Game device, method for controlling operation of same, and game program

The game device addresses the limitations of single-player interaction by differentiating touch elements and providing dynamic gameplay through a dual-display system, enabling multi-player engagement.

WO2025158786A1PCT designated stage Publication Date: 2025-07-31T ARTS COMPANY +1
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Patent Information

Application Number
PCT/JP2024/042804
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-25
Filing Date
2024-12-04
Publication Date
2025-07-31

AI Technical Summary

Technical Problem

Existing image display devices, such as game devices, lack the ability to differentiate between types of touch elements and provide dynamic gameplay experiences, limiting interaction and participation to a single player.

Method used

The game device incorporates a first operation unit with an operation field for arranging a recording medium, a display unit with separate areas for displaying images and receiving inputs, and a control unit to manage these interactions, allowing for dynamic gameplay and multi-player participation.

Benefits of technology

Enables the device to distinguish touch elements, provide dynamic gameplay experiences, and allow multiple players to interact simultaneously, enhancing user engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided is a game device comprising: a first manipulation unit including a manipulation field in which a recording medium related to a game is disposed; a display unit for displaying a prescribed image related to the game; and a control unit for controlling displaying of the prescribed image. The display unit has a first display area for displaying the prescribed image and a second display area for displaying a manipulation field image representing the manipulation field. The second display area functions as a second manipulation unit for receiving a manipulation input from a player. Accordingly, it is possible to provide a dynamic feeling of manipulation on a single screen.
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Description

Game device, operation control method thereof and game program

[0001] The present invention relates to an image display device, an operation control method thereof, and a program, and more particularly to a game device, an operation control method thereof, and a game program.

[0002] In recent years, many image display devices using touch panels have been used. Such image display devices can detect touch operations by users. However, these image display devices do not have the function of determining the type of touch element used to perform the touch operation. As a result, it has not been possible to provide different functions depending on the type of touch element. Therefore, there is a demand for an image display device that can address this issue.

[0003] On the other hand, as an example of an image display device, a game device for playing a competitive game or a cooperative game is known (for example, Patent Document 1). In such a game device, a player operates a small screen. As a result, the gameplay lacks dynamism. Furthermore, such a game device is a game device for single-player play. Therefore, friends and family cannot join in the gameplay on the game device, and the enjoyment of the gameplay cannot be shared. Therefore, a game device that solves these problems is desired.

[0004] Japanese Patent Application Laid-Open No. 2020-18745

[0005] An object of the present invention is to provide an image display device that can determine what type of touch element is in contact with the screen when the touch element is in contact with the screen.

[0006] Another object of the present invention is to provide an image display device that can provide a dynamic sense of operation on a single screen, and in particular to provide a game device that allows third parties other than the player to participate in the game.

[0007] Furthermore, another object of the present invention is to provide an operation control method for an image display device and a program used therefor, in particular, an operation control method for a game device and a game program.

[0008] These objects are achieved by the present inventions (1) to (13) below: (1) A game device comprising: a first operation unit including an operation field for placing a recording medium related to a game, a display unit for displaying a predetermined image related to the game, and a control unit for controlling the display of the predetermined image, wherein the display unit has a first display area for displaying the predetermined image and a second display area for displaying an operation field image representing the operation field, and the second display area functions as a second operation unit for receiving operation input from a player.

[0009] (2) The game device according to (1) above, wherein the first operation unit has a lane for placing the recording medium, and the operation field image has a lane image corresponding to the lane.

[0010] (3) The gaming device according to (2) above, wherein the lane image is formed in an elongated shape in a direction from the second display area toward the first display area.

[0011] (4) The game device according to (2) above, wherein the control unit controls the display of a character image corresponding to the character information stored in the recording medium on the lane image.

[0012] (5) The game device according to (4) above, wherein the control unit controls the lane to change its size in accordance with the size of the character image.

[0013] (6) The game device according to (4) above, wherein the control unit controls the character image to slide on the lane image.

[0014] (7) A game device as described in (4) above, wherein the control unit controls the player to provide reference information related to the character image that is useful for progressing through the game when the player selects the character image.

[0015] (8) The game device according to (7) above, wherein the reference information includes character information, image information, and sound information of the character information of the other party that is different from the character information.

[0016] (9) The game device according to (3) above, wherein the lane image is arranged in a straight line with the lane of the first operating unit along the direction.

[0017] (10) The game device described in (1) above, wherein the display unit has a first display unit having the second display area and a second display unit having the first display area, and the first display unit is angled at a predetermined angle relative to the second display unit.

[0018] (11) A method for controlling the operation of a game device having a first operation unit including an operation field for placing a recording medium related to a game, and a display unit for displaying a predetermined image related to the game, the method comprising the steps of: displaying an operation field image representing the operation field on the display unit; and, when the recording medium is placed on the first operation unit, displaying a character image corresponding to character information stored in the recording medium on the operation field image.

[0019] (12) The operation control method for a game device according to (11) above, wherein the operation field image includes a lane image, and further includes a step of changing the size of the lane image in accordance with the size of the character image.

[0020] (13) A game program for executing the operation of a game device having a first operation unit including an operation field for placing a recording medium related to a game and a display unit for displaying a predetermined image related to the game, characterized in that the game program causes a computer to function as follows: a step of displaying an operation field image representing the operation field on the display unit; and a step of displaying a character image corresponding to character information stored in the recording medium on the operation field image when the recording medium is placed on the first operation unit.

[0021] According to the present invention, when a touch element comes into contact with a screen, it is possible to determine the type of touch element. Furthermore, according to the present invention, it is possible to provide a dynamic sense of operation on a single screen. In particular, it is possible to provide a game device in which third parties other than the player can also participate in the game. Furthermore, according to the present invention, it is possible to provide an operation control method for an image display device and a program used therefor, in particular, an operation control method for a game device and a game program.

[0022] FIG. 1 is a perspective view schematically showing a game device according to a first embodiment of the present invention. FIG. 2 is a block diagram showing the configuration of the game device according to the first embodiment of the present invention. FIG. 3 is a block diagram showing the configuration of a processing means of the game device according to the first embodiment of the present invention. FIG. 4 is a partially enlarged view showing the operation unit and display unit of the game device according to the first embodiment of the present invention. FIG. 5 is an enlarged view showing an operation field image on the display unit of the game device according to the first embodiment of the present invention. FIG. 6 is a character table stored in the storage unit of the game device according to the first embodiment of the present invention. FIG. 7 is a reference information table stored in the storage unit of the game device according to the first embodiment of the present invention. FIG. 8 is a touch element table stored in the storage unit of the game device according to the first embodiment of the present invention. FIG. 9 is a display area table stored in the storage unit of the game device according to the first embodiment of the present invention. FIG. 10 is an enlarged view showing an operation field image on the display unit of the game device according to the first embodiment of the present invention. FIG. 11 is an enlarged view showing the configuration of the display unit of the game device according to the first embodiment of the present invention. FIG. 12 is an enlarged view showing the configuration of the display unit of the game device according to the first embodiment of the present invention. FIG. 13 is an enlarged view showing the configuration of the display unit of the game device according to the first embodiment of the present invention. FIG. 14 is an enlarged view showing the pixel configuration of the game device according to the first embodiment of the present invention. FIG. 15 is an enlarged view showing the center of gravity of a touch element of the game device according to the first embodiment of the present invention. FIG. 16 is an enlarged view showing a pixel region of a touch element of the game device according to the first embodiment of the present invention. FIG. 17 is a schematic view illustrating grouping of game devices according to the first embodiment of the present invention. FIG. 18 is a schematic view illustrating grouping of game devices according to the first embodiment of the present invention. FIG. 19 is a schematic view illustrating grouping of game devices according to the first embodiment of the present invention. FIG. 20 is a schematic view illustrating a first mini-game of the game device according to the first embodiment of the present invention. FIG. 21 is a schematic view illustrating a second mini-game of the game device according to the first embodiment of the present invention. FIG. 22 is a flowchart illustrating the flow of game processing of the game device according to the first embodiment of the present invention.Fig. 23 is a flowchart explaining the flow of a battle in a game device according to a first embodiment of the present invention. Fig. 24 is a flowchart explaining the flow of mini-game processing in a game device according to a first embodiment of the present invention. Fig. 25 is a flowchart explaining the flow of grouping touch elements in a game device according to a first embodiment of the present invention. Fig. 26 is a partially enlarged view schematically showing a display unit and an operation unit of a game device according to a second embodiment of the present invention. Fig. 27 is an enlarged plan view schematically showing a game device according to a third embodiment of the present invention. Fig. 28 is a front view schematically showing an image display device according to a fourth embodiment of the present invention.

[0023] An image display device, an operation control method thereof, and a program according to the present invention will be described in detail below.

[0024] First Embodiment A. Image Display Device The image display device of the present invention is not particularly limited as long as it can display images. Examples of such image display devices include desktop personal computers, laptop personal computers, mobile phones, smartphones, televisions, game consoles, and liquid crystal displays.

[0025] For ease of understanding, the following will describe in detail a case where the image display device is a game device based on a preferred embodiment shown in the accompanying drawings. For convenience of explanation, the upper side in the drawings will be referred to as "upper", the lower side as "lower", the left side as "left", the right side as "right", the front side of the paper as "front", and the back side of the paper as "rear".

[0026] FIG. 1 is a perspective view showing a schematic diagram of a game device according to a first embodiment of the present invention, FIG. 2 is a block diagram showing the configuration of the game device according to the first embodiment of the present invention, and FIG. 3 is a block diagram showing the configuration of the processing means of the game device according to the first embodiment of the present invention.

[0027] 1. Overview of the Game First, a game executed by the game device 1 of this embodiment will be described. The game device 1 can execute, for example, a fighting game or a role-playing game using the recording medium 11. Specifically, the game is executed by placing the recording medium 11 on the operation unit 3. An image corresponding to character information (hereinafter referred to as "character information") recorded on the recording medium 11 is displayed on the display unit 6. This allows the game device 1 to execute a fighting game in which the character in question competes against an opponent's character. Note that the games executed by this game device 1 are not limited to the games described above.

[0028] 2. Recording Medium The recording medium 11 used in the game device 1 of this embodiment is not particularly limited as long as it is capable of storing character information. Such recording medium 11 is formed in the shape of a card, for example, as shown in FIG. 4 . This recording medium 11 has a two-dimensional code on which character information, item information, and the like are recorded. Examples of this two-dimensional code include QR Code (registered trademark) and Zcode (registered trademark). In the case of Zcode, the information is recorded so that it can be identified under invisible light (infrared light). Note that the recording medium 11 may also be an IC card for a game that stores player information and character information.

[0029] 3. Game Device Next, the game device 1 will be described. As shown in FIG. 1, the game device 1 of this embodiment includes two game devices (a first sub-game device 1A and a second sub-game device 1B) that are provided adjacent to each other. This game device 1 has one display unit 6 and is controlled by one control unit 8. This allows the overall size of the game device 1 to be reduced. This also allows the overall cost of the game device 1 to be reduced. The game device 1 of this embodiment is not limited to a configuration in which two game devices are provided adjacent to each other (a two-in-one configuration), but may also be a configuration in which three or more game devices are provided adjacent to each other.

[0030] At first glance, the game device 1 of this embodiment appears to be two game devices placed next to each other. However, these two game devices are actually connected to form a single game device 1. As a result, each player can play on their own sub-game device, or they can cooperate to play a single game. As shown in FIGS. 1 and 2 , this game device 1 has a housing 2, an operation unit 3, a reading unit 4, a speaker 5, a display unit 6, a memory unit 7, a control unit 8, and a communication unit 9. The configuration of each unit will be described below.

[0031] The operation unit 3, reading unit 4, and speaker 5 of the game device 1 include a sub-operation unit 3A, sub-reading unit 4A, and speaker 5A for the first sub-game device 1A, and a sub-operation unit 3B, sub-reading unit 4B, and speaker 5B for the second sub-game device 1B. Because they have the same configuration, they will be described below as the operation unit 3, reading unit 4, and speaker 5 of the game device 1.

[0032] <Cabinet> The cabinet 2 has the function of installing or storing each component of the game device 1. As shown in Fig. 1, the cabinet 2 is formed in a rectangular pillar shape, but is not limited to this. The cabinet 2 may be formed as a single cabinet (twin cabinet), or may be formed by connecting sub-cabinets for each sub-game device. In the case of a twin cabinet, the cabinet 2 is formed symmetrically.

[0033] <Operation Unit> FIG. 4 is a partially enlarged view showing the operation unit and display unit of the game device according to the first embodiment of the present invention. The operation unit 3 has the function of receiving operation inputs made by the player to play the game. The operation unit 3 is composed of two push buttons 31 and an operation field 32. The push buttons 31 are provided on the top surface of the cabinet 2 symmetrically with respect to the operation field 32. The operation field 32 is provided approximately in the center of the top surface of the cabinet 2. The shape of the operation field 32 is not particularly limited, and may be rectangular, square, circular, elliptical, or the like. Such an operation field 32 may be configured so that the player can place the recording medium 11 and move it. The operation field 32 is configured so that the reading unit 4, described below, can read the recording medium 11.

[0034] The operation field 32 includes multiple lanes 321 for placing the recording media 11. In this embodiment, as shown in FIGS. 1 and 4 , three lanes 321 are arranged on the display unit 6 side of the operation field 32. Each lane 321 is formed in an elongated shape toward the display unit 6. The lanes 321 are arranged perpendicular to the display unit 6 and parallel to each other. The number of lanes 321 is not limited to three and may be one, four, or more. Each lane 321 may have a size corresponding to the size of the recording medium 11, a length sufficient to allow the placed recording medium 11 to move in the longitudinal direction, or a length greater than the length of the recording medium 11. The width of each lane 321 corresponds to the width of the recording medium 11.

[0035] <Reading Unit> The reading unit 4 has a function of reading information from the recording medium 11 placed on the operation field 32. The reading unit 4 is provided inside the housing 2, below the operation field 32. Such a reading unit 4 is composed of, for example, an imaging device (camera) and an infrared light source. The infrared light source of the reading unit 4 irradiates infrared light onto the two-dimensional code 111 on the recording medium 11 from below the operation field 32. In this state, the imaging device captures an image of the two-dimensional code 111 on the recording medium 11, thereby reading the information recorded in the two-dimensional code 111 on the recording medium 11. Note that the reading unit 4 may be located anywhere within the housing 2 as long as the imaging device can capture an image of the operation field 32. Alternatively, the reading unit 4 may be composed of only an imaging device.

[0036] <Speaker> The speaker 5 has the function of outputting various sounds. The speaker 5 is provided at the upper front of the cabinet 2. The number of speakers 5 is not particularly limited, and may be one or two or more. In this embodiment, one speaker 5 is provided at the upper front of the cabinet 2 corresponding to each of the sub game devices 1A, 1B. The sounds output by the speaker 5 include music and sound effects stored in the memory unit 7.

[0037] <Display Unit> Fig. 5 is an enlarged view showing an operation field image on the display unit of the game device according to the first embodiment of the present invention. The display unit 6 displays a game image (a predetermined image) and has the function of receiving operation input from the player. Therefore, the display unit 6 functions as an operation display unit. The display unit 6 may be configured with a touch panel or may include a touch panel as part of it. As shown in Fig. 1, the display unit 6 is configured with a sub (first) display unit 61 provided at an angle on the top surface of the cabinet 2 and a main (second) display unit 62 standing upright from the top end of the sub display unit 61.

[0038] (Sub-display unit) The sub-display unit 61 is inclined from the operation unit 3 toward the upper side of the game device 1. The sub-display unit 61 is inclined relative to the operation unit 3 at a first angle θ in the range of 90 to 180 degrees, preferably 130 to 180 degrees. 1This allows the player to reliably view the image displayed on the sub-display unit 61 even when sitting in front of the game device 1.

[0039] The sub-display unit 61 can display an image for the first sub-game device 1A and an image for the second sub-game device 1B. The sub-display unit 61 can also display an image across its entire area when a player and another player are playing cooperatively, for example. As shown in FIGS. 4 and 5 , the sub-display unit 61 displays an image of the operation field 32 (operation field image 63) adjacent to the operation unit 3. The operation field image 63 includes three lane images 631, a connection image 632, and a character image 633. The operation field image 63 may be displayed across the entire area of ​​the sub-display unit 61, or may be displayed in the area on the operation unit 3 side. When the operation field image 63 is displayed in the area on the operation unit 3 side, a different image may be displayed in the area on the main display unit 62 side.

[0040] The lane images 631 are formed in an elongated shape corresponding to the lanes 321 of the operation unit 3. The lane images 631 are arranged parallel to one another along a direction (Y direction) perpendicular to the longitudinal (X) direction of the lane 321 ( FIG. 4 ). The number of lane images 631 does not depend on the number of lanes 321 and may be one, four, or more. In this embodiment, as shown in FIG. 4 , the three lane images 631 correspond to the three lanes 321 of the operation unit 3. Therefore, the lane 321 and the lane images 631 are configured to be one lane. This allows the player to get the feeling that the recording medium 11 has been moved onto the lane image 631 by moving the image of the recording medium 11 on the lane image 631.

[0041] The connection image 632 is an image indicating that the lane 321 and the lane image 631 correspond to each other. The connection image 632 is formed in a straight line, but is not limited to this. The connection image 632 extends from the center of the bottom end of the lane image 631 to the center of the top end of the lane 321. The position where the connection image 632 is displayed is not particularly limited. Note that the connection image 632 does not have to be displayed, and the lane image 631, the connection image 632, and the lane 321 may be displayed so as to be arranged in the same straight line.

[0042] 5, the character image 633 is displayed on the lane image 631 together with the image of the recording medium 11. The character image 633 is an image corresponding to the character information recorded on the recording medium 11. Because the lane image 631 corresponds to the lane 321, the length and width of the lane image 631 correspond to the length and width of the lane 321. However, the length and width of the lane image 631 are not limited to this and may be set to a size different from the length and width of the lane 321.

[0043] If the length of the lane image 631 is longer than the lane 321, the character image 633 has a distance to slide and move. This gives the player the impression that he or she has operated the recording medium 11 a longer distance. Also, if the width of the lane image 631 is wider than the lane 321, a larger character image 633 can be displayed on the lane image 631. This makes it possible to strongly appeal to the player the character image 633.

[0044] Here, the touch element T has a function of touching the surface of the display unit 6. The touch element T is not particularly limited as long as the control unit 8 can receive touch information from the touch element T. For example, the touch element T includes a finger, a palm, a stylus pen, etc. These may be covered with a cover member capable of detecting capacitance.

[0045] The sub-display unit 61 has a plurality of pixels 69 as shown in Fig. 14. The plurality of pixels 69 has a function of detecting whether or not the touch element T has touched the surface of the sub-display unit 61. The plurality of pixels 69 are laminated below the surface layer of the sub-display unit 61. The plurality of pixels 69 may be provided to cover the entire area of ​​the sub-display unit 61, or may be provided in a position on the operation unit 3 side of the sub-display unit 61, or may be provided in any position on the sub-display unit 61. This allows the sub-display unit 61 to function as an operation display unit and to provide a mini-game as described below.

[0046] The pixels 69 may be formed in a grid pattern, stripes, or dots. The pixels 69 may be randomly arranged on the XY plane of the layer, or may be regularly arranged to form a coordinate plane. When the pixels 69 are arranged in a grid pattern or form a coordinate plane, the contact position of the touch element T on the sub-display unit 61 can be accurately determined.

[0047] (Main Display Unit) The main display unit 62 is erected vertically upward from the upper end of the sub-display unit 61. The main display unit 62 is inclined relative to the sub-display unit 61 at a second angle θ in the range of 90 to 180°, preferably 130 to 180°. 2 This allows the player to reliably view the image displayed on the main display unit 62 even when sitting in front of the game device 1.

[0048] The main display unit 62 overlaps the surface of the upper end of the sub-display unit 61. In this case, it is preferable that the image displayed at the lower end (predetermined range) of the main display unit 62 is the same as the image displayed at the upper end (predetermined range) of the sub-display unit 61. This makes it possible to seamlessly link the image displayed on the main display unit 62 with the image displayed on the sub-display unit 61. Furthermore, like the sub-display unit 61, the main display unit 62 can display an image for the first sub-game device 1A and an image for the second sub-game device 1B, and can also display an image across the entire area.

[0049] The main display unit 62 may have a plurality of pixels 69, similar to the sub-display unit 61. The plurality of pixels 69 have the same function as the plurality of pixels 69 of the sub-display unit 61. Furthermore, similar to the sub-display unit 61, the plurality of pixels 69 may be provided over the entire area of ​​the main display unit 62, provided at a position on the sub-display unit 61 side, or provided at any position on the main display unit 62. This allows the main display unit 62 to function as an operation display unit and to provide a mini-game as described below. Note that the main display unit 62 does not have to have a plurality of pixels 69. In this case, the main display unit 62 functions simply as the display unit 6.

[0050] <Storage Unit> Next, the storage unit 7 will be described. Fig. 6 shows a character table stored in the storage unit of the game device according to the first embodiment of the present invention, Fig. 7 shows a reference information table stored in the storage unit of the game device according to the first embodiment of the present invention, Fig. 8 shows a touch element table stored in the storage unit of the game device according to the first embodiment of the present invention, and Fig. 9 shows a display area table stored in the storage unit of the game device according to the first embodiment of the present invention.

[0051] The storage unit 7 stores a game program, game data, and effect data. The game program is a program for causing the game device 1 to execute a game, and is realized in cooperation with hardware. The game data is data related to the game, and includes character data, image data, sound effect data, etc.

[0052] Character data includes data such as the character's name, size, special move, weapon, and strength. This data is stored in a character table in association with the lane ratio, as shown in FIG. 6 . The lane ratio in the character table indicates the ratio of the width and length of the lane image 631 to the size of the character image 633. If this ratio is large, the width and length of the lane image 631 are changed, as described below. Note that a lane ratio of 1 means the normal width and length (default values) of the lane image 631, and means that the lane image 631 is not changed.

[0053] Furthermore, the character data includes, for example, reference information indicating the characteristics (e.g., strength) of character A vis-à-vis the other character, and appeal information related to the reference information. The reference information includes text information, image information, etc. The appeal information includes audio information, image information, etc. As shown in FIG. 7 , these data are stored in a reference information table for character A, with the reference information and appeal information corresponding to each other character.

[0054] The text information of the reference information is information about the strength of the player's character relative to the opponent's character, such as "Looks like he'll be able to attack first." The image information of the reference information is information that simplifies the text information in the form of an image, and is an image containing text information such as "superb." The audio information of the appeal information is information about the cry of the player's character, and is information that appeals to the player by the cry that the character has been selected. The image information of the appeal information is a circular image, and is information that appeals to the player by the size of the circular image that the character has been selected.

[0055] The image data is game image data, and includes, for example, character images, background images, various effect images, etc. The sound effect data is sound data that is played during game play and is different from music data. The sound effect data includes, for example, evaluation sound data that is played in response to the results of the player's operations.

[0056] The effect data includes data indicating the type of touch element T and data to be displayed when a mini-game is executed. As shown in Fig. 8, this data is stored in a touch element table, with pixel areas and effects corresponding to the type of touch element T. For example, if the type of touch element T is a single finger or a stylus pen, pixel areas ranging from 1 to 9999 are associated with effect 1, which is a "." This allows the control unit 8 to identify the touch element T that has come into contact with the surface of the display unit 6, as will be described later.

[0057] The touch element table also stores pixel areas assigned to touch elements T, such as "1x1," corresponding to the pixel area. This is used in the mini-game described below. It is preferable to set different ranges for the pixel area depending on the type. This allows for detailed determination of the type of touch element T. In this embodiment, three types of pixel area ranges are simply set, taking into consideration the simplicity and speed of game processing (FIG. 8).

[0058] Furthermore, as shown in FIG. 9 , the storage unit 7 stores, for each opponent character, information about the display area for displaying character A, corresponding to the characteristics of character A and the opponent character's exhaustion level. For example, the characteristics of character A may be speed or power, and may be indicated as "fast," "slow," "yes," "no," or "same." The exhaustion level is information that is updated in real time during game execution and indicates whether character A is more exhausted than character A. For example, if character A is faster than opponent character 1, the display area for character A is set to 62d+61e+61f+61g. If the exhaustion level of opponent character 1 is "Yes," the display area is set to 62c+62d+61e+61f+61g.

[0059] <Control Unit> Next, we will explain the control unit 8. Fig. 10 is an enlarged view showing an operation field image on the display unit of the game device according to the first embodiment of the present invention, and Figs. 11 to 13 are enlarged views showing the configuration of the display unit of the game device according to the first embodiment of the present invention.

[0060] The control unit 8 controls all functions related to the execution of the game. As shown in Fig. 2, the control unit 8 has an information acquisition means 81, a processing means 82, a display control means 83, a size change means 84, an information provision means 85, a display area change means 86, and a sound output control means 87.

[0061] (Information Acquisition Means) The information acquisition means 81 has a function of acquiring information on operation input by the player, character information and game information from the recording medium 11, etc. The information acquisition means 81 acquires information on operation input when the player presses the push button 31. The information acquisition means 81 also acquires information on touch operation input (touch information) when the touch element T contacts the surface of the display unit 6. Such touch operation input information includes, for example, information on character selection, the numerical value of the pixel 69 overlapping with the touch element T, and information on the touch position. The numerical value of the pixel 69 is the numerical value of the height (vertical) and width (horizontal) of the pixel 69 overlapping with the touch element T, or the XY coordinates (width, height). Furthermore, the information acquisition means 81 acquires character information, etc. read by the reading unit 4. In addition, the information acquisition means 81 acquires various other information obtained via the communication unit 9, which will be described later.

[0062] (Processing Means) The processing means 82 has a function of processing the information acquired by the information acquisition means 81 and the progress of the game. For example, the processing means 82 determines information on game images stored in the storage unit 7 and provides the information to the display control means 83. Furthermore, the processing means 82 refers to the character table of FIG. 6 based on the character information acquired by the information acquisition means 81 and determines the lane ratio corresponding to the character information. Furthermore, the processing means 82 determines sound information and provides the sound information to the sound output control means 87.

[0063] (Display Control Means) The display control means 83 has the function of controlling the display of all images related to the game. That is, the display control means 83 controls the main display unit 62 and the sub-display unit 61 to display images of the game image data provided by the processing means 82. The display control means 83 then controls the sub-display unit 61 to display the operation field image 63. For example, the display control means 83 controls the display of the operation field image 63 on the sub-display unit 61 as shown in FIG. 4, and the display of a game image on the main display unit 62 as shown in FIG. 11. In this way, the display control means 83 can display predetermined images separately on the sub-display unit 61 and the main display unit 62, or can control the display of predetermined images separately for each sub-game device.

[0064] (Size Changing Means) The size changing means 84 has a function of changing the size of the lane image 631 in accordance with the size of the character image 633 corresponding to the character information recorded on the recording medium 11. Specifically, when the recording medium 11 is placed on the lane 321, the processing means 82 determines lane ratio information corresponding to the character information of the recording medium 11. Then, the size changing means 84 changes the size of the lane image 631 corresponding to the lane 321 on which the recording medium 11 is placed, based on the lane ratio information.

[0065] For example, when the display control means 83 displays an image of character A on the lane image 631, the processing means 82 refers to FIG. 6 and determines the lane ratio (width) information (1.4) and lane ratio (length) information (1.4) of character A. The size change means 84 changes the size of the lane image 631 based on this lane ratio information. In this embodiment, as shown in FIG. 10, the size change means 84 changes the width of the lane image 631 to 1.4 times the width of the lane image 631 in the default state. This allows the large character image 633 to be reliably displayed on the lane image 631. Therefore, the large character image 633 can be displayed with emphasis.

[0066] Similarly, the size change means 84 can change the width ratio of the lane image 631 to 0.8 times the default value based on the lane ratio (width) information ( FIG. 6 ). This allows the lane image 631 to be changed to match the small character image 633. This allows the lane image 631 to be effectively displayed in the operation field image 63 according to the size of the character image 633. Note that the size change means 84 can ignore the lane ratio (length) information in advance. Alternatively, the size change means 84 can change the width and length of the lane image 631 by taking both the lane ratio (width) information and the lane ratio (length) information into consideration. Note that the left and right lane images 631 shown in FIG. 10 are default images, and their widths are set to the default value of 1.

[0067] Furthermore, when the processing means 82 determines the lane ratio information of the mega-sized character Z, the size changing means 84 can merge adjacent lane images 631 based on this lane ratio information. As a result, there are two lane images 631 on the operation field image 63, and the character image 633 of the mega-sized character Z can be displayed on the merged lane image 631. In this way, an image in which characters corresponding to two recording media 11 on the lane 321 are merged can be displayed, providing a sense of excitement to the player. Note that the size changing means 84 can also merge all of the lane images 631 in the same way.

[0068] (Information Providing Means) The information providing means 85 has a function of providing a reference information image 64 and an appeal information image 65 related to a character image 633 on the lane image 631. Specifically, when a player touches a character image 633, the information providing means 85 refers to the reference information table for that character stored in the storage unit 7. Then, the information providing means 85 determines reference information and / or appeal information corresponding to the opponent character image displayed on the main display unit 62. Then, the sub-display unit 61 displays a "superb" image 64 of reference information near the character image 633 outside the operation field image 63, as shown in FIG. 11 , for example. This provides the player with information that the opponent character image 633 has excellent compatibility (is strong) with the opponent character image displayed on the main display unit 62.

[0069] 11, the sub-display unit 61 displays a triple-circular appeal information image 65 on the character image 633. This provides the player with information that the player's character image 633 has a good compatibility (is strong) with the opponent character image displayed on the main display unit 62. Similarly, the information providing means 85 can provide text information such as "Looks like it will be able to attack first" as shown in FIG. 7, instead of the image information of the reference information. Furthermore, the information providing means 85 can provide audio information such as "Cry" as shown in FIG. 7 to the sound output control means 87, instead of the image information of the appeal information.

[0070] In addition to the information provided above, the information providing means 85 can also provide appealing information that vibrates the character image 633 on the lane image 631, and a reference information image 64 that indicates the order of battle with the opposing character.

[0071] Furthermore, the information providing means 85 may provide information about a character (helper character) to be displayed on the lane image 631 when the recording medium 11 is not set on the lane 321. The helper character is not particularly limited, but may include a character that participated in cooperative play in a past game play or a character that appeared in a mini-game. The information providing means 85 can provide information about the helper character when the recording medium 11 is not placed on the lane 321 for a certain period of time, when the player performs an operation input requesting the provision of information, or the like. This allows the player to enjoy the game using the helper character even if he or she does not have the recording medium 11.

[0072] The player can determine whether to use the help character in battle based on the help character information. Therefore, the display control means 83 can control the sub-display unit 61 to display an image of the help character based on an operational input by the player. The display control means 83 can also control the sub-display unit 61 to automatically display an image of the help character based on the help character information, without relying on an operational input by the player. With this configuration, the player can enjoy the game using not only characters from the recording medium 11, but also characters that have appeared in past gameplays.

[0073] (Display Area Changing Means) The display area changing means 86 has a function of changing the area in which the character image 633 is displayed between the main display unit 62 and the sub-display unit 61. Typically, as shown in Fig. 12, the opponent character image is displayed in the main display unit 62, and the player's character image 633 is displayed in the sub-display unit 61. Here, the main display unit 62 has, from the top to the bottom, a first display area 62a that shows the progress of the game, and second to fourth display areas 62b to 62d that display the opponent character image. On the other hand, the sub-display unit 61 includes fifth to seventh display areas 61e to 61g that display the character image 633, and an eighth display area 61h that displays the operation field image 63.

[0074] In this case, when a character image 633 is selected by the player, the display area changing means 86 refers to the display area table stored in the storage unit 7. Then, the display area changing means 86 determines the display area of ​​the character image 633 corresponding to the opponent character. For example, if the player's character has a property of being faster than the opponent character, the display area changing means 86 changes the display area so that the player's character image 633 is displayed in the fifth to seventh display areas 61e to 61g of the sub-display unit 61 and the fourth display area 62d of the main display unit 62, as shown in FIG. 13( a).

[0075] Furthermore, if the opposing character has exhaustion, the display area changing means 86 further changes the display area so that the player's character image 633 is displayed up to the third display area 62c of the main display unit 62, as shown in Figure 13(b). By changing the display area in this way, it is possible to gradually indicate to the player that the player's character has a high possibility of defeating the opposing character. As a result, the player can efficiently defeat the opposing character without engaging in unnecessary battles.

[0076] Similarly, if the player's character is slower than the opponent's character, the display area changing means 86 changes the display area so that the player's character image 633 is displayed in the sixth and seventh display areas 61f to 61g of the sub-display unit 61, as shown in FIG. 13(c). Furthermore, if the player's character has exhaustion, the display area changing means 86 further changes the display area so that the player's character image 633 is displayed only in the seventh display area 61g of the sub-display unit 61, as shown in FIG. 13(d). Such changes in the display area gradually indicate to the player that the player's character is likely to be defeated by the opponent's character. As a result, the player can efficiently fight the opponent's character without engaging in unnecessary battles.

[0077] (Sound Output Control Means) The sound output control means 87 controls the output of all sounds and music related to the game. Specifically, the sound output control means 87 controls the output of music and sounds determined by the processing means 82. The sound output means 87 provides sound and music information to the speaker 5, thereby enabling the speaker 5 to output the sound and music.

[0078] As described above, in the game device 1 of this embodiment, the display unit 6, particularly the sub-display unit 61, is configured as a touch panel. Therefore, the game device 1 can provide various mini-games using the sub-display unit 61. The mini-games may be executed in the entire area of ​​the sub-display unit 61, or in any of the fifth to eighth display areas 61e to 61h.

[0079] The configuration of the control unit 8 for providing the mini-game will be described below. Fig. 14 is an enlarged view showing the pixel configuration of the game device according to the first embodiment of the present invention, Fig. 15 is an enlarged view showing the center of gravity of the touch element of the game device according to the first embodiment of the present invention, Fig. 16 is an enlarged view showing the pixel area of ​​the touch element of the game device according to the first embodiment of the present invention, and Figs. 17 to 19 are schematic views for explaining grouping of the game device according to the first embodiment of the present invention.

[0080] 3, the processing means 82 includes an area calculation means 821, a determination means 822, an effect generation means 823, a center of gravity determination means 824, an allocation means 825, and a grouping means 826. The configuration of each section will be described in detail below.

[0081] (Area Calculation Means) The area calculation means 821 has a function of calculating the area (pixel area) of the pixel 69 overlapped by the touch element T from the pixel numerical values ​​acquired by the information acquisition means 81. For example, if the touch element T is three fingers, the information acquisition means 81 acquires the width and height coordinates of all pixels 69 overlapped by the three fingers. In this case, the area calculation means 821 calculates the difference between the largest width value and the smallest width value among the acquired coordinates. Similarly, the area calculation means 821 calculates the difference between the largest height value and the smallest height value among the acquired coordinates. The area calculation means 821 may multiply the calculated width difference value and height difference value of the pixel 69 to calculate the pixel area of ​​the pixel 69 overlapped by the three fingers.

[0082] Alternatively, the area calculation means 821 may calculate the pixel area based on the width difference and height difference of the pixel 69 and the values ​​in the pixel table below. The pixel table is stored in advance in the storage unit 7.

[0083] Specifically, when the area calculation means 821 calculates a width difference value of 2560 and a height difference value of 4096, the area calculation means 821 converts the calculated width difference value and height difference value using the value of one pixel in the pixel table as follows: Width value: 2560 ÷ 8.5 = 301 pixels Height value: 4096 ÷ 15.2 = 270 pixels

[0084] Then, the area calculation means 821 uses the converted width difference value and height difference value to calculate the pixel area as 301 x 270 = 81,270 pixels. As a result, the area of ​​pixels overlapping with the three fingers is set to 81,270 pixels. Note that the area calculation means 821 may directly calculate the pixel area from the pixel value acquired by the information acquisition means 81.

[0085] (Determination Means) The determination means 822 has a function of determining the type of pixel element from the pixel area calculated by the area calculation means 821. The determination means 822 references the touch element table shown in FIG. 8 . The determination means 822 then identifies the pixel area that includes the calculated pixel area and determines the type of touch element T. If the pixel area is 81,270 pixels, the determination means 822 identifies the range of pixel areas that includes the pixel area as 10,000 to 149,999. The determination means 822 then determines the touch element T to be three fingers or a child's palm. Similarly, if the pixel area is between 1 and 9,999, the determination means 822 determines the touch element T to be a stylus pen or a finger.

[0086] Statistically, the contact area of ​​a child's palm on the display unit 6 and the contact area of ​​three fingers on the display unit 6 are approximately the same. Therefore, in this embodiment, the child's palm and three fingers are classified as the same touch element T. This simplifies the processing of the determination means 822. In this way, the game device 1 of this embodiment can determine what kind of touch element T has touched the display unit 6. Therefore, it is possible to provide various mini-games, such as a coloring game, which will be described later.

[0087] 8, the pixel area ranges may be set to different ranges corresponding to the types of touch elements T. In this case, the determination unit 822 may determine one touch element T as the type of touch element T. This allows the determination unit 822 to determine in detail the type of touch element T touched on the sub-display unit 61, such as a finger, a child's palm, or an adult's palm. Therefore, a mini-game may be provided according to the type of touch element T.

[0088] (Effect Generation Means) The effect generation means 823 has a function of generating an effect corresponding to the touch element T based on the type of touch element T determined by the determination means 822. For example, if the determination means 822 determines that the touch element T is three fingers, the effect generation means 823 refers to the touch element table of FIG. 8 . Then, the effect generation means 823 determines an effect randomly or sequentially. For example, if Effect 1 is determined, the effect generation means 823 controls so that the effect image 68 of Effect 1 is displayed in a position close to the touch element T (hand) or the character image 633 ( FIG. 14( b) ).

[0089] Similarly, when the touch element T is a finger, the image of Effect 1 shown in Fig. 8 is displayed in a position close to the finger or character image 633 (Fig. 14(a)). By displaying such an effect image 68, the type of touch element T can be visually shown to the player. Therefore, for example, even if a parent and a child touch the display unit 6 at the same time, it can be clearly shown to the player which touch element T is causing the effect.

[0090] The effect generating means 823 also has a function of generating an effect related to a mini-game, which will be described later. For example, when the touch element T touches the display unit 6, the effect generating means 823 generates a predetermined mark from the touched portion ( FIG. 20 ), or controls to change the display of the character image 633. The effect generating means 823 can also control to change the color of the image of the touched portion ( FIG. 21 ). The effect generating means 823 can also vary the effect depending on the movement of the touch element T or the way in which the player operates the touch element T.

[0091] (Center of Gravity Determination Means) When the touch element T touches the display unit 6, the touch element T may come into contact with the display unit 6 at multiple positions. At this time, the information acquisition means 81 acquires pixel values ​​of the multiple contact points. In this case, the center of gravity determination means 824 has a function of determining the center of gravity 67 of the touch element T from the multiple contact points. For example, when the display unit 6 is touched with the palm of the hand, as shown in FIG. 15 , the palm may come into contact with the display unit 6 at five points. At this time, the center of gravity determination means 824 determines the center of gravity 67 of the palm based on the pixel positions of the five contact points and pixel values ​​such as their width and height. The determination method is a common method. Note that the center of gravity determination means 824 may determine the center of gravity 67 of the palm from only the pixel positions or pixel values ​​of the contact points.

[0092] Furthermore, when a finger touches the display unit 6, the center of gravity determination means 824 determines the center of gravity 67 of the finger based on the pixel values ​​of the pixels 69 where the finger overlaps. Specifically, the center of gravity determination means 824 calculates the center of gravity 67 from the width and height values ​​of the pixel values. Since it is known which point the touch element T is in contact with the display unit 6 at the center of gravity 67, it is easy to understand in which range of pixel area an effect will be generated.

[0093] Furthermore, the center of gravity determination means 824 may determine any one of the plurality of contact points as the center of gravity 67. In other words, the center of gravity determination means 824 may determine the contact point with the largest contact area among the plurality of contact points as the center of gravity 67. When the center of gravity 67 is determined as described above, the effect generation means 823 may display a black dot at the center of gravity 67 of the palm, as shown in Fig. 15. This makes it possible to show the player which part of the display unit 6 the palm is centered in contact with.

[0094] (Assignment Means) The assignment means 825 has a function of assigning a pixel area to the touch element T according to the determined type of touch element T. For example, if the determination means 822 determines that the touch element T is an adult's palm, the assignment means 825 refers to FIG. 8 and identifies a pixel area corresponding to the adult's palm. The assignment means 825 then assigns a "5 x 5" pixel area 693 to the touch element T. At this time, the assignment means 825 assigns the pixel area 693 to the adult's palm so that the center of gravity 67 of the touch element T is located at the center of the pixel area 693. As a result, when an adult's palm touches the surface of the operation unit 3, it is determined that the "5 x 5" = 25 pixel area 693 is in contact with the touch element T ( FIG. 16( c) ).

[0095] Furthermore, when the touch element T is three fingers and when it is a child's palm, the same pixel area corresponds to them ( FIG. 8 ). Therefore, whether the touch element T is three fingers or a child's palm, a pixel area 692 of "3×3" = 9 is assigned to the touch element T ( FIG. 16( b)). Similarly, when the touch element T is a finger, the assignment means 825 assigns a pixel area 691 of "1×1" = 1 to the touch element T. In this way, the larger the touch element T, the larger the pixel area that is determined to be in contact with the display unit 6 at one time. Therefore, the player can particularly enjoy mini-games such as coloring games even more.

[0096] 8, pixel areas may be set differently depending on the type of touch element T. In this case, the allocation means 825 may allocate different pixel areas to each type of touch element T. This allows for various mini-games, such as a coloring game in which a wide area of ​​the display unit 6 is touched, or a game in which a narrow area is touched. Alternatively, the same pixel area may be set uniformly regardless of the type of touch element T. Furthermore, the allocation means 825 may allocate the center of gravity 67 of the touch element T to any position on the touch element T, rather than allocating it to the center of the pixel area.

[0097] (Grouping Means) Because the display unit 6 of the game device 1 of this embodiment has a certain area, multiple touch elements T or different types of touch elements T may come into contact with the surface of the display unit 6. Furthermore, because the display unit 6 is configured as a touch panel, the player can perform a slide operation or a flick operation on the display unit 6. Figures 17 to 19 show states in which the palm of a left hand (first touch element) and the palm of a right hand (second touch element) are touching the display unit 6 as multiple touch elements T.

[0098] The grouping means 826 has a function of grouping the plurality of touch elements T when the distance between the centers of gravity 67 of the plurality of touch elements T approaches within a predetermined distance. The grouping means 826 then has a function of setting the grouped touch elements T as a single touch element T (grouped touch element). Here, the predetermined distance is a group setting distance for grouping the first touch element T and the second touch element T. The group setting distance is a distance of 1 to 5 pixels, preferably 1 to 3 pixels, from the center of gravity 67. In other words, the group setting distance is a distance in the range of 8.3 to 41.5 mm, preferably 8.3 to 24.9 mm, from the center of gravity 67. This forms a group setting circle 601 centered on the center of gravity 67. When the group setting distance is within this range, the touch elements T can be appropriately grouped without colliding with each other.

[0099] Specifically, as shown in Fig. 17 , when the left palm and the right palm are outside the group setting circle 601, the control unit 8 recognizes that two touch elements T are touching the display unit 6. From this state, when the left palm and the right palm approach each other, the group setting circle 601 of the left palm intersects with the group setting circle 601 of the right palm. At this time, the grouping unit 826 groups the left palm and the right palm as shown in Fig. 18 and sets a grouped touch element. Thereafter, the center of gravity determination unit 824 newly determines the center of gravity 671 of the grouped touch element. Then, the allocation unit 825 allocates a new pixel area to the grouped touch element.

[0100] In this case, the pixel area is not particularly limited, and may be a pixel area of ​​"5 x 5" = 25, or a pixel area of ​​"5 x 5" x 2 = 50. This increases the area that can be touched at one time on the display unit 6, allowing players to advance advantageously in the mini-game described below. Furthermore, since multiple players can play the mini-game simultaneously, the fun can be shared with more players than with conventional game devices.

[0101] Meanwhile, the grouping means 826 has a function of ungrouping the plurality of touch elements T when the distance between the centers of gravity 67 of the plurality of touch elements T deviates from a predetermined distance. The grouping means 826 then has a function of resetting the grouped touch elements T as the original touch element T. Here, the predetermined distance is an ungrouping distance for ungrouping the first touch element T and the second touch element T. The ungrouping distance is 2 to 6 pixels, preferably 2 to 4 pixels, from the center of gravity 67. In other words, the group setting distance is a distance in the range of 16.6 to 49.8 mm, preferably 16.6 to 33.2 mm. This forms an ungrouping circle 602 centered on the center of gravity 67. When the ungrouping distance is within this range, the grouping is not immediately ungrouped, allowing the player time to adjust.

[0102] As shown in FIG. 18 , when the touch elements T are grouped, the control unit 8 recognizes that the grouped touch elements are being touched. From this state, when the left palm and the right palm move away from each other, the ungrouping circle 602 on the left palm and the ungrouping circle 602 on the right palm come into contact with each other ( FIG. 19 ). Then, when the left palm and the right palm move further away from each other, the grouping unit 826 ungroups the group. This returns the state shown in FIG. 17 , and the control unit 8 recognizes two touch elements T ( FIG. 17 ). This allows multiple players to freely slide the display unit 6, thereby advantageously progressing through the mini-game described below. Furthermore, since multiple players can play the game individually, the game can be enjoyed by more players than with conventional game devices.

[0103] In this way, by providing the group setting circle 601 and the ungrouping circle 602, a difference is created between group setting and ungrouping. This difference makes it possible to maintain grouping for a certain time or distance even when the touch elements T move away from each other. This makes it possible to provide excitement to the player for a long period of time. Note that the group setting distance and the ungrouping distance may be set to be the same, thereby integrating the group setting circle 601 and the ungrouping circle 602.

[0104] In addition to the above configuration, the control unit 8 of the present invention may include direction detection means for detecting the moving direction of the touch element T. For example, when the player performs a flick operation upward on the sub-display unit 61, the direction detection means detects the moving direction of the touch element T as upward. As a result, the effect generation means 823 can generate a predetermined effect toward the main display unit 62 based on the detected upward direction. As a result, a predetermined effect can be generated from the sub-display unit 61 toward the main display unit 62, and a mini-game can be provided on the entire display unit 6.

[0105] Furthermore, the processing means 82 may have a function of ignoring contact of the touch element T within a predetermined circle centered on the center of gravity 67. Specifically, the processing means 82 sets a circle centered on the center of gravity 67 and having a radius equal to the distance from the center of gravity 67 to the farthest contact point. Next, the processing means 82 sets a threshold circle whose radius is larger than the radius. In this state, even if another touch element T contacts the display unit 6 in an area inside the threshold circle, the processing means 82 can provide a function of ignoring the contact of another touch element T.

[0106] The processing means 82 may also have a function of ignoring contact with a pixel region by another touch element T. With this function, contact by another touch element T is not recognized, so that the center of gravity 67 of the touch element T can be accurately and reliably fixed. The radius of the threshold circle is not particularly limited, and a distance of 2 to 5 pixels is preferable, and a distance of 3 to 4 pixels is more preferable.

[0107] <Communication Unit> The communication unit 9 has the function of communicating with an external network (LAN, WAN, Internet, etc.) or device via a wired or wireless connection. The game device 1 of the present invention may communicate data with other devices, such as other game devices or information terminals, via the communication unit 9. For example, the communication unit 9 can communicate with other devices to obtain music data or game programs. This allows the game program to be updated, making it possible to provide the latest games. Note that the game device 1 does not necessarily have to have the communication unit 9.

[0108] The image display device of the present invention has been described above as the game device 1, but in addition to the above-mentioned components, the game device 1 of this embodiment also has a coin slot, a coin return slot, and a recording medium 11 outlet on the front of the housing 2.

[0109] Furthermore, the game device 1 can be connected to a plurality of game devices 1 via a network. In this case, a server (not shown) manages various information. This allows the server to grasp what kind of player is playing on the game device 1. By having the server manage the touch element T of the player, for example, if the determination means 822 determines that the touch element T is a child's palm, a predetermined benefit can be provided to the player at a certain rate.

[0110] 4. Description of Mini-Games Next, a description will be given of mini-games executed on the game device 1 of this embodiment. Fig. 20 is a schematic diagram for explaining a first mini-game on the game device according to the first embodiment of the present invention, and Fig. 21 is a schematic diagram for explaining a second mini-game on the game device according to the first embodiment of the present invention.

[0111] The mini-game may be executed at any time during game execution. For example, the mini-game may be executed randomly at the end of a battle or when a player defeats an opposing character. The mini-game is provided by the components of the control unit 8 and the components of the processing means 82 (e.g., mini-game providing means) as described above. Such a mini-game is not particularly limited as long as it is provided when the touch element T comes into contact with the display unit 6. For example, a mini-game that generates a predetermined image (first mini-game) or a coloring game (second mini-game) may be included.

[0112] <First Mini-Game> When the touch element T comes into contact with the display unit 6, the effect generating means 823 performs control to display an image such as a predetermined mark at a pixel 695 where the center of gravity 67 of the touch element T overlaps (hereinafter referred to as an "overlapping pixel") 695. For example, as shown in FIG. 20, at the overlapping pixel 695 where the center of gravity 67 of the touch element T overlaps, the effect generating means 823 generates an effect such as making an image of a heart mark appear (FIG. 20(a)). This effect may occur only once or may occur throughout the time the touch element T is in contact. In this state, when the touch element T moves, the effect at the overlapping pixel 695 disappears (FIG. 20(b)). Meanwhile, at the overlapping pixel 696 where the touch element T has moved (hereinafter referred to as a "next overlapping pixel") 696, the effect generating means 823 generates a similar effect (FIG. 20(b)).

[0113] In this state, when the touch element T returns to the superimposed pixel 695, the effect generating means 823 generates the above-mentioned effect again at the superimposed pixel 695 according to a predetermined time ( FIG. 20( c) ). If the touch element T returns to the superimposed pixel 695 earlier than this predetermined time, the effect will not be generated. The predetermined time (disabled time) is not particularly limited, but is preferably about 0.5 to 3 seconds. By setting a predetermined time, the effect will not continue even if the touch element T touches the same pixel 69 on the display unit 6, which gives the player an incentive to move the touch element T widely on the display unit 6. This allows the effect to be generated over a wide area of ​​the display unit 6.

[0114] The effect generation means 823 can also generate the above-mentioned effect at the superimposed pixel 695 in accordance with the number of pixels moved from the superimposed pixel 695, instead of a predetermined time. Specifically, when the touch element T moves a predetermined number of pixels 69 (e.g., 1 to 10) from the superimposed pixel 695, the effect generation means 823 can cancel the disabled period. Therefore, when the touch element T returns to the superimposed pixel 695 from the next superimposed pixel 696, the effect generation means 823 can restore the above-mentioned effect. This provides an incentive for the player to move the touch element T widely on the display unit 6, since the effect is generated only when the touch element T moves a predetermined distance on the display unit 6. This allows the effect to be generated over a wide area of ​​the display unit 6.

[0115] The effect generating means 823 may generate an effect such as sound, image vibration, image deflection, etc., instead of an image such as a predetermined mark. Furthermore, the effect generating means 823 can change the magnitude of the effect to be generated depending on the type of touch element T, with reference to the touch element table of FIG.

[0116] <Second Mini-Game> When the touch element T comes into contact with the display unit 6, the effect generating means 823 controls the display unit 6 to change the color of the image displayed in the overlapping pixel 695 where the center of gravity 67 of the touch element T overlaps. For example, as shown in FIG. 21 , a water drop image (mini-game image) is displayed ( FIG. 21( a)). When the finger of the touch element T comes into contact with the display unit 6, the effect generating means 823 generates an effect that changes the color of the image in the overlapping pixel 695. When the touch element T moves in this state, the effect generating means 823 changes the color of the image in the next overlapping pixel 696 where the center of gravity 67 of the touch element T overlaps ( FIG. 21( b)). In this case, since the allocation means 825 allocates the "1x1" pixel area 692 to the finger, the effect generating means 823 can change the color of the image in one pixel 69. By repeating this process, the effect generating means 823 can change the color of the water drop image ( FIG. 21( d)).

[0117] When the touch element T is three fingers, the effect generation unit 823 generates an effect of changing the color of the water drop image in the same way as for fingers. In this case, the allocation unit 825 allocates a "3x3" pixel area 692 to the three fingers, so the color of the image in nine pixels 69 can be changed at once ( FIG. 21( c) ). This allows the effect generation unit 823 to change the color of a wider range at once than for the finger touch element T, providing a pleasant feeling to the player and enabling them to succeed in the game more quickly ( FIG. 21( d) ). Note that the determination unit 822 determines that the game is successful when the color of the water drop image has changed 80 to 100%. This allows the effect generation unit 823 to generate a predetermined effect, such as a level-up.

[0118] Alternatively, the mini-game may be a game in which the appearance or expression of the character image 633 changes when the touch element T comes into contact with the character image 633 displayed on the display unit 6. This is a game in which the display of the character image 633 changes instead of changing the color of the second mini-game.

[0119] B. Operation Control Method of Image Display Device <Processing of Game Device> Next, an operation control method of the image display device of the present invention will be described. In the following, to facilitate understanding, an example will be described in which the image display device is a game device. Fig. 22 is a flowchart illustrating the flow of game processing of the game device according to the first embodiment of the present invention, Fig. 23 is a flowchart illustrating the flow of a battle of the game device according to the first embodiment of the present invention, and Fig. 24 is a flowchart illustrating the flow of mini-game processing of the game device according to the first embodiment of the present invention.

[0120] First, when a player inserts a coin, the control unit 8 controls the display of the game image and the other player's character image. As a result, the main display unit 62 of the display unit 6 displays the other player's character image (S1). At the same time, the control unit 8 controls the display of the operation field image 63. As a result, the sub-display unit 61 of the display unit 6 displays the operation field image 63 (S2). In this state, the player sets the recording medium 11 on the lane 321 of the operation field 32 (S3). Then, the reading unit 4 reads the character information stored on the recording medium 11.

[0121] The control unit 8 acquires the character information and determines whether the size of the character image 633 corresponding to the character information is the default (S4). If the control unit 8 determines that the character image 633 is not the default, it changes the size of the lane image 631 corresponding to the lane 321 in which the storage medium 11 is set (S5). Thereafter, the control unit 8 performs control so that the character image 633 is displayed on the lane image 631. As a result, the sub-display unit 61 of the display unit 6 displays the character image 633 on the lane image 631 (S6).

[0122] On the other hand, if the control unit 8 determines in step S4 that the character image 633 is the default, the process proceeds to step S6. Next, the control unit 8 determines whether all of the recording media 11 have been set on the lane 321 (S7). If the control unit 8 determines that all of the recording media 11 have not been set on the lane 321, the control unit 8 determines whether a help character has been set (S71). If the control unit 8 determines that a help character has not been set, the process proceeds to step S3. This causes the processes of steps S3 to S71 to be repeated.

[0123] In step S71, if the control unit 8 determines that a helper character has been set, the control unit 8 performs control to display an image of the helper character on the lane image 631. As a result, the sub-display unit 61 of the display unit 6 displays the image of the helper character on the lane image 631 (S72). Then, the process proceeds to step S8.

[0124] If it is determined in step S7 that all recording media 11 have been set on the lane 321, the process proceeds to step S8. The control unit 8 receives information that the touch element T has touched the character image 633 on the lane image 631 (S8). As a result, the control unit 8 controls to display reference information for the touched character image 633 (S9). Next, the control unit 8 determines whether or not the touch element T has caused the character image 633 to slide (S10). If it is determined that the touch element T has not caused the character image 633 to slide, the process returns to step S8. As a result, the processes of steps S8 to S10 are repeated. On the other hand, if it is determined that the touch element T has caused the character image 633 to slide, the process ends after a battle (S11) and a mini-game (S12).

[0125] Next, the battle processing provided by the game device 1 will be described using Figure 23. First, in step S11 in Figure 22, the control unit 8 compares the acquired character information with the character information of the opponent character and determines whether the values ​​of their properties are different (S111). If it is determined that the values ​​of the properties are not different, the control unit 8 controls the display of the player's character image 633 in the fifth to seventh display areas 61e to 61g of the sub-display unit 61. As a result, the player's character image 633 is displayed as shown in Figure 12 (S112a).

[0126] On the other hand, if the control unit 8 determines that the properties have different values, that is, if the property value of the player's character image 633 is greater than the property value of the opponent's character image, the control unit 8 performs control so that the player's character image 633 is also enlarged and displayed in the fourth display area 62d of the main display unit 62. As a result, the player's character image 633 is displayed as shown in FIG. 13(a) (S112b).

[0127] Furthermore, if the control unit 8 determines that the properties have different values, that is, if the property value of the player's character image 633 is smaller than the property value of the opponent's character image, the control unit 8 performs control to display the player's character image 633 in a reduced size in the sixth and seventh display areas 61f-g of the sub-display unit 61. As a result, the player's character image 633 is displayed as shown in FIG. 13(c) (S112c).

[0128] Next, the control unit 8 determines whether the other party's character has any wear and tear (S113). If the control unit 8 determines that the other party's character has any wear and tear, the control unit 8 enlarges and displays the player's character image 633 so that it is also displayed in the third display area 62c of the main display unit 62 (S114). As a result, the player's character image 633 is displayed as shown in FIG. 13(b).

[0129] On the other hand, if the control unit 8 determines in step S113 that the other party's character has no wear, the process proceeds to step S115. Next, the control unit 8 determines whether the player's character has wear (S115). If the control unit 8 determines that the player's character has wear, the control unit 8 controls the player's character image 633 to be displayed in a reduced size in the seventh display area 61g of the sub-display unit 61. As a result, the other party's character image is displayed in an enlarged size as shown in FIG. 13(d) (S116). Then, the process ends.

[0130] On the other hand, if the control unit 8 determines in step S115 that the other character has no wear, the process ends. Note that steps S113 to S114 and S115 to S116 may be performed in reverse order.

[0131] Next, the processing of the first mini-game provided by the game device 1 will be described using Figure 24. In step S12 of Figure 22, the control unit 8 starts the first mini-game. The control unit 8 controls the display of an arbitrary character image 633 (S121). In this state, the control unit 8 acquires touch information by a touch element T at a predetermined (overlapping) pixel 695 (S122). The control unit 8 generates an effect at the overlapping pixel 695 (S123). Next, the control unit 8 determines whether the touch element T has moved (S124).

[0132] When the control unit 8 determines that the touch element T has moved, it determines whether a predetermined time has elapsed (S125). Next, when it determines that the predetermined time has elapsed, it determines whether the touch element T has returned to a predetermined pixel and touch information by the touch element T has been received again (S126). When it determines that touch information has been received again, it generates an effect again at the predetermined pixel (S127). This ends the processing.

[0133] If it is determined in step S124 that the touch element T has moved, that is, that the touch element T has moved to another pixel, the process returns to step S122, and steps S122 to S124 are repeated. On the other hand, if it is determined that the touch element T has not moved, the effect is not generated again, and the process ends.

[0134] If it is determined in step S125 that the predetermined time has not elapsed, the process returns to step S122, and steps S122 to S125 are repeated. If it is determined in step S126 that touch information by the touch element T has not been received again, the process returns to step S122, and steps S122 to S125 are repeated.

[0135] On the other hand, the processing of the second mini-game is realized by omitting steps S125 and S126. However, the processing of the second mini-game may be the same as the processing of the first mini-game. In this case, the effect of step S127 may be the generation of a predetermined mark, etc.

[0136] <Grouping Process> Next, a process of grouping touch elements T received by the display unit 6 of the game device 1 of the present invention will be described. Fig. 25 is a flowchart illustrating the flow of grouping touch elements in the game device according to the first embodiment of the present invention. First, the control unit 8 receives touch information from a plurality of touch elements T (S21). Here, the plurality of touch elements T will be described as touch elements Ta and touch elements Tb.

[0137] The control unit 8 acquires pixel values ​​as touch information for each touch element T (S22). The control unit 8 calculates pixel areas based on the acquired pixel values ​​(S23). The control unit 8 determines the type of each touch element T based on the calculated pixel areas (S24).

[0138] Next, the control unit 8 determines the center of gravity 67 of each touch element T based on the pixel value and pixel area (S25). Then, the control unit 8 assigns a pixel area to the touch element T with the center of gravity 67 of the touch element T as the center based on the type of each touch element T (S26). In this state, the control unit 8 determines whether the center of gravity 67 of the touch element Ta and the center of gravity 67 of the touch element Tb are within the group setting distance (S27). If it is determined that the center of gravity 67 of the touch element Ta and the center of gravity 67 of the touch element Tb are within the group setting distance, the control unit 8 groups the touch element Ta and the touch element Tb (S28). As a result, a grouped touch element T is generated.

[0139] At this time, the control unit 8 determines the grouping centroid of the grouped touch element T based on the pixel value and pixel area (S29). Then, the control unit 8 allocates a new pixel area centered on this grouping centroid (S210). Next, the control unit 8 determines whether the centroid 67 of the touch element Ta and the centroid 67 of the touch element Tb are within the ungrouping distance (S211). If it is determined that the centroid 67 of the touch element Ta and the centroid 67 of the touch element Tb are not within the ungrouping distance, the control unit 8 ungroups the touch element Ta and the touch element Tb (S212). This ends the process.

[0140] On the other hand, if it is determined in step S211 that the center of gravity 67 of the touch element Ta and the center of gravity 67 of the touch element Tb are within the group-dissolution distance, the control unit 8 maintains the group (S213). This causes steps S211 to S213 to be repeated. Furthermore, if it is determined in step S27 that the center of gravity 67 of the touch element Ta and the center of gravity 67 of the touch element Tb are not within the set group distance, the process ends.

[0141] The above-described processing method can be created by a program executed by a computer, and such a program is realized by a central processing unit (CPU), a microprocessor, a graphics processing unit (GPU), a random access memory (RAM), a read-only memory (ROM), etc.

[0142] Second Embodiment Next, a second embodiment of the image display device of the present invention will be described with reference to the accompanying drawings.

[0143] 26 is a partially enlarged view showing a schematic diagram of the display unit and operation unit of a game device according to a second embodiment of the present invention. The second embodiment will be described below, focusing on the differences from the first embodiment described above, and a description of similar aspects will be omitted. Note that the same reference numerals are used to designate the same components as those in the first embodiment described above.

[0144] The game device 100 of this embodiment is similar to the game device 1 of the first embodiment, except for the arrangement of the lanes 321 on the operation field 32 of the operation unit 3. Specifically, in the game device 100 of this embodiment, as shown in FIG. 26 , the lanes 321 are arranged along the lane image 631 so as to form a straight line with the lane image 631. In other words, the lane image 631 and the lane 321 are formed in an elongated shape like a single operation unit 3. As a result, by sliding the recording medium 11 forward on the lane 321, the character image 633 on the lane image 631 is displayed as moving forward. This gives the player the impression that they have actually moved the recording medium 11 from the lane 321 to the lane image 631. Furthermore, the game device 100 of this embodiment has the same effects as the game device 1 of the first embodiment.

[0145] <<Third Embodiment>> Next, a third embodiment of the image display device of the present invention will be described with reference to the accompanying drawings.

[0146] 27 is an enlarged plan view showing a schematic diagram of a game device according to a third embodiment of the present invention. The third embodiment will be described below, focusing on differences from the first embodiment described above, and a description of similarities will be omitted. Note that the same reference numerals are used to designate similar components to those in the first embodiment described above.

[0147] The game device 200 of this embodiment differs from the game device 1 of the first embodiment and the game device 100 of the second embodiment in that the entire device is formed on a flat surface. Specifically, as shown in FIG. 27 , in the game device 200 of this embodiment, the display unit 6, the operation unit 3A of the first sub game device 1A, and the operation unit 3B of the second sub game device 1B are formed on the same plane. In other words, the sub operation unit 3A of the first sub game device 1A and the sub operation unit 3B of the second sub game device 1B are disposed on either side of the display unit 6. As a result, the display unit 6 and the two sub operation units 3A, 3B face vertically upward. With this configuration, players face each other while playing the game.

[0148] Therefore, since a player can play while watching their opponent, it is possible to create an atmosphere in which players are actually battling each other. Furthermore, since the display unit 6 faces vertically upward, even children can easily touch the display unit 6, and multiple people can touch the display unit 6 at the same time. Therefore, multiple people, including children, can enjoy the mini-game. The game device 200 of this embodiment has the same effects as the game device 1 of the first embodiment and the game device 100 of the second embodiment.

[0149] <<Fourth Embodiment>> Next, a fourth embodiment of the image display device of the present invention will be described with reference to the accompanying drawings.

[0150] 28 is a front view showing a schematic diagram of an image display device according to a fourth embodiment of the present invention. The fourth embodiment will be described below, focusing on differences from the first embodiment described above, and a description of similarities will be omitted. Note that the same reference numerals are used to designate the same components as those in the first embodiment described above.

[0151] The image display device 300 of this embodiment differs from the image display devices of the first to third embodiments in that it is formed as a smartphone. Specifically, as shown in FIG. 28 , the image display device 300 of this embodiment has a display unit 6 configured as a touch panel as a display operation unit. The image display device 300 is formed smaller than the game device 1 of the first embodiment. This allows players to enjoy mini-games anytime, anywhere. Furthermore, as shown in FIG. 28 , the image display device 300 can appropriately group the touch elements T of the index finger and thumb of one hand. Note that the image display device 300 of this embodiment also has the same effects as the game device 1 of the first embodiment.

[0152] The image display device, its operation control method, and program of the present invention have been described above based on preferred embodiments, but the present invention is not limited to these. The configuration of each part can be replaced with any configuration having a similar function. Furthermore, any other means or components may be added to the present invention. Furthermore, the present invention may be a combination of any two or more configurations (features) of the above-described embodiments.

[0153] The present invention provides a game device. The game device includes a first operation unit including an operation field for placing a recording medium related to the game, a display unit for displaying a predetermined image related to the game, and a control unit for controlling the display of the predetermined image. The display unit has a first display area for displaying the predetermined image and a second display area for displaying an operation field image representing the operation field. The second display area functions as a second operation unit for receiving operation input from a player. This makes it possible to provide a dynamic sense of operation on a single screen. Therefore, the present invention has industrial applicability.

Claims

1. A game device comprising: a first operation unit including an operation field for placing a recording medium related to a game; a display unit for displaying a predetermined image related to the game; and a control unit for controlling the display of the predetermined image, wherein the display unit has a first display area for displaying the predetermined image and a second display area for displaying an operation field image representing the operation field, and the second display area functions as a second operation unit for receiving an operation input from a player.

2. The game device according to claim 1, wherein the first operation unit has lanes for placing the recording medium, and the operation field image has lane images corresponding to the lanes.

3. The game device according to claim 2, wherein the lane image is formed in a long shape in a direction from the second display area toward the first display area.

4. The game device according to claim 2, wherein the control unit controls to display a character image corresponding to character information stored in the recording medium on the lane image.

5. The game device according to claim 4, wherein the control unit controls to change the size of the lane according to the size of the character image.

6. The game device according to claim 4, wherein the control unit controls to slide the character image on the lane image.

7. The game device according to claim 4, wherein when the player selects the character image, the control unit controls to provide the player with reference information related to the character image, which is useful for advancing the game.

8. The game device according to claim 7, wherein the reference information includes character information, image information, and sound information of the character information with respect to opponent character information different from the character information.

9. The game device according to claim 3, wherein the lane image is provided along the direction so as to be linear with the lane of the first operation unit.

10. The game device according to claim 1, wherein the display unit has a first display unit having the second display area and a second display unit having the first display area, and the first display unit is angled at a predetermined angle with respect to the second display unit.

11. A method for controlling the operation of a game device having a first operation unit including an operation field for placing a recording medium related to a game and a display unit for displaying a predetermined image related to the game, the method comprising: displaying an operation field image representing the operation field on the display unit; and when the recording medium is placed on the first operation unit, displaying a character image corresponding to the character information stored in the recording medium on the operation field image. A method for controlling the operation of a game device, characterized by including the above steps.

12. The method for controlling the operation of a game device according to claim 11, wherein the operation field image includes a lane image, and further comprising the step of changing the size of the lane image corresponding to the size of the character image.

13. A game program for executing the operation of a game device having a first operation unit including an operation field for placing a recording medium related to a game and a display unit for displaying a predetermined image related to the game, the game program causing a computer to function as follows: displaying an operation field image representing the operation field on the display unit; and when the recording medium is placed on the first operation unit, displaying a character image corresponding to the character information stored in the recording medium on the operation field image. A game program, characterized by the above features.

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