Game control program, game control method, and game device
The game control system rotates the game world to dynamically transform stage structures and objects, addressing the lack of innovation in action adventure games and improving player engagement.
Patent Information
- Application Number
- PCT/US2025/044156
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-30
- Filing Date
- 2025-08-29
- Publication Date
- 2026-03-05
AI Technical Summary
Existing action adventure games lack innovative features in stage structures and item arrangements, limiting player engagement and entertainment value.
A game control system that rotates the game world upon predetermined conditions, altering the orientation of objects and display modes, and includes gimmicks that utilize these changes to create dynamic and engaging gameplay.
Enhances gameplay experience by providing innovative stage configurations and improved player interaction through rotational transformations of game environments, maintaining gravity direction and enhancing entertainment value.
Smart Images

Figure US2025044156_05032026_PF_FP_ABST
Abstract
Description
PATENTAttorney Docket No. 116335-1506406 Client Ref. No SYP355815WO01GAME CONTROL PROGRAM, GAME CONTROL METHOD,AND GAME DEVICECROSS-REFERENCES TO RELATED APPLICATIONS
[0001] The present application claims priority to Japanese Patent Application number 2024- 148478 filed August 30, 2024, the disclosure of which is herein incorporated by reference in its entirety for all purposes.TECHNICAL FIELD
[0002] The present disclosure relates to technology for controlling games.BACKGROUND OF THE INVENTION
[0003] Action adventure games in which a player character advances through three- dimensionally configured stages within a game world while defeating enemy characters have gained popularity'.BRIEF SUMMARY OF THE INVENTIONPROBLEM TO BE SOLVED BY THE INVENTION
[0004] Games with various ingenious features have been provided, such as stage structures and items and gimmicks arranged on stages. The present inventors have conceived of technology for providing innovative games with completely new features.
[0005] The present disclosure was made in view of this problem, its purpose being to provide innovative games.MEANS FOR SOLVING THE PROBLEM
[0006] In order to solve the above problem, a game control program according to one aspect of the present disclosure causes a computer to function as: a game control unit that controls a game in a game world in which objects are arranged; a display control unit that displays images of the game world; and a rotation control unit that causes the game world to rotate upon predetermined conditions being satisfied. The display control unit displays images of the game world in different display modes before and after the game world is rotated.
[0007] Another aspect of the present disclosure is a game control method. This method causes a computer to execute: a step of controlling a game in a game world in which objects arearranged; a step of displaying images of the game world; a step of causing the game world to rotate upon predetermined conditions being satisfied; and a step of displaying images of the game world in different display modes before and after the game world is rotated.
[0008] Yet another aspect of the present disclosure is a game device. This game device comprises: a game control unit that controls a game in a game world in which objects are arranged; a display control unit that displays images of the game world; and a rotation control unit that causes the game world to rotate upon predetermined conditions being satisfied. The display control unit displays images of the game world in different display modes before and after the game world is rotated.
[0009] It should be noted that any combination of the above components, as well as conversions of the expression of the present invention between a method, a device, a system, a computer program, a recording medium on which a computer program has been recorded, etc., are also valid as aspects of the present invention.EFFECT OF THE INVENTION
[0010] According to the present disclosure, an innovative game can be provided.BRIEF DESCRIPTION OF THE DRAWINGS
[0011] (FIG. 1) A diagram showing a usage environment of a game control system according to an embodiment.(FIG. 2) An external view of a head-mounted display according to an embodiment.(FIG. 3) A functional configuration diagram of the head-mounted display.(FIG. 4) An external view of an input device.(FIG. 5) A diagram showing a configuration of a game device.(FIG. 6) A functional configuration diagram of a game device.(FIG. 7) A diagram intended to explain how a rotation control unit causes a game world to rotate.(FIG. 8) A diagram intended to explain how a rotation control unit causes a game world to rotate.(FIG. 9) A diagram showing an example of a game world and game screen in a first state.(FIG. 10) A diagram showing an example of a game world and game screen in a second state.(FIG. 11) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 12) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 13) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 14) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 15) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 16) A diagram showing an example of game screens before and after the rotation control unit causes the game world to rotate.(FIG. 17) A flowchart showing a procedure of a game control method according to the present embodiment.METHODS FOR CARRYING OUT THE INVENTION
[0012] A game device according to an embodiment of the present disclosure controls an action adventure game in which a player operates a player character to advance through three- dimensionally configured stages within a game world while defeating enemy characters. In this game, when the player character presses a switch arranged in the game world, the game device causes the game world to rotate 90°. Since the direction of gravity in the game w orld is maintained before and after the game world is rotated, what w as a w all may become the ground, what was the ground may become a wall, a fence may become a ladder, a depression that was in the floor may become a hole in a wall, causing water, etc. that was in the hole to spill out, and an obstacle that blocked the player character’s path may become foothold that allows the player character to climb higher. Furthermore, gimmicks that utilize such changes caused by the rotation of the game world are arranged in the stage. This makes it possible to configure innovative stages, thereby enhancing the entertainment value of the game.
[0013] First, a hardw are configuration example of the game device will be described, and then details of the above functions will be described.
[0014] FIG. 1 is a diagram showing a usage environment of a game control system 1 according to an embodiment. The game control system 1 comprises a game device 10 that executes a game control program, an input device 6 for inputting player instructions to the game device 10, an image capturing device 14 that captures images of the real space around the player, a displaydevice 15 that displays images of a game world generated by the game device 10, and a headmounted display 100.
[0015] The game device 10 executes the game control program based on instructions inputted via the input device 6 or the head-mounted display 100, or based on the position or attitude of the input device 6 or the head-mounted display 100, etc., generates images of the game world, and transmits the images to the display device 15 and the head-mounted display 100.
[0016] The head-mounted display 100 is a display device that displays images on a display panel positioned in front of the player’s eyes when worn on the player’s head. The head-mounted display 100 separately displays a left-eye image on a left-eye display panel and a right-eye image on a right-eye display panel, respectively. These images constitute parallax images viewed from left and right viewpoints and implement stereoscopic vision. It should be noted that, since the player views the display panel through optical lenses, the game device 10 supplies parallax image data corrected for optical distortion caused by the lenses to the head-mounted display 100.
[0017] The head-mounted display 100 displays images of the game world generated in the game device 10. The head-mounted display 100 also transmits, to the game device 10, information regarding user input into an input device provided on the head-mounted display. The head-mounted display 100 may be connected to the game device 10 by a wired cable, or may be wirelessly connected via a wireless LAN or the like.
[0018] The input device 6 has a function of transmitting instruction inputs by the player to the game device 10. In the present embodiment, the input device 6 is configured as a wireless controller capable of wireless communication with the game device 10. The input device 6 and the game device 10 may establish a wireless connection using the Bluetooth (registered trademark) protocol. It should be noted that the input device 6 is not limited to a wireless controller, and may be a wired controller connected to the game device 10 via a cable. The input device 6 is driven by a battery and is configured to include a plurality of buttons, a directional pad, an analog stick, a touch pad, etc., for performing instruction input to the game device 10. When a player operates buttons or the like of the input device 6, instruction input based on that operation is transmitted to the game device 10 via wireless communication.
[0019] The image capturing device 14 is a video camera comprising a CCD image sensor or a CMOS image sensor, etc., and performs image capturing of real space at predetermined intervals to generate frame images for each interval. The image capturing device 14 connects to the game device 10 via a USB (Universal Serial Bus) or other interface. Images captured by the image capturing device 14 are used in the game device 10 to derive the position and attitude of the inputdevice 6 and the head-mounted display 100. The image capturing device 14 may be a rangefinding camera or a stereo camera capable of acquiring distance. In this case, the image capturing device 14 can acquire the distance between the image capturing device 14 and the input device 6 or the head-mounted display 100, etc.
[0020] In the game control system 1 of the present embodiment, the input device 6 and the head-mounted display 100 have light-emitting units configured to be capable of emitting light in multiple colors. During game execution, the light-emitting units emit light in colors instructed by the game device 10, and are image-captured by the image capturing device 14. The image capturing device 14 performs image capturing of the input device 6, generates frame images, and supplies them to the game device 10. The game device 10 acquires the frame images and derives position information of the light-emitting units in real space based on the position and size of images of the light-emitting units in the frame images. The game device 10 may treat the position information as game operation instructions and reflect the position information in the game processing, such as in controlling the motion of a player character.
[0021] Furthermore, the input device 6 and the head-mounted display 100 have an acceleration sensor and a gyro sensor. Detection values of the sensors are transmitted to the game device 10 at predetermined intervals, and the game device 10 acquires the detection values of the sensors to acquire attitude information of the input device 6 and the head-mounted display 100 in real space. The game device 10 may treat the attitude information as game operation instructions and reflect such information in the game processing.
[0022] The display device 15 displays images generated by the game device 10. The display device 15 may be a television receiver having a display and speakers, or may be a computer display or the like. Since a player views images with the head-mounted display 100, the display device 15 is not necessary for a player wearing the head-mounted display 100, but by providing the display device 15, another user can view the images displayed on the display device 15. The game device 10 may cause the display device 15 to display the same images that a player wearing the head-mounted display 100 is viewing, or may cause it to display different images. For example, when a player wearing the head-mounted display 100 and another user play a game together, the display device 15 may display game images from the character viewpoint of that other user.
[0023] The game device 10 comprises a processing device 11 , an output control device 12, and a storage device 13. The processing device 11 receives instruction inputs inputted by the player into the input device 6 and generates images to be displayed on the head-mounted display 100.The output control device 12 outputs image data generated by the processing device 11 to the head-mounted display 100. The storage device 13 stores a display control program used in the processing device 11, data such as images and shapes of virtual spaces, control parameters, and various types of other data.
[0024] It should be noted that the functions of the output control device 12 may be incorporated into the processing device 11. That is, the game device 10 may be comprised of a single processing device 11, or may be comprised of the processing device 11 and the output control device 12. In the following, the functions for providing images of the game world to the head-mounted display 100 will be described together as functions of the game device 10.
[0025] FIG. 2 is an external view of a head-mounted display 100 according to an embodiment. The head-mounted display 100 comprises a main body portion 110. a head contact portion 112, and light-emitting units 114.
[0026] The main body portion 110 is provided with a display, a GPS unit for acquiring position information, an attitude sensor, a communication device, and the like. The head contact portion 112 may be provided with a biological information acquisition sensor capable of measuring biological information such as the player's body temperature, pulse, blood components, perspiration, brain waves, and cerebral blood flow. The light-emitting units 114, as described above, emit light in a color instructed by the game device 10 and function as a reference for calculating the position of the head-mounted display 100 in images captured by the image capturing device 14.
[0027] The head-mounted display 100 may furthermore be provided with a camera for photographing the player’s eyes. The camera mounted on the head-mounted display 100 can detect the player’s line of sight, pupil movement, blinking, and the like.
[0028] FIG. 3 is a functional configuration diagram of the head-mounted display 100. The head-mounted display 100 comprises an input interface 122, an output interface 130, a backlight 132, a communication control unit 140, a network adapter 142, an antenna 144. a storage unit 150, a GPS unit 161, a wireless unit 162, an attitude sensor 164, an external input / output terminal interface 170, an external memory 172, a clock unit 180, a display device 190, and a control unit 160.
[0029] In FIG. 3, each element described as a functional block that performs various processes can be constituted in hardware by means of circuit blocks, memory, and other LSI circuits, and can be implemented in software by means of programs loaded into memory or the like.Therefore, it will be understood by those skilled in the art that these functional blocks can be implemented in various forms through hardware only, through software only, or through a combination thereof, and are not limited to any one of these.
[0030] The control unit 160 is a main processor that processes and outputs signals such as image signals and sensor signals, as well as commands and data. The input interface 122 receives operation signals and setting signals from input buttons and the like, and supplies these signals to the control unit 160. The output interface 130 receives image signals from the control unit 160 and causes the display device 190 to display these signals. The backlight 132 provides backlighting for a liquid cry stal display that forms part of the display device 190.
[0031] The communication control unit 140 transmits data inputted from the control unit 160 to the outside via wired or wireless communication through the network adapter 142 or the antenna 144. The communication control unit 140 also receives data from the outside via wired or wireless communication through the network adapter 142 or the antenna 144, and outputs the data to the control unit 160.
[0032] The storage unit 150 temporarily stores data, parameters, operation signals, etc., that are to be processed by the control unit 160.
[0033] The GPS unit 161 receives position information from GPS satellites according to operation signals from the control unit 160 and supplies the position information to the control unit 160. The wireless unit 162 receives position information from a wireless base station according to operation signals from the control unit 160 and supplies the position information to the control unit 160.
[0034] The attitude sensor 164 detects attitude information such as the orientation and tilt of the main body portion 110 of the head-mounted display 100. The attitude sensor 164 is implemented by appropriately combining a gy ro sensor, an acceleration sensor, an angular acceleration sensor, and the like.
[0035] The external input / output terminal interface 170 is an interface for connecting peripheral devices, such as a USB (Universal Serial Bus) controller. The external memory 172 is an external memory such as flash memory.
[0036] The clock unit 180 sets time information according to a setting signal from the control unit 160, and supplies time data to the control unit 160.
[0037] FIG. 4 is an external view of the input device. FIG. 4(a) shows the external configuration of the upper surface of the input device. The user grips the left grip portion 78bwith the left hand and grips the right grip portion 78a with the right hand to operate the input device 6. On the upper surface of the housing of the input device 6, there are provided a direction key 71, analog sticks 77a and 77b, which are input units, and four types of operation buttons 76. The four types of buttons 72 to 75 are marked with different figures in different colors to distinguish each of the buttons. That is, the o button 72 is marked with a red circle, the x button 73 is marked with a blue cross, the □ button 74 is marked with a purple square, and the A button 75 is marked with a green triangle. On the upper surface of the housing, a touch pad 79 is provided in a flat area between the direction key 71 and the operation buttons 76. The touch pad 79 also functions as a push-type button that sinks downward when pressed by the user and returns to the original position when the user releases his hand.
[0038] A function button 80 is provided between the two analog sticks 77a and 77b. The function button 80 is used to turn on the power supply of the input device 6 and simultaneously activate a communication function that connects the input device 6 and the game device 10. After the input device 6 has been connected to the game device 10, the function button 80 is also used to cause the game device 10 to display a menu screen.
[0039] The SHARE button 81 is provided between the touch pad 79 and the direction key 71. The SHARE button 81 is used to input instructions from the user to the OS or system software in the game device 10. Furthermore, the OPTIONS button 82 is provided between the touch pad 79 and the operation buttons 76. The OPTIONS button 82 is used to input instructions from the user to games executed in the game device 10. The SHARE button 81 and the OPTIONS button 82 may both be formed as push-ty pe buttons.
[0040] FIG. 4(b) shows the external configuration of the rear side surface of the input device. On the upper side of the rear side surface of the housing of the input device 6, a touch pad 79 is provided extending from the upper surface of the housing, and on the lower side of the rear side surface of the housing, a horizontally elongated light-emitting unit 85 is provided. The lightemitting unit 85 has red (R), green (G), and blue (B) LEDs, and illuminates according to light emission color information transmitted from the game device 10.
[0041] On the rear side surface of the housing, an upper button 83a and a lower button 84a, and an upper button 83b and a lower button 84b are provided at left-right symmetrical positions in the long direction. The upper button 83a and the lower button 84a are operated by the index finger and middle finger of the user’s right hand, respectively, and the upper button 83b and the lower button 84b are operated by the index finger and middle finger of the user’s left hand, respectively. As shown in the drawing, the light-emitting unit 85 is provided between the row ofthe right-side upper button 83a and lower button 84a, and the row of the left-side upper button 83b and lower button 84b, so that the light-emitting unit is not hidden by the index finger or middle finger that operates each button, and the image capturing device 14 can suitably capture images of the illuminated light-emitting unit 85. The upper button 83 may be configured as a push-type button, and the lower button 84 may be configured as a rotationally supported triggertype button.
[0042] FIG. 5 shows the configuration of the game device 10. The game device 10 is configured to include a main power supply button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38. a wired communication module 40, a subsystem 50, and a mam system 60. These components function as the processing device 11, the output control device 12, and the storage device 13.
[0043] The main system 60 comprises a main CPU (Central Processing Unit), a memory and memory' controller constituting a primary- storage device, a GPU (Graphics Processing Unit), and the like. The GPU is primarily used for computation processing of display control programs. These functions may be configured as a system-on-chip and formed on a single chip. The main CPU has the function of executing display control programs recorded in an auxiliary storage device 2.
[0044] The subsystem 50 comprises a sub-CPU. a memory and memory' controller constituting a primary storage device, etc., but does not comprise a GPU, and does not have a function of executing a display control program. The number of circuit gates of the sub-CPU is smaller than the number of circuit gates of the main CPU, and the operating power consumption of the subCPU is smaller than the operating power consumption of the main CPU. The sub-CPU operates even while the main CPU is in a standby state, and the processing function of the sub-CPU is limited in order to keep power consumption low.
[0045] The main power supply button 20 is an input unit which receives operation input from a player, and is provided on the front surface of the housing of the game device 10 and operated to turn on or turn off the power supply to the main system 60 of the game device 10. The power ON LED 21 illuminates when the main power supply button 20 has been switched to an ON state, and the standby LED 22 illuminates when the main power supply button 20 has been switched to an OFF state.
[0046] The system controller 24 detects pressing of the main power supply button 20 by a player. When the main power supply button 20 is pressed while the main power supply is in anOFF state, the system controller 24 acquires the pressing operation as an “ON instruction,” conversely, when the main power supply button 20 is pressed while the main power supply is in an ON state, the system controller 24 acquires the pressing operation as an “OFF instruction.”
[0047] The clock 26 is a real-time clock, which generates and supplies current date and time information to the system controller 24, the subsystem 50, and the main system 60.
[0048] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that executes transfer of information between devices similarly to a southbridge. As shown in the diagram, devices such as the system controller 24, the media drive 32, the USB module 34, the flash memory 36, the wireless communication module 38, the wired communication module 40, the subsystem 50, and the main system 60 are connected to the device controller 30. The device controller 30 adjusts for differences in electrical characteristics and differences in data transfer rates of the respective devices, and controls timing of data transfer.
[0049] The media drive 32 is a drive device that mounts and drives a ROM medium 44 on which application software such as games and license information are recorded, and reads programs and data from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disc, magneto-optical disc, or Blu-ray disc.
[0050] The USB module 34 is a module that is connected to external devices with a USB cable. The USB module 34 may be connected to the auxiliary storage device and the image capturing device 14 with a USB cable. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using communication protocols such as Bluetooth (registered trademark) protocol or IEEE 802. 1 1 protocol. It should be noted that the wireless communication module 38 may support digital portable phone systems. The wired communication module 40 communicates with external devices via wired communication and connects to external networks via, for example, an AP 8.
[0051] FIG. 6 is a functional configuration diagram of the game device 10. The processing device 11 of the game device 10 comprises an instruction input acquisition unit 311, a game control unit 312, an object control unit 313, a rotation control unit 314, a display control unit 315, and a gimmick control unit 316. The storage device 13 of the game device 10 comprises a data retention unit 360.
[0052] The functions of the components in the game device 10 may be implemented in circuitry or processing circuitry including general-purpose processors, application-specificprocessors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (Central Processing Unit), conventional circuits, and / or combinations thereof, configured or programmed to implement the functions described in the present specification. A processor here is considered to be circuitry or processing circuitry' including transistors and other circuits. A processor may be a programmed processor that executes programs stored in memory.
[0053] In the present specification, circuitry, units, and means are hardware programmed to implement the described functions, or hardware that executes the described functions. Such hardware may be any hardware disclosed in the present specification, or any hardware known to be programmed to implement the described functions or to execute the described functions.
[0054] When such hardw are is a processor considered to be a type of circuitry, such circuitry', means, or unit is a combination of hardware and software used to configure said hardware and / or processor.
[0055] The instruction input acquisition unit 311 acquires instruction inputs by a player that the input device 6 or the head-mounted display 100 has received.
[0056] The game control unit 312 controls a game by executing a game control program. The game control unit 312 controls behaviors such as movement, acceleration, jumping, swimming, flying, and item acquisition of a player character according to instruction inputs by a player acquired by the instruction input acquisition unit 311, and manages the position and state of the player character. The game control unit 312 manages game scenarios and stage progression, attribute values such as the player character's physical strength, magic powers, and level, as well as possessions, remaining lives, scores, and the like. In the present embodiment, the game control unit 312 controls an action adventure game in which a player character advances while defeating enemy characters arranged on three-dimensionally configured stages within a game world.
[0057] The object control unit 313 controls objects such as enemy characters and items arranged in the game w orld. The object control unit 313 controls movement of movable objects such as enemy characters and non-player characters, and manages positions and states. The object control unit 313 determines whether bullets fired by a player character have hit enemy characters, and when bullets have hit enemy characters, the object control unit updates the state of the enemy characters. The object control unit 313 manages the state of non-moving objects such as items. The object control unit 313 grants benefits based on an item to a player when a player character picks up the item.
[0058] The display control unit 315 generates images of a game world by setting a viewpoint position and line of sight direction, and rendering three-dimensional shape data of the game world in which objects are arranged. The display control unit 315 generates game screens including images of the game world, game-related information, etc., and transmits the game screens to the display device 15 and the head-mounted display 100 and causes the game screens to be displayed. The display control unit 315 changes a viewpoint position or line of sight direction according to instruction inputs by a player acquired by the instruction input acquisition unit 311. The display control unit 315 generates images of the game world and updates the display at time intervals corresponding to the refresh rate of the display device 15 or the headmounted display 100.
[0059] The rotation control unit 314 causes the game world to rotate upon predetermined conditions being satisfied. The predetermined conditions include executing an action with respect to a switch arranged in the game world and having a function of rotating the game world. The action may be a behavior of the player character such as touching the switch, pressing the switch, hitting, kicking, or shooting the switch. The predetermined conditions may include the player character moving to a predetermined position or area, attribute values such as the level of the player character exceeding a predetermined value, the time in the game world or real time reaching a predetermined time, and the like.
[0060] The display control unit 315 displays images of the game world in different display modes before and after the game world is rotated by the rotation control unit 314. The display control unit 315 may change the brightness, color, or theme of the game world, or the brightness, color, size, shape, taste, etc., of objects arranged in the game world before and after the game world is rotated. The display control unit 315 may set a first state before the game world is rotated as a daytime world and a second state after the game world is rotated as a nighttime world, and display the game world in display modes suited to the respective world views. For example, in the first state, the illumination when generating images of the game world may be set to be brighter and the sun may be displayed on the game screen, and in the second state, the illumination when generating images of the game world may be set to be darker and the moon may be displayed on the game screen. This makes it possible to visually present to the player in an easily understandable manner whether the game world is in the first state before rotation or the second state after rotation, thereby making it possible to provide appropriate support to the player.
[0061] The gimmick control unit 316 controls gimmicks arranged in the game world. The gimmick control unit 316 controls gimmicks such that the places where the player character cango will change, or the functions of objects will change, in accordance with changes in the relationship between the three-dimensional structure of the game world and the direction of gravity that occur when the rotation control unit 314 causes the game world to rotate. For example, the gimmick control unit 316 controls gimmicks such that the same object changes between a fence and a ladder, or changes between an obstacle that blocks the path of the player character and a foothold that allows the player character to climb higher, or such that a depression that was in the ground becomes a hole in a wall and contents such as water that were inside spill out.
[0062] When the input device 6 or the head-mounted display 100 is equipped with an eccentric motor, linear vibrator, piezo element, or the like and is capable of giving haptic feedback to the player, in places where gimmicks or switches have been provided, the gimmick control unit 316 may give the player different haptic feedback from the input device 6 or the head-mounted display 100 than in other places. The gimmick control unit 316 may provide haptic feedback to the player from the input device 6 or the head-mounted display 100 in such a manner that the player can intuitively sense the texture and material of the surface of places where gimmicks or switches have been provided, and the type, material, etc. of the thing present inside. This makes it possible to improve the entertainment value and accessibility of the game.
[0063] FIG. 7 and FIG. 8 are diagrams intended to explain how the rotation control unit 314 causes a game world to rotate. FIG. 7 shows an example of the game world and the game screen 400 in the first state. FIG. 8 shows an example of the game world and the game screen 400 in the second state.
[0064] On the game screen 400 in the first state, a bright, daytime-like game world is displayed, and a player character 401a, a switch 402a, and the sun 403 are displayed. In the game world of the first state, the player character 401b is present on an object 410 that serves as the ground, and a switch 402b is provided on an object 411 that serves as a wall.
[0065] In the game world in the first state, when the player character 401b presses the switch 402b, the rotation control unit 314 causes the game world to rotate 90° counterclockwise about the axis of rotation 421 near the switch 402b. In this example, since the player character 401b itself presses the switch 402b, the axis of rotation 421 is near the player character. If the game world were rotated about an axis of rotation far away from the player character 401b. the player character would move significantly, making it difficult for the player to understand the surrounding situation, but by causing the game world to rotate about the axis of rotation 421 near the player character 401b and the switch 402b, player confusion can be minimized.
[0066] The game screen 400 in the second state displays a dark nighttime-like game world, and the player character 401a, the switch 402a, and the moon 404 are displayed. In the game world in the second state, the object 411 that was a wall in the first state has become the ground, and the player character 401b is present on that ground. Furthermore, the object 410 that was the ground in the first state has become a wall.
[0067] In this way. when the player character 401b jumps and presses the switch 402b. the rotation control unit 314 causes the game world to rotate 90° counterclockwise while the player character 401b is in the air so that the switch 402b provided on the object 411 that was a wall in the first state comes to be on the ground, and thus the player character 401b lands on the object 411 that has become the ground. From the perspective of the player character 401b, when the switch 402b is pressed, the game world rotates as if falling toward the wall side due to the force of the pressing. This makes it easier for the player to comprehend changes in the three- dimensional structure of the game world before and after the rotation of the game world, making it possible to provide appropriate support to the player. Furthermore, this makes it possible to provide an innovative game while maintaining the world view of the game.
[0068] The game world is also provided with a switch for rotating from the second state to the first state, and the game world is switched between the first state and the second state. In another example, the rotation control unit 314 may rotate the game world clockwise or counterclockwise by 90° increments, or may rotate the game world by 180°. or may rotate the game world by any rotation angle.
[0069] FIG. 9 shows an example of the game world and game screen 400 in the first state. FIG. 10 shows an example of the game world and game screen 400 in the second state. The object 412 arranged in the game world is transparent, and thus is not displayed on the game screen 400 in the first state which is during daytime, but is illuminated by moonlight and displayed on the game screen 400 in the second state which is during nighttime. In this way. the objects arranged in the game world may include objects that are displayed in only one of either the first state before rotation or the second state after rotation. This makes it possible to provide items that can be acquired in only one of the states, or places that can be reached in only one of the states, etc., thereby enhancing the entertainment value of the game. It should be noted that since the moon is displayed on the surface of the switch 402, the player can intuitively understand that this switch 402 is a switch for switching to the second state, which is nighttime.
[0070] FIG. 11 and FIG. 12 show examples of game screens before and after the rotation control unit 314 causes the game world to rotate. When the switch 402 arranged at the upper leftof the player character 401 in the first state shown in FIG. 11 is pressed, the rotation control unit 314 causes the game world to rotate 90° counterclockwise about an axis of rotation near the switch 402. In the second state shown in FIG. 12, the player character 401 can climb to the upper right using the object that was the ground in the first state.
[0071] FIG. 13 and FIG. 14 show examples of game screens before and after the rotation control unit 314 causes the game world to rotate. In the first state shown in FIG. 13, the gimmick control unit 316 causes the object 413 to rotate about a horizontal axis of rotation. The object 413 serves as an obstacle that blocks the forward progress of the player character 401. When the switch 402 arranged ahead of the object 413 is pressed, the rotation control unit 314 causes the game world to rotate 90° counterclockwise about an axis of rotation near the switch 402. In the second state shown in FIG. 14, the gimmick control unit 316 causes the object 413 to rotate about a vertical axis of rotation. Since the object 413 serves as a foothold for the player character 401, the player character 401 can climb to the upper left using the foothold.
[0072] FIG. 15 and FIG. 16 show7examples of game screens before and after the rotation control unit 314 causes the game world to rotate. In the first state shown in FIG. 15, the object 414, which is a depression provided in the ground, is filled with water to form a pond. When the switch 402 arranged at the upper right of the player character 401 is pressed, the rotation control unit 314 causes the game w orld to rotate 90° counterclockwise about an axis of rotation near the switch 402. In the second state shown in FIG. 16, the object 414 becomes a hole provided in a wall. The gimmick control unit 316 causes the water that had filled the object 414 to spill out. Since the inside of the object 414 becomes hollow7, the player character becomes able to enter inside the object 414. It should be noted that since the sun is displayed on the surface of the switch 402, the player can intuitively understand that the switch 402 is a switch for switching to the first state, which is daytime.
[0073] FIG. 17 is a flowchart showing the procedure of the game control method of the present embodiment. The game control unit 312 controls a game in a game world (S 10). The display control unit 315 displays images of the game world (S 12). When predetermined conditions for causing the game w orld to rotate are satisfied (Y in S14), the rotation control unit 314 causes the game world to rotate (SI 6). When the predetermined conditions are not satisfied (N in SI 4), step S16 is skipped. The above procedure is repeated in the course of execution of the game.
[0074] The present invention has been described above based on embodiments. The above embodiments are illustrative, and it will be understood by those skilled in the art that various modified examples are possible with regard to combinations of the various components andvarious types of processing, and that such modified examples are also within the scope of the present invention.DETAILED DESCRIPTION OF THE INVENTION
[0075] The present disclosure may include the following aspects.1. A non-transitory recording medium on which there is recorded a program for causing a computer to implement: a function of controlling a game in a game world in which objects are arranged; a function of displaying images of said game world; a function of causing said game world to rotate upon predetermined conditions being satisfied; and a function of displaying images of said game world in different display modes before and after said game world is rotated.2. The recording medium according to item 1 , wherein said function of controlling the game maintains the direction of gravityacting upon said objects before and after said game world is rotated.3. The recording medium according to item 1 , wherein said function of causing rotation causes said game world to rotate about an axis of rotation near the position of a player character controlled by said game control unit.4. The recording medium according to item 1, wherein said predetermined conditions include executing an action with respect to a switch arranged in said game world and having a function of causing said game world to rotate.5. The recording medium according to item 4, wherein the function of causing rotation causes said game world to rotate about an axis of rotation near said switch.6. The recording medium according to item 4, wherein said switch is provided on a wall arranged in said game world, and said function of causing rotation causes said game world to rotate 90° about an axis of rotation near said switch such that the wall on which said switch is provided becomes the ground.7. The recording medium according to item 1 , wherein an object that was the ground in the game world before rotation becomes a wall in the game world after rotation.8. The recording medium according to item 1,wherein an object that was a fence in the game world before rotation becomes a ladder in the game world after rotation.9. The recording medium according to item 1, wherein an object that was an obstacle in the game world before rotation becomes a foothold in the game world after rotation.10. The recording medium according to item 1 , wherein a depression arranged in the ground in the game world before rotation becomes a hole in a wall in the game world after rotation, and contents fall out.11. The recording medium according to item 1 , wherein said objects include objects that are displayed in only one of either the game world before rotation or the game world after rotation.12. A game control method, being a method for controlling a game wherein: a game is controlled in a game world in which objects are arranged; images of said game world are displayed; said game world is caused to rotate upon predetermined conditions being satisfied; and images of said game world are displayed in different display modes before and after said game world is rotated.13. A game device comprising circuitry configured as follows: said circuitry controls a game in a game world in which objects are arranged; displays images of said game world; causes said game world to rotate upon predetermined conditions being satisfied; and displays images of said game world in different display modes before and after said game world is rotated.EXPLANATION OF REFERENCES
[0076] 1 game control system; 10 game device; 100 head-mounted display; 311 instruction input acquisition unit; 312 game control unit; 313 object control unit; 314 rotation control unit: 315 display control unit; 316 gimmick control unit.
Claims
WHAT IS CLAIMED IS:
1. A game control program, which causes a computer to function as: a game control unit that controls a game in a game world in which an object is arranged; a display control unit that displays images of said game world; and a rotation control unit that causes said game world to rotate upon predetermined conditions being satisfied; wherein said display control unit displays images of said game world in different display modes before and after said game world is rotated.
2. The game control program according to claim 1, wherein said game control unit maintains a direction of gravity acting upon said object before and after said game world is rotated.
3. The game control program according to claim 1, wherein said rotation control unit causes said game world to rotate about an axis of rotation near a position of a player character controlled by said game control unit.
4. The game control program according to claim 1, wherein said predetermined conditions include executing an action with respect to a switch arranged in said game world and having a function of causing said game world to rotate.
5. The game control program according to claim 4, wherein said rotation control unit causes said game world to rotate about an axis of rotation near said switch.
6. The game control program according to claim 4, wherein said switch is provided on a wall arranged in said game world, and said rotation control unit causes said game world to rotate 90° about an axis of rotation near said switch such that the wall on which said switch is provided becomes a ground.
7. The game control program according to any one of claims 1 to 6, wherein an object that was a ground in the game world before rotation becomes a wall in the game world after rotation.
8. The game control program according to any one of claims 1 to 6,wherein an object that was a fence in the game world before rotation becomes a ladder in the game world after rotation.
9. The game control program according to any one of claims 1 to 6, wherein an object that was an obstacle in the game world before rotation becomes a foothold in the game world after rotation.
10. The game control program according to any one of claims 1 to 6, wherein a depression arranged in a ground in the game world before rotation becomes a hole in a wall in the game world after rotation, and contents fall out.
11. The game control program according to any one of claims 1 to 6, wherein said object includes an object that is displayed in only one of either the game world before rotation or the game world after rotation.
12. A game control method, which causes a computer to execute: a step of controlling a game in a game world in which an object is arranged; a step of displaying images of said game world; a step of causing said game world to rotate upon predetermined conditions being satisfied; and a step of displaying images of said game world in different display modes before and after said game world is rotated.
13. A game device comprising: a game control unit that controls a game in a game world in which an object is arranged; a display control unit that displays images of said game world; and a rotation control unit that causes said game world to rotate upon predetermined conditions being satisfied; wherein said display control unit displays images of said game world in different display modes before and after said game world is rotated.