 220 may be performed only while a specific button (for example, button 121 or dial 130) is being pressed by the user. [Explanation of symbols]
[0123] 30 Virtual Area Map 31 Starting position 32 Target position 33 No entry area 34, 34a, 34b Obstacle movement area 100 Portable gaming device 100a Main body 101 processors 102 Storage device 102a Character DB 102b Map DB 103 memory 104 Display control device 105 Operation I / F 106 Communication I / F 110 Display 120 Lower operation unit 121~123 buttons Dial 130 141 axes 142 1st direction 143R Clockwise 143L Counterclockwise 144 Press direction 201 Introduction image 202 Minigame screen 210 characters 220 Surrounding Area 230 No entry area image 240 Destination Location Image 290 Obstacles
Claims
1. A portable gaming device for running electronic games, comprising: A display screen; a rotation operation unit that can be rotated; a control unit that controls the progress of the electronic game, The control unit, in the electronic game, displaying a character and a peripheral area of the character in a virtual area in which the character exists on the display screen; scrolling the surrounding area in a predetermined direction to produce movement of the character; In response to the rotation operation on the rotation operation unit, the display positions of the game elements arranged in the peripheral area are rotated around the position of the character, thereby creating an effect of changing the moving direction of the character. Portable gaming device.
2. 2. The portable game device according to claim 1, The control unit performs the scrolling in accordance with the passage of time. Portable gaming device.
3. 2. The portable game device according to claim 1, the control unit maintains the display position of the character at a predetermined position on the display screen. Portable gaming device.
4. 4. The portable game device according to claim 3, the control unit displays an animation of the character's movement at the predetermined position. Portable gaming device.
5. 2. The portable game device according to claim 1, the control unit maintains the orientation of the image of the game element regardless of rotational movement of the display position of the game element. Portable gaming device.
6. 2. The portable game device according to claim 1, a main body including the control unit, the rotation operation portion is provided so as to protrude from the main body portion in a first direction, the control unit rotates and moves the display position of the game element in a first rotation direction in response to the rotation operation in the first rotation direction as viewed from the first direction, and rotates and moves the display position of the game element in the second rotation direction in response to the rotation operation in a second rotation direction opposite to the first rotation direction; Portable gaming device.
7. 2. The portable game device according to claim 1, the control unit displays the character facing in the opposite direction to the predetermined direction regardless of the rotation of the display position of the game element. Portable gaming device.
8. 2. The portable game device according to claim 1, a no-entry area is set in a part of the virtual area, the control unit does not perform the scrolling when the no-entry area is in a positional relationship where the scrolling would cause the no-entry area to overlap with the character. Portable gaming device.
9. 9. The portable game device according to claim 8, the no-entry area is displayed as a first game element included in the game element and having an image size larger than an image size of the no-entry area; The control unit displaying the character and the surrounding area from a diagonally downward perspective; When the character and the first game element are in a positional relationship where they overlap, an image of either the first game element or the character, whichever is located at the bottom of the display screen, is preferentially displayed. Portable gaming device.
10. 10. The portable game device according to claim 9, the control unit maintains the orientation of the image of the first game element regardless of the rotation of the peripheral region. Portable gaming device.
11. 2. The portable game device according to claim 1, a second game element included in the game element is disposed in the virtual area; the control unit stops the scrolling for a first predetermined time on the condition that the scrolling has progressed while maintaining a positional relationship in which the second game element overlaps the character. Portable gaming device.
12. 12. The portable gaming device according to claim 11, the control unit continues the scrolling for a second predetermined time immediately after the scrolling is stopped for the first predetermined time, even if the scrolling continues while maintaining a positional relationship in which the second game element overlaps with the character. Portable gaming device.
13. 12. The portable gaming device according to claim 11, the second game element moves in the virtual area; Portable gaming device.
14. 12. The portable gaming device according to claim 11, the control unit evaluates the executed electronic game based on the stopping of the scrolling. Portable gaming device.
15. 12. The portable gaming device according to claim 11, when the scrolling is stopped, the control unit displays an image that depicts contact between the character and the second game element. Portable gaming device.
16. 2. The portable game device according to claim 1, a target arrival position is set in the virtual area, the control unit ends the electronic game in response to the character and the target arrival position overlapping as the electronic game progresses. Portable gaming device.
17. 17. The portable gaming device of claim 16, the background image of the virtual area is a background image selected from a plurality of background image candidates, the background image of the virtual area is selected from the plurality of background image candidates depending on the state of the character at the start of the electronic game; Portable gaming device.
18. 18. The portable gaming device of claim 17, the control unit causes the display screen to display an image corresponding to the target position at the start of the electronic game. Portable gaming device.
19. 17. The portable gaming device of claim 16, the control unit evaluates the executed electronic game based on the elapsed time from the start of the electronic game until the character and the target arrival position overlap. Portable gaming device.
20. 20. The portable game device according to any one of claims 1 to 19, The arrangement pattern of the objects in the virtual area is an arrangement pattern selected from a plurality of arrangement pattern candidates. Portable gaming device.
21. 21. The portable gaming device of claim 20, The arrangement pattern is switched among the plurality of arrangement pattern candidates each time the electronic game is executed. Portable gaming device.
22. A control program for a portable game device that executes an electronic game and includes a display screen, a rotation operation unit that can be rotated, and a processor that controls the progress of the electronic game, In the electronic game, displaying a character and a peripheral area of the character in a virtual area in which the character exists on the display screen; scrolling the surrounding area in a predetermined direction to produce movement of the character; In response to the rotation operation on the rotation operation unit, the display positions of the game elements arranged in the peripheral area are rotated around the position of the character, thereby creating an effect of changing the moving direction of the character. A control program that executes processing.
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