WO2005089895A1 - ゲーム装置、ゲームプログラム、ゲームプログラムを記憶した記憶媒体およびゲーム制御方法 - Google Patents
ゲーム装置、ゲームプログラム、ゲームプログラムを記憶した記憶媒体およびゲーム制御方法 Download PDFInfo
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- WO2005089895A1 WO2005089895A1 PCT/JP2005/003561 JP2005003561W WO2005089895A1 WO 2005089895 A1 WO2005089895 A1 WO 2005089895A1 JP 2005003561 W JP2005003561 W JP 2005003561W WO 2005089895 A1 WO2005089895 A1 WO 2005089895A1
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- game image
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04883—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/98—Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04886—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/203—Image generating hardware
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/301—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- Game apparatus Game program, storage medium storing game program, and game control method
- the present invention relates to a game device, a game program, a storage medium storing a game program, and a game control method, and in particular, for example, controls display of a game image between a first display unit and a second display unit according to user input.
- the present invention relates to a game device, a game program, a storage medium storing a game program, and a game control method.
- a portable information terminal using a touch panel is disclosed in Document 1 (Japanese Patent Application Laid-Open No. 4-369027).
- Document 1 Japanese Patent Application Laid-Open No. 4-369027
- two screens are arranged at the top and bottom.
- An end panel is provided on one of the screens, and the image of the keyboard is fixedly displayed on the screen for operation input.
- an example of an operating device of a video display using an end panel is disclosed in Document 4 (Japanese Patent Application Laid-Open No. 200-130435).
- the video is switched according to the position of the evening on the evening panel. For example, if the video display shows a complete picture of a swimming fish and the evening panel is touched with a finger, the evening position and the fish position are compared, and both are within a certain distance range. At the same time, the fish are switched to the image to swim in the direction away from the evening tochi position.
- a keyboard image for operation input is only fixedly displayed on the screen provided with the end panel.
- a table of operation input screens in moving image display applications such as video games.
- the background is fixedly displayed and the moving character and oil are displayed in segments, with respect to the images displayed on the upper and lower screens. Then, only by controlling the display position of the characters of the two screens by operating the operation means.
- the appearance of the building and the image of the room are only fixedly displayed on the upper and lower screens, respectively, and nothing is disclosed about the control of the use of the two screens related to the operation by the input means such as the evening panel, for example. .
- the video data to be output is merely switched according to the position of the finger on the touch panel, and, for example, control of the use of the two screens related to the touch panel operation. None is disclosed. Summary of the invention
- the main object of the present invention is to provide a novel game device, game program, game program storage medium and game control method.
- Another object of the present invention is a game apparatus capable of displaying a game image which requires an input by an input means capable of operating one game image of two display portions on an input-capable display portion.
- a game program, a storage medium storing the game program, and a game control method are examples of game program and a game control method.
- a game apparatus comprises a first display section, a second display section, a storage means, an input means, a coordinate detection means, an operation target determination means, and an image display control means.
- the storage means stores data for displaying a game image.
- the input means is for designating an arbitrary position in the second display unit.
- the coordinate detection means detects coordinate data corresponding to the position designated by the input means.
- the operation target determination unit is displayed on the first display unit based on the coordinate data detected by the coordinate detection unit. It is determined whether the present first game image has become an operation target.
- the image display control means displays the first game image displayed on the first display part on the second display part when the operation object judgment means judges that the first game image has become the operation target.
- the game apparatus of the first invention (10: a reference numeral corresponding to a preferred embodiment described later; the same applies hereinafter) is a first display (12) and a second display (14). ) including.
- the storage means (2 8 a, 4 8 8 8 9 6 9 8) stores data for displaying game images.
- the input means (2 2) is for designating an arbitrary position in the second display unit.
- a pointing device such as an evening panel operated by a user or a player is used.
- the coordinate detection means (42, 72, S33, S41, S61, S97, S115, S153) correspond to the position indicated by the input means. Detect coordinate data.
- the operation target judgment means (42, 76, S45, S47, S101, S103, S223) are based on the coordinate data detected by the coordinate detection means. Then, it is determined whether or not the first game image (1 1 0) displayed on the first display unit has become an operation target.
- Image display control means (42, 50, 52, 60, 74, S3, S13, S105, S113, S181, S225, S225) 9) displays the first game image displayed on the first display unit on the second display unit when the operation object determination unit determines that the first game image has become the operation target.
- the first game image displayed on the first display section not instructed by the input unit it is determined whether or not the first game image displayed on the first display section not instructed by the input unit has become an operation target based on the coordinates input by the input unit.
- the first game image displayed on the first display unit not instructed by the input unit is the operation target
- the first game image may be displayed on the second display unit. it can. In this way, it is possible to display a game image that requires an input by the input means on the display unit capable of inputting.
- the game device executes game processing on the game image displayed on the second display unit based on the coordinate data detected by the coordinate detection unit (42, S19, It further comprises S 1 1 9 and S 1 2 3). Therefore, the game can be played by causing the player to perform an input operation on the game image displayed on the second display section which can be input.
- a game apparatus comprising: a first display unit, a second display unit, a storage means, an input means, a coordinate detection means, a movement instruction means, a movement instruction detection means, an operation object judgment hand And an image display control means and a game processing means.
- the storage means stores data for displaying the game image.
- the input means is for indicating an arbitrary position in the second display unit.
- the coordinate detection means detects coordinate data corresponding to the position designated by the input means.
- the movement instruction means is for instructing movement between the first display unit and the second display unit of the game image.
- the movement instruction detection means detects movement instruction data from the movement instruction means.
- the operation target determination means determines whether or not the first game image displayed on the first display unit has become the operation target based on the movement instruction data detected by the movement instruction detection means.
- the image display control means displays the first game image displayed on the first display portion on the second display portion when the operation target determination means determines that the first game image is the operation target.
- the game processing means executes game processing on the game image displayed on the second display based on the coordinate data detected by the coordinate detection means.
- the game apparatus (10) of the second invention differs from the first invention in that the operation target image is determined based on movement instruction data by the movement instruction means. That is, the game apparatus includes a first display (12) and a second display (14).
- the storage means (2 8 a, 48, 88, 96, 98) stores data for displaying game images.
- the input means (22) is for designating an arbitrary position in the second display unit. In the embodiment, a pointing device such as a touch panel operated by a user or a player is used.
- the coordinate detection means (42, 72, S33, S41, S61, S97, S115, and S153) detect coordinate data corresponding to the position indicated by the input means.
- the movement instructing means (20, 34) is for instructing movement between the first display portion and the second display portion of the game image.
- the operation switch (20) operated by the player or the user or the microphone (34) for acquiring the user's voice is applied, that is, the movement instruction is input of the operation switch by the user, or It is done by voice input.
- the movement instruction detection means (42, S321, S323) detects movement instruction data from the movement instruction means. In the embodiment, operation input data from the operation switch or voice input data from the microphone is detected.
- the operation target determining means (42, 76, S103, S321, S323) is configured to select the first display displayed on the first display unit based on the movement instruction data detected by the movement instruction detection means.
- the image display control means (42, 50, 52, 60, 74, S 1 05, S 1 8 1) determines that the first game image (1 1 0) has become the operation target by the operation target determination means. When it is determined, the first game image displayed on the first display unit is displayed on the second display unit.
- the game processing means (42, S119, S123) is based on the coordinate data detected by the coordinate detection means as the game processing for the game image displayed on the second display unit. Execute.
- the game image displayed on the first display unit without the input means has become the operation target according to the instruction from the movement instruction means. For example, by operating a predetermined operation button provided separately from the input means, it can be determined that the operation target has been reached. Alternatively, it is possible to determine that it has become an operation target by detecting an audio input from the microphone.
- the first game image can be displayed on the second display unit when the first game image displayed on the first display unit not instructed by the input means has become the operation target. In this manner, the game image which requires the input by the input means can be displayed on the input section which can be input, and the player can play the game by causing the player to perform the input operation.
- the image display control means (S15, S183) is configured such that the first game image becomes an operation target by the operation target determination means.
- the second game image (116, 118, 120) displayed on the second display unit is displayed on the first display unit. Therefore, replacing the first game image displayed on the first display unit with the second game image displayed on the second display unit when it becomes necessary to input using the input means.
- the game can be played by causing the player to perform an input operation on the first game image after replacement.
- the operation target determination means (S 65, S 71, S 77, S 127, SI 29, S 29 1, S 241, S 241, S 331, S 333) (2) It is further determined whether or not the first game image displayed on the display unit is not the operation target.
- the image display control means (S3, S9, S131, S135, S193, S243, SS247) is the first game displayed on the second display unit by the operation object judging means. When it is determined that the image has not been manipulated, the first game image is displayed on the first display unit. Therefore, after the game image that needs to be input by the input means is brought to the second display unit, when the game image is no longer an operation target, it is displayed again on the first display unit without the input means. The display destination of the game image can be changed according to whether or not the input by the input means is necessary.
- the game processing means changes the first game image displayed on the second display unit by the image display control means based on the coordinate date detected by the coordinate detection means.
- the image display control means displays the first game image changed by the game processing means on the first display when the operation object determination means judges that the first game image is not the operation object. Therefore, the game image requiring input by the input means is brought to the second display unit, and the display is performed based on the input from the input means. After the change, when the game image is no longer the operation target, the changed game image can be displayed on the first display section, and the player needs to clearly show the image required for the input operation. It is possible to increase the playability.
- the operation target determination means determines whether or not a predetermined condition is satisfied in a state where the first game image is displayed on the second display unit. 8 2, S 1 2 7, S 1 2 9, S 1 9 1, S 2 4 1, S 3 1 1, S 3 3 3), and it is determined that the predetermined condition is satisfied by the condition determining means. By doing this, it is determined that the first game image has not been manipulated.
- the image display control means is configured to display the first game image displayed on the second display portion on the first display portion when the operation target determination means determines that the first game image is not the operation target.
- the second game image displayed on the first display unit is displayed on the second display unit. Therefore, after the game images of each other are replaced, when the predetermined condition is satisfied, it is determined that the game image displayed on the second display unit with the input means is not the operation target, You can replace the game image of.
- the storage means stores data for displaying a game image including a plurality of symbols.
- the symbol is, for example, a tag, a character (pet 1 1 OA-C), an icon (1 16 6, 1 8 or 1 20) or the like.
- the operation target determination means determines whether any one of the plurality of symbols of the second game image displayed on the second display unit is selected based on the coordinate data detected by the coordinate detection means.
- the first symbol displayed on the first display unit includes the selected symbol discriminating means (78, S 4 5, S 1 1) for discriminating the symbol, and the selected symbol discriminating means discriminates that the symbol is selected. It is determined that the game image of 1 has become the operation target.
- the image display control means (S13, S15, S181, S183) displays the first display when the operation object determining means determines that the first game image has become the operation object.
- the first game image displayed on the unit is displayed on the second display unit, and the second game image displayed on the second display unit is displayed on the first display unit. Therefore, when any one of the plurality of symbols of the second game image displayed on the second display unit with the input means is selected, it is displayed on the first display unit without the input means. It is possible to replace the game images with each other, judging that the first game image being played has become the operation target.
- the hand is displayed on the second display portion having an input means.
- the place tag is displayed on the first display without input means.
- the game character is included when the input means by the input means becomes necessary. Since the screen and the screen including the operation icon can be interchanged, both can be operated by the input means as needed.
- the image display control means determines that the first game image has become the operation object by the operation object determination means
- a third game image which is changed so as to exclude the symbol (10 2) selected from the second game image displayed on the display unit, is displayed on the first display unit, and the first display unit
- the displayed first game image and the selected symbol are displayed on the second display unit.
- the first game image and the second game image can be interchanged while leaving the selected symbol on the second display unit.
- the operation target determination unit is selected based on the coordinate data detected by the coordinate detection unit.
- a symbol arrangement position determination means 80, S65
- the symbol selected by the symbol arrangement position determination means is It is determined that the first game image is not the operation target by having been determined to be disposed at the predetermined position.
- the image display control means (S67, S7, S9) determines that the first game image is not the operation object by the operation object determination means, and then the predetermined image of the first game image is determined.
- the fourth game image changed so as to arrange the selected symbol at the position is displayed on the first display unit, and the third game image displayed on the first display unit is displayed on the second display unit. indicate. Therefore, after the game images of each other are replaced, when the selected symbol is placed at a predetermined position, it is determined that the game image displayed on the screen with the input means is not the operation target, You can replace the game image of.
- the storage means is adapted to select data for displaying a first game image including a plurality of game characters (110 AC) and to select each of a plurality of game characters. Stores data for displaying a second game image including multiple selected symbols (1 1 8 A-D).
- the operation target determining means determines whether or not any one of the plurality of selected symbols displayed on the second display is selected based on the coordinate data detected by the coordinate detecting means. (S 2 2 3) is included The game corresponding to the selected symbol among the plurality of game characters displayed on the first display portion by the selected symbol discriminating means having determined that any of the plurality of selected symbols has been selected. It is determined that the character has become an operation target.
- the image display control means (S 225, S 227, S 229) displays the game character determined to be the operation target by the operation target determination means to move to the second display unit.
- a plurality of game characters are displayed on the screen without the input means, and a plurality of selection symbols for selecting each of the plurality of game characters are displayed on the screen with the input means, and the input means
- the game character corresponding to the selected symbol can be displayed to be moved to the screen with the input means. Therefore, it is possible to select a game character to be operated from a plurality of game characters and move it to the screen with the input means.
- the operation target determining means determines whether or not a predetermined condition is satisfied in a state where the game character is displayed on the second display unit by the image display control means.
- the operation object determination means determines that the game character displayed on the second display section is no longer an operation object. When it has, the game character is displayed to be moved to the first display section.
- the game apparatus further includes parameter overnight storage means, parameter overnight display means, and parameter overnight change means.
- the parameter overnight storage means (92) stores parameter schedule data for representing the parameter schedule of each of the plurality of game characters.
- Parameter display means (42, 50, 52, 60, 84, S 95, S 1 59, S 16 3) are based on parameter data stored in the parameter storage means. Display the parameter schedule on at least one of the display unit and the second display unit.
- the parameter changing means (42, 86, S159, S163, S205, S209) changes the parameter displayed by the parameter display means based on the coordinate data detected by the coordinate detecting means.
- the image display control means (S1 55, S1 57, S1 61, S1 33, S1 35, SI 93, S 203, S 207, S 245, S 247) are operation object determination means
- the coordinate detection means The game character changed based on the coordinate data is displayed to be moved to the first display unit.
- one of the two screens displays the character parameter schedule, and the game character displayed on the screen with the input means is changed by the input from the input means, and the parameter schedule is displayed. It can be changed.
- the game character changed according to the input operation can be displayed to be moved to a screen without the input means. Therefore, for example, it is possible to realize a game in which parameters such as character emotion and nostalgia are changed according to the input. .
- the predetermined condition of the judgment by the condition judging means includes that coordinate data is not detected for a fixed time.
- the game image displayed on the screen with the input means or the game image displayed on the screen with the input means assuming that the player has no intention of further input operation if there is no instruction by the input means for a predetermined time.
- the game character can be moved to a screen having no input means, or the game image or game character can be interchanged with the game image displayed on the screen having no input means.
- the game device stores data for displaying a selected area (1 2 2 2) for instructing the return of the first game image displayed on the second display unit to the first display unit.
- a selection area storage means (8 8).
- the image display control means (S 18 5, S 2 3 1) displays the selected area on the second display unit.
- the predetermined condition of the determination by the condition determining means includes that the coordinate data detected by the coordinate detecting means indicates the display position of the selected area.
- the image display control means (S 1 9 7, S 2 4 9) causes the second display unit to determine that the first game image is not the operation target by the operation target determination means. Delete the displayed selection area. In this case, the selection area can be displayed only when necessary, and can be displayed not when it is not necessary.
- the symbols included in the game image may include game characters or icons.
- the game character Since an icon is displayed, for example, by selecting an icon, it becomes possible to realize a game like any other game by moving the screen from the screen to the operation object of the game car.
- the input means is a evening panel mounted on the second display.
- the input means since the input means is the evening panel, it can be operated by directly touching the game image, and an intuitive operation can be realized. If the game image displayed on the side without the evening side panel is the operation target, the game image is displayed on the side with the evening side panel, so that the game image for which the evening side panel operation is required is displayed as the evening side panel. The game image can be brought and displayed on a certain screen, and the player can operate the game image to play the game.
- Game program of the game apparatus provided with input means for
- the game program causes a processor of the game device to execute a coordinate detection step, an operation target determination step, and an image display control step.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- An operation target determination step determines whether or not the first game image displayed on the first display unit has become an operation target based on the coordinate data detected by the coordinate detection step.
- the image display control step displays the first game image displayed on the first display portion on the second display portion when it is determined that the first game image has become the operation target in the operation target determination step. Do.
- a storage medium storing the game program of the fourth invention according to the present invention comprises: a first display unit, a second display unit, storage means for storing data for displaying a game image, and a second display
- the game program of the storage medium causes the processor of the game device to execute the coordinate detection step, the operation target determination step, and the image display control step.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- the operation target determination step determines whether or not the first game image displayed on the first display unit has become an operation target based on the coordinate data detected by the coordinate detection step.
- the image display control step displays the first game image displayed on the first display unit on the second display unit when it is determined that the first game image has become the operation target in the operation target determination step. .
- a game control method comprising: a first display portion, a second display portion, storage means for storing data for displaying a game image, and any of the second display portions. It is a game control method in a game device provided with input means for specifying the position of the game.
- the game control method includes a coordinate detection step, an operation target determination step, and an image display control step.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- the operation target determination step determines whether or not the first game image displayed on the first display unit has become an operation target based on the coordinate data detected by the coordinate detection step.
- the image display control step displays the first game image displayed on the first display portion on the second display portion when it is determined that the first game image has become the operation target in the operation target determination step. .
- a game program includes: a first display portion, a second display portion, storage means for storing data for displaying a game image, and an arbitrary position in the second display portion And a game program of the game apparatus including movement instructing means for instructing movement between the first display portion and the second display portion of the game image.
- the game program causes the processor of the game device to execute a movement instruction detection step, an operation target determination step, an image display control step, a coordinate detection step, and a game processing step.
- the movement instruction detection step detects a movement instruction date from the movement instruction means.
- the operation target determination step determines whether or not the first game image displayed on the first display unit has become the operation target based on the movement instruction data detected by the movement instruction detection step.
- the image display control step displays the first game image displayed on the first display portion on the second display portion when it is determined that the first game image has become the operation target in the operation target determination step.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- the game processing step executes game processing on the game image displayed on the second display unit based on the coordinate data detected by the coordinate detection step.
- a storage medium storing the game program of the seventh invention comprises: a first display unit, a second display unit, a storage means for storing data for displaying a game image, and a second display unit
- a storage medium storing a game program of the game apparatus including: input means for specifying the position of the game apparatus; and movement instructing means for instructing movement between the first display unit and the second display unit of the game image.
- the game program of the storage medium causes the processor of the game apparatus to execute a movement instruction detection step, an operation target determination step, an image display control step, a coordinate detection step, and a game processing step.
- the movement instruction detection step detects movement instruction data from the movement instruction means.
- the operation target determination step determines whether or not the first game image displayed on the first display unit has become the operation target based on the movement instruction data detected by the movement instruction detection step.
- the image display control step controls the first game displayed on the first display unit when it is determined in the operation object determination step that the first game image has become an operation object.
- the second image is displayed on the second display.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- the game processing step executes game processing on the game image displayed on the second display unit based on the coordinate data detected by the coordinate detection step.
- a game control method comprises a first display unit, a second display unit, storage means for storing data for displaying a game image, and an arbitrary position in the second display unit.
- a game control method of a game apparatus comprising: input means for instructing; and movement instructing means for instructing movement between a first display and a second display of a game image.
- the game control method includes a movement instruction detection step, an operation target determination step, an image display control step, a coordinate detection step, and a game processing step.
- the movement instruction detection step detects movement instruction data from the movement instruction means.
- the operation target determination step is based on the movement instruction data detected in the movement instruction detection step.
- the image display control step displays the first game image displayed on the first display unit on the second display unit when it is determined that the first game image has become the operation target in the operation target determination step.
- the coordinate detection step detects coordinate data corresponding to the position designated by the input means.
- the game processing step executes game processing on the game image displayed on the second display unit based on the coordinate data detected by the coordinate detection step.
- the game program, the storage medium storing the game program, and the game control method can also provide the same effects as the game device of the first or second invention described above.
- the game image displayed on the display unit without the input means becomes the operation target
- the game image can be displayed on the display unit with the input means.
- the game can be played by operating the game image displayed on the display unit with human power means by the input means. Therefore, the game image which requires the input operation can be displayed on the screen on the side of the input means, and the player can perform the input operation on the game image.
- the game image that requires an input operation is displayed on the screen provided with the input means, the player can easily grasp which game image is the operation target, and the game can be easily performed. I can play.
- the input means is the evening panel attached to the second display unit
- a game image requiring an evening panel operation can be brought to the screen with the evening panel and displayed, and the game image is displayed to the player. You can play the game by intuitive operation against.
- FIG. 1 is an external view showing an example of a game apparatus according to an embodiment of the present invention.
- FIG. 2 is a block diagram showing an electrical configuration of the game apparatus of FIG. 1 embodiment.
- FIG. 3 is an illustrative view showing one example of a memory map of the RAM 48 shown in FIG.
- FIG. 4 is an illustrative view showing one example of a game screen of a card game, showing a case where a place tag is displayed on the LCD 12 and a hand is displayed on the LCD 14.
- FIG. 5 is an illustrative view showing one example of the game screen after FIG. 4, and shows a case where a state in which the selected tag is extracted from the hand is displayed on the LCD 14.
- FIG. 6 is an illustrative view showing one example of the game screen after FIG. 5, and shows a state in which a bill is displayed on LCD 12 with the bill switched to the LCD 14 without changing the selected tag.
- FIG. 7 is an illustrative view showing one example of the game screen after FIG. 6, and shows a case where the state where the selected tag is arranged at the position where the place tag can be arranged is displayed on the LCD.
- FIG. 8 is an illustrative view showing one example of the game screen after FIG. 7, and shows a state in which after placing the selection tag on the playing place, the playing place is changed to L CD1 2 and the hand is displayed on L CD14.
- FIG. 9 is a flow chart showing an example of the operation of the card game of the game device of FIG. 1 embodiment.
- FIG. 10 is a flow chart showing an example of operation of hand selection processing in FIG.
- FIG. 11 is a flow chart showing an example of the operation of placement processing on a place tag in FIG.
- Fig. 12 is an illustrative view showing one example of a game screen of a pet development game, in which "Pet" is displayed with a pet displayed on L CD 12 and a parameter and an icon displayed on LCD 14. Indicates that the icon has been indicated on the evening panel.
- FIG. 13 is an illustrative view showing one example of the game screen after FIG. 12, and shows a case where after moving the pet to the L CD 14, an operation to stroke the pet's head with the evening panel is performed.
- FIG. 14 is an illustrative view showing another example of the game screen after FIG. 12, and shows a case where the operation of tapping the head of the pet with the evening panel after moving the pet to the L CD 14 is shown.
- FIG. 15 is an illustrative view showing one example of the game screen after FIG. 13, and shows a case where there is no input for a fixed period on the end panel, and the pet moves to the LCD 12.
- FIG. 16 is an illustrative view showing another example of the game ghost of the pet training game, in which the page is displayed on the LCD 12 and the parameter screen is displayed on the LCD 14. "Indicates when instructed.
- Fig.17 is an illustrative view showing one example of the game screen after Fig.16, showing that Pete moves to LCD14 and eats food.
- FIG. 18 shows a part of an example of the operation of the pet training game of the game apparatus of FIG. 1 embodiment.
- FIG. 19 is a flowchart showing the continuation of FIG.
- FIG. 20 is a flow chart showing the operation of processing for breeding the pet shown in FIG.
- FIG. 21 is an illustrative view showing one example of display control of the game image in the variation example 1 of the game for developing a game of pet peaches
- FIG. 21 (A) is an illustration of “show pet” icon on the LCD. The scene indicated on the panel is shown, and FIG. 21 (B) shows the game screen switched between the L CD 12 and the LCD 14 in accordance with the instruction.
- FIG. 22 is an illustrative view showing one example of display control of a game image in the modified example 1 of the pet raising game
- FIG. 22 (A) shows a scene where the “return” icon on the LCD 14 is indicated by the evening panel.
- Fig. 22 (B) shows the game screen switched between L CD 12 and L CD 14 according to the instruction.
- FIG. 23 is a flow chart showing a part of an example of an operation of the game device in the case of the modified example 1 of the pet raising game.
- FIG. 24 is a flowchart showing the continuation of FIG.
- FIG. 25 is a flowchart showing an example of the operation of processing for rearing the page in FIG.
- FIG. 26 is an illustrative view showing one example of display control of the game image in the variation example 2 of the pet raising game
- FIG. 26 (A) shows the “call dog A” icon on the LCD 14 in the evening panel
- Figure 26 (B) shows a scene in which the corresponding pet (dog A) is displayed on the LCD 14 in response to the instruction.
- FIG. 27 is an illustrative view showing one example of display control of a game image in the variation example 2 of the game for fostering a pebble
- FIG. 27 (A) shows an icon 14 of “show dog C” on LCD 14 in evening panel
- FIG. 27 (B) shows a scene in which the corresponding pet (dog C) is displayed on the LCD 14 in accordance with the instruction.
- FIG. 28 is an illustrative view showing one example of display control of a game image in the variation example 2 of the pet raising game
- FIG. 28 (A) is a scene where an “all calls” icon on the LCD 14 is indicated by an evening panel.
- FIG. 28 (B) shows a scene in which all the pets are displayed on the LCD 14 in accordance with the instruction.
- FIG. 29 is an illustrative view showing one example of display control of a game image in the variation example 2 of the pet raising game
- FIG. 29 (A) shows an “return B” icon on the LCD 14 in the evening panel
- Fig. 29 (B) shows a scene in which the corresponding pet (dog B) is displayed on L CD 12 according to the instruction.
- FIG. 30 is an illustrative view showing one example of display control of a game image in the variation example 2 of the pet raising game
- FIG. 30 (A) is an end panel of the “return all” icon on the LCD 14.
- Figure 30 (B) shows the situation where all pets have been instructed to
- FIG. 31 is a flow chart showing a part of an example of the operation of the game device in the case of the variation 2 of the pet raising game.
- FIG. 32 is a flowchart showing the continuation of FIG.
- FIG. 33 is a flow chart showing an example of the operation of the operation target determination process 1 of FIG. 31.
- FIG. 34 is a flow chart showing an example of the operation of the operation target determination process 2 of FIG.
- FIG. 35 is a flow chart showing a part of an example of an operation of the game device in the case of the modified example 3 of the pet raising game.
- FIG. 36 is a flowchart showing the continuation of FIG. BEST MODE FOR CARRYING OUT THE INVENTION
- a game apparatus 10 includes a first liquid crystal display (LCD) 12 and a second LCD 14.
- the LCD 12 and the LCD 14 are housed in the housing 16 so as to be at predetermined positions.
- the housing 16 comprises an upper housing 16a and a lower housing 16b
- the L CD 12 is housed in the upper housing 16a
- the LCD 14 is mounted in the lower housing 16b. It is stored. Therefore, the L CD 12 and the L CD 14 are arranged in close proximity (vertically).
- an LCD is used as a display in this embodiment, an EL (Electronic Luminescence) display, a plasma display or the like may be used instead of the LCD.
- EL Electro Luminescence
- the upper housing 16 a has a planar shape slightly larger than the planar shape of the LCD 12, and an opening is formed to expose the display surface of the L CD 12 from one main surface. Be done.
- the lower housing 16 b is selected to be longer in plan view than the upper housing 16 a, and an opening is formed in the substantially central portion in the horizontal direction to expose the display surface of the LCD 14.
- the lower housing 16 b is provided with a sound release hole 18 and an operation switch 20 (20 a, 20 b, 20 c, 20 d and 20 e, 20 L, 2 OR). .
- the upper housing 16a and the lower housing 16b are rotatably connected with the lower side (lower end) of the upper housing 16a and a part of the upper side (upper end) of the lower housing 16b. There is.
- the upper housing 16a and the lower side The housings 16 b may be formed integrally (fixedly) with the housings 16 without being connected rotatably.
- Operation switch 2 0 is directional switch (cross switch) 2 0 a, start switch 2 0 b, select switch 2 0 c, operation switch (A button) 2 0 d, operation switch (B button) 2 0 e , Operation switch (L button) 2 0 L and operation switch (R port) 2 OR included.
- the switches 2 0 a, 2 O b and 2 0 c are disposed on the left side of L C D 1 4 on one main surface of the lower housing 16 b.
- switch 2 0 (1 pair 2 0 6 is disposed on the right side of LCD 1 4 on one main surface of lower housing 1 6 b.
- switch 2 0 L and switch 2 0 R are Respectively, on a part of the upper end (top surface) of the lower housing 16 b, it is disposed on the left and right so as to sandwich the connecting portion in portions other than the connecting portion with the upper housing 16 a.
- each operation switch or button of the operation switch 20 is generally as follows.
- the operation switch 20 is used for instructing movement of a game image between the LCD 12 and the LCD 14 as described later, and the game processing for game images such as game characters is performed.
- the direction indication switch 2 0 a functions as a digital joystick, and indicates the movement direction of the player character (or player object) operable by the player by operating at least one of the four pressing portions. It is used to indicate the direction of movement of the cursor, etc.
- the start switch 20 b is composed of a push button and is used to start (resume) or pause the game.
- the select switch 2 0 c is composed of a push button and is used to select a game mode or the like.
- the movement switch 2 0 d ie, the A-port, consists of a push-button, and performs any action other than the direction command, ie, strikes (punch), throws, grabs (acquires), rides, jumps etc. It can be done.
- any action other than the direction command ie, strikes (punch), throws, grabs (acquires), rides, jumps etc. It can be done.
- an action game it is possible to instruct jump, punch, move a weapon, etc.
- RPG role playing game
- simulation RPG it is possible to instruct acquisition of items, selection and decision of weapons or commands, and the like.
- the action switch 2 0 e that is, the B button is composed of a push button, and is used for changing the game mode selected by the selection switch 2 0 c or canceling the action determined by the A button 20 d.
- the operation switch 2 0 L (left push button) and the operation switch 2 0 R (right push button) are composed of push buttons, and the left push button (L button) 2 0 L and the right push button (R button) 2 OR
- the A button 20 d and the B button 20 e can be used in the same operation, and the A button 20 d and the B button 2 0 e It can be used.
- the game apparatus 10 is a game apparatus using an end panel, and a touch panel 22 is mounted on the top surface of the LCD 14.
- a resistive film type, an optical type (infrared type), or a capacitive coupling type can be used as the end panel 22.
- the evening panel 22 may be pressed or touched with a stick 24 or a pen (stylus pen) or a finger (hereinafter, these may be referred to as a “stick 24 etc.”) on the upper surface thereof.
- the coordinate position of the stick 24, etc. is detected, and the coordinate data corresponding to the detected coordinate (detected coordinate) is output.
- the touch panel 22 functions as an input means of this embodiment, and the user (player) inputs an input date for indicating an arbitrary position on the screen of the LCD 14 (or the LCD 12). It is for.
- the resolution of the display surface of the .L CD 14 (the LCD 12 is the same or almost the same) is 256 dots X 192 dots, and the detection accuracy of the evening panel 22 corresponds to the display screen.
- the detection accuracy of the evening panel 22 may be lower or higher than the resolution of the display screen.
- a game screen for showing to the player is displayed on the L CD 12, and the L CD 14 provided with the evening panel 22 is shown to the player in relation to the game screen of the LCD 12. And the game screen for making it operate is displayed.
- the game screen displayed on the L CD 14 includes, for example, objects or icons, text information, etc. which can be operated (set) with the stick 24 or the like.
- the touch panel 22 By operating the touch panel 22 by directly touching the object displayed on the LCD 14 with the stick 24 or the like, the player can perform, for example, selection or operation of the object, coordinate input instruction, and the like.
- various other input instructions can be given according to the type of game.
- commands such as character information and icons displayed on the display screen of L CD 14 or a command displayed on L CD 12 can be displayed.
- the game apparatus 10 has the L CD 12 and the LCD 14 serving as display portions for two screens, and the touch panel 22 is displayed on the display screen of one of them (in this embodiment, the LCD 14). Since it is provided, it is configured to have two screens (LCD 1 2, 14) and 2 operation units (20 2).
- the stick 24 can be housed in a housing portion (housing hole) 26 provided on the side surface (right side surface) of the upper housing 16a, for example, and taken out as necessary.
- a housing portion housing hole
- the stick 24 is not provided, it is not necessary to provide the storage section 26.
- the game device 10 includes a memory card (or game cartridge) 28.
- the memory card 28 is removable, and is inserted from an insertion port 30 provided on the back surface or lower end (bottom surface) of the lower housing 16b.
- a connector 46 (see FIG. 2) is provided at the back of the insertion slot 30 for joining with a connector (not shown) provided at the end of the memory card 28 in the insertion direction. Therefore, when the memory card 28 is inserted into the insertion slot 30, the connectors are joined, and the CPU core 42 (see FIG. 2) of the game apparatus 10 can access the memory card 28.
- the game device 10 includes a microphone 34.
- the microphone 34 is provided at the lower left of the L CD 14 in the lower housing 1.6b.
- the game apparatus 10 can operate accordingly.
- a speaker 32 (see FIG. 2) is provided in the lower housing 16 b at a position corresponding to the sound release hole 18 of the lower housing 16 b.
- a battery storage box is provided on the back side of the lower housing 16 b, and a power switch is provided on the bottom side of the lower housing 16 b.
- a volume control knob, an external expansion connector and a telephone jack are provided.
- FIG. 2 is a block diagram showing the electrical configuration of the game apparatus 10.
- the game apparatus 10 includes an electronic circuit board 40, and circuit components such as a CPU core 42 are mounted on the electronic circuit board 40.
- the CPU core 42 is connected to the connector 46 through the bus 44, and the RAM 48, the first graphic processing unit (GPU) 50, the second GPU 52, the input / output interface circuit (hereinafter referred to as “I / I”).
- F circuit ") 54 and the LCD controller 60 are connected.
- the memory card 28 is detachably connected to the connector 46 as described above.
- Memory card 28 includes ROM 28a and RAM 28b, and although not shown, ROM 28a and RAM 28b are connected together by a bus and connected to a connector (not shown) connected to connector 46. Be done. Therefore, as described above, the CPU core 42 can access the R ⁇ M 28 a and the RAM 28 b.
- R ⁇ M 28 a is a game program for a game (virtual game) to be executed on the game apparatus 10, an image (game character image, background image, item image, message image, operation icon, etc.) necessary for data and game The na sound or music data (sound data) etc. are stored in advance.
- the RAM (backup RAM) 28 b stores (saves) data of the game and the results of the game on the way.
- the RAM 48 is used as a knot memory or a working memory. That is, the CPU core 42 loads the game program stored in the ROM 28a of the memory card 28 and data such as image data and sound data into the RAM 48 and executes the loaded game program.
- the CPU core 42 also stores data (game data, flag data, etc.) temporarily generated (generated) as the processing progresses according to the game program, and stores the acquired data in a predetermined area of the RAM 48. While performing game processing.
- the game program, the image data, the sound data, etc. are read out from the ROM 28a all at once or partially and sequentially as needed, and stored in the RAM 48.
- GPU 50 and GPU 52 respectively form part of a drawing means, and are formed of, for example, a single chip AS IC, and receive graphics commands (graphics commands) from CPU core 42, and the graphics thereof Generate data to display game image according to the command.
- the CPU core 42 gives each of the GPU 50 and the GPU 52 an image generation program (included in the game program) necessary for generating game image data in addition to the Dara fix command.
- the data necessary for the GPU 50 and GPU 52 to execute drawing commands are acquired by accessing the RAM 48 by the 0 to 1150 and 0 PU 52 respectively.
- the GPU 50 and the GPU 52 may store the created data in the RAM 48.
- VRAM first video RAM
- VRAM 58 is connected to the GPU 52.
- the GPU 50 draws the created game image data in the VRAM 56
- the GPIJ 52 draws the created game image data in the VRAM 58.
- V RAM 56 and V RAM 58 are, for example, line buffers, or frame buffers may be employed.
- the L CD controller 60 includes a register 62, and the register 62 is constituted of, for example, 1 bit, and stores a value (data value) of "0" or "1" according to the instruction of the CPU core 42.
- the LCD controller 60 When the data value of the register 62 is “0”, the LCD controller 60 outputs the game image data drawn in the VRAM 56 to the L CD 12, and the game image data drawn in the VR AM 58 Is output to L CD 14. Further, when the data value of the register 62 is “1”, the LCD controller 60 outputs the game image data drawn in the VRAM 56 to the L CD 14, and the game image drawn in the VRAM 58.
- the L CD controller 60 can read out the image data directly from the VRAM 56 and VRAM 58, or alternatively, through the GPU 50 and GPU 52, the image data can be read from ⁇ 1 ⁇ 56 to ⁇ 1 ⁇ 58. Can also be read out. Also, VRAM 56 and VRAM 58 may be provided in the shakuhachi 1 ⁇ 48.
- the operation switch 20 is the switch 20 a, 20 b, 20 c, 20 d, 20 e, 20 L and 20 R described above, and when the operation switch 20 is operated, the corresponding operation signal (operation input Data) is input to the CPU core 42 through the circuit 54.
- the evening input data (coordinate data) from the evening panel 22 is input to the CPU core 42 through the I ZF circuit 54.
- the CPU core 42 reads out from the RAM 48 the sound time necessary for the game, such as game music (BGM), sound effects or game character voice (symphony), and outputs it from the speaker 32 via the 1 circuit 54.
- the voice (voice signal) input from the microphone 34 is converted into digital data (voice data) by the I ZF circuit 54 and is input to the CPU core 42 as voice input data.
- the RAM 48 includes a game program storage area 70.
- a game program is loaded from the ROM 28 a of the memory 28 into the game program storage area 70.
- the game program of this embodiment includes an evening input detection program 72, a game image display control program 74, an operation target image judgment program 76, a selected symbol judgment program 78, a symbol arrangement position judgment program 80, a condition judgment program 82, a parameter 1 Includes the evening display program 84, and the parameter change program 86.
- the evening touch input detection program 72 detects coordinate data (edge input data) of the evening position inputted from the evening panel 22 in response to the operation of the evening panel 22 by the player. It is a program.
- the detected coordinate data is stored in a predetermined area of the RAM 48.
- the game image display control program 74 is a program for generating each game image displayed on the LCD 12 and the LCD 14 based on the image data ⁇ and displaying it on the L CD 12 and the L CD 14.
- the game processing is executed on the game image displayed on the LCD 14 based on the evening touch input data or the like to change the game image.
- the game image displayed on the L CD 12 without the evening panel 22 is to be operated, the game image is displayed on the L CD 14 provided with the touch panel 22.
- the game image displayed on the LCD 14 is not to be operated, the game image is displayed on the LCD 12.
- the operation target image judgment program 76 is a program for judging whether or not the game image is an operation target.
- the game image displayed on the LCD 12 not provided with the evening panel 22 has become an operation target based on the evening input data, or a predetermined condition is satisfied in the progress of the game. It is judged whether or not it is judged whether or not it becomes an operation target according to the result. In addition, it is determined whether the game image displayed on the LCD 14 provided with the touch panel 22 is not the operation target based on the evening input date, or a predetermined game progress is made. Whether the condition is satisfied or not is judged, and according to the result, it is judged whether or not it becomes an operation target.
- the selected symbol discrimination program 7 8 includes a plurality of game images displayed on the LCD 14 provided with the evening panel 22. It is a program for determining whether or not any one symbol is selected based on the evening input data among the symbols of.
- the symbol '(selected symbol) determined by the selected symbol discrimination program 7 8 is determined based on the touch input data. It is a program to determine whether or not it was placed at a position.
- the condition determination program 82 is a program for determining whether or not a predetermined condition is satisfied in the progress of the game. Depending on the result of the judgment by the condition judging program 82, for example, the above-mentioned operation object judging program 76 judges whether or not the game image displayed on the LCD 12 has become an operation object, or 14 Determine whether the game image displayed in 4 is not the operation target.
- the parameter overnight display program 84 is, for example, in a game in which a pet (character) appears, such as a pet development game, an image of a parameter overnight representing the character characteristics (emotion, nostalgia, etc.) It is a program for displaying on at least one of the LCD 12 and the LCD 14 based on the parameter data indicating the parameter value.
- the parameter change program 86 is a program for changing the parameter displayed on the basis of the evening input data or the like in the game in which the character described above appears.
- the memory map of RAM 4 8 includes a data storage area, and the data storage area contains: The data loaded from the ROM 2 8a or the RAM 2 8b of the memory card 28 or the data generated according to the game processing is stored.
- the data storage area includes an image data storage area 88, a selection tag storage area 90, a parameter track storage area 92, an operation target image flag area 94, and the like.
- the image data storage area 88 stores data for generating and displaying a game image.
- the image data storage area 88 includes a first game image storage area 96 and a second game image storage area 98.
- the first game image storage area 96 stores an image displayed in L C D 1 2 at the start of the game. For example, place card data of a card game, character image schedule of a pet training game, etc. are stored, and these are not operation targets at the start of the game.
- the second game image storage area 98 stores an image displayed in L C D 14 at the start of the game. For example, hand data of a card game, operation icon data of a pet growth game, etc. are stored, and these are operation targets at the start of the game.
- the parameter overnight image data etc. of the pet breeding game are stored in the second game image storage area 98.
- this parameter image is not a target of operation, and may be stored in the first game image storage area 96.
- a game screen is generated based on the specifications of each image stored in the image data storage area 8'8.
- the date for displaying each image includes, for example, a date indicating the coordinates of a display position or an area on the screen of each game image associated with the identification number, image data, and the like.
- the selection tag storage area 90 stores information on symbols selected based on the evening input data and the like in the card game in which a plurality of symbols described above are displayed. For example, tag number data storing the identification number of the selected card, designated position coordinate data indicating the position of the card designated by the end input, etc. are stored.
- parameter data indicating the value of the parameter of the character is stored in the above-described pet training game in which the character is displayed.
- various characteristics of the character may be set, for example, the pet's feeling or nostalgia degree.
- the operation target image flag area 94 for example, a flag indicating which of two game images displayed on the LCD 12 and the LCD 14 has become an operation target is stored.
- a game image showing a place tag and a game image showing a hand are displayed.
- the operation target image flag is set to “0”
- the game image of the hand is the operation target, so the hand is displayed on the LCD 14 and the place tag is displayed on the LCD 12 .
- this flag is set to “1”
- the game image of the place tag is the operation target, so the place tag is displayed on the LCD 14 and the hand is displayed on the LCD 12.
- a pet is shown A game image and a game image showing an operation icon and the like are displayed.
- the operation target image flag is set to “0”
- the image of the operation icon is displayed on the LCD 14, and the image of the pet is displayed on the LCD 12.
- this flag is set to “1”
- the pet is displayed on L CD 14 because the pet is to be operated, and L CD 12 displays, for example, the room in which the pet dog is kept.
- the background image is displayed.
- a plurality of operation target image flags associated with each of the plurality of pet images may be provided, or all of the plurality of pet images may be provided.
- operation target image flags corresponding to several may be provided.
- acquired event data event input data, operation input data, voice input data, etc.
- other game data generated as the game progresses including flags and counters.
- game images are displayed on two screens, ie, the LCD 12 and the LC D 14.
- a game image requiring an operation of the evening panel 22, that is, a game image to be operated, is displayed on the LCD 14 provided with the evening panel 22. If it is determined that the game image displayed on the LCD 12 without the touch panel 22 has become an operation target, it is displayed on the LCD 12 if it is determined that the game image is an operation target.
- the game image being displayed is displayed on the L CD 14, so that the game image can be manipulated by the evening panel 22. For example, it is determined whether the game image displayed on the LCD 14 provided with the evening panel 22 has not been the operation target, and if it is determined that the game image has not been the operation target, the display on the LCD 14 is displayed. The displayed game image is displayed on the LCD 1 2.
- a game image showing a place card is displayed on the L CD 12 and the player's hand is The game image shown is displayed on the L CD 14.
- This card game is a 7-line game, and the player and the computer pick up a single placeable card from your hand and place it in the place E on the field.
- the hand image 100 in the game image on the LCD 14 is a pointer displayed at the evening position according to the evening operation by the player.
- select a tag When selecting a tag, the player uses a stick 24 or the like to make an end on a tag that can be placed in the field from the hands displayed on the LCD 14. Then, as shown in Fig. 5, move the stick 24 or the like in an evening state (drag) and pull out the card from the hand. In this embodiment, when one card is extracted from the hand, it is determined that the extracted card is the selected card (selected card). In the example in Figure 5, select tag 1 0 2 is the "8" tag.
- the game image of the place displayed in L C D 12 has become the operation target, and the place note and the hand are exchanged. That is, as shown in FIG. 6, the game image of the place tag is displayed on the LCD 14 so that it can be operated, and the game image of the hand in which the selected card 102 has been removed is displayed on the LCD. Displayed on 1 2 Note that the tag 102 selected from the hand is displayed as it is in L C D 14 and displayed in the game image of the place tag.
- the player drags the currently selected bill 102 with a stick 24 or the like to move the selected bill 102 to a position where it can be arranged.
- the selection tag 102 is a tag of "8"
- the position which can be placed is, for example, on the right of the tag "7" on the top row.
- the player can place the selected tag 102 at the position by moving the selected tag 102 to a position where it can be placed and then stopping the operation to the evening panel 2 2. .
- the game image of the place tag displayed on the LCD 14 Is determined not to be an operation target, and the playing card and the hand are exchanged again. That is, as shown in FIG. 8, the game image of the place tag changed to the one on which the selected tag (“8” tag) is placed is displayed on the LCD 12 and displayed on the LCD 12. The game image of the hand was displayed on the LCD 14.
- the selected tag can not be placed, that is, if the tag "2" is selected in FIG. 5, for example, it is necessary to reselect a new tag from the hand. .
- the game image of the place card displayed in L C D 14 is not the operation target, and the place card and the hand are exchanged again. That is, the image of the hand is displayed on L C D 1 4 with the selected card being changed back to the initial position of the hand, and the image on the playing card is displayed on L C D 1 2.
- the evening touch panel is again carried out. Since the image is displayed on the screen of the LCD 12 without the 2 2, it is possible to change the display destination of the game image depending on whether the evening panel operation is necessary or not.
- the game image (place card) requiring the operation of the evening panel is brought to the screen of the LCD panel 14 with the evening panel 22 and, according to the evening panel operation of the player, the selected bill is put in a predetermined position.
- the game image in the changed state is displayed on the screen of the LCD 12 without the evening panel 22. Necessary operation target and desirable operation The contents of the work can be clearly shown and the playability can be increased.
- FIG. 9 shows a game operation in the case of playing a card game as described above in the game apparatus 10.
- the CPU core 42 executes initial setting in step S1 to set initial values to various variables, flags, and the like. For example, “0” is set in the operation target image flag area 94.
- step S3 the CPU core 42 determines whether the operation target image flag is "0". If "YES" in this step S3, the game image of the hand is the operation target, and in the following step S5, the CPU core 42 executes hand selection processing. This hand selection process is shown in detail in FIG.
- the CPU core 42 determines whether or not there is a tag number data stored in the selected tag storage area 90. If “NO” in this step S31, that is, if no card is instructed by the evening operation from the hand by the player, the CPU core 42 proceeds to the subsequent step S33. It is judged whether there is an input in the evening panel. If "NO" in this step S33, that is, if the evening input data is not detected, this hand selection processing is finished and the process returns to step S7 in FIG.
- step S33 determines the detected position coordinate data in step S35. It is determined whether or not to indicate a bill of money. For example, the coordinate data of the detected evening position and the arrangement position data of each tag in the hand stored in the second game image storage area 98 are compared to determine whether there is a match. If "NO" in this step S35, that is, if none of the tags has been finished by the player, the hand selection processing is finished and the process returns to step S7 of FIG.
- step S35 that is, if any of the cards has been closed, the player is trying to select that card as a card to be placed on the playing field, so the CPU core is selected.
- 42 stores the date of the indicated tag number in the selected tag storage area 90 in step S37, and in step S39, indicates the detected position data of the indicated tag on the indicated point. It is stored in the selection tag storage area 90 as the evening.
- step S31 determines whether or not there is an end-of-tat panel input. If "YES” in the step S41, that is, if the evening input data is detected, the CPU core 42 determines the tag corresponding to the tag number stored in the selected tag storage area 90 in the step S43. Align the indicated position with the coordinate data of the detected touch position. That is, the position of the detected coordinate data is stored in the selected tag storage area 90 as the designated position. In this case, since the player moves the tag on the game image of the hand by the drag operation, the display position of the tag is aligned with the player's evening touch position.
- step S45 the CPU core 42 determines whether the selected tag has been removed from the hand.
- the indication position coordinate of the selection tag stored in the selection tag storage area 90 is out of the range of the area (the display position or the area of the hand of the hand) stored in the second game image storage area 98. It is determined whether or not In this powerful game, it is determined that the selected card is selected by extracting the indicated card from the hand.
- step S45 that is, if the selected card is still present in the hand placement area, the hand selection process is finished and the process proceeds to step S7 in FIG. .
- step S45 determines whether the designated position of the currently selected tag is out of the range of the hand area. If “YES” in the step S45, that is, if the designated position of the currently selected tag is out of the range of the hand area, it is determined that the player selected the tag. From this, it is determined that the game image of the place tag displayed on the L CD 12 has become the operation target image. That is, the CPU core 42 sets “1” in the operation target image flag area 94 in step S47. When step S47 is finished, this hand selection process is finished, and the process returns to step S7 in FIG.
- step S 49 the CPU core 42 sets the coordinates of the selected display position of the tag to the initial position, and clears the selected tag storage area 90 at step S 51. As a result, the selected card is returned to the hand, and the player reselects one card from the hand.
- step S 51 ends, the hand selection process ends, and the process returns to step S 7 in FIG.
- the CPU core 42 sets or instructs to draw the hand other than the selected tag on the second LCD 14. That is, the CPU core 42 uses, for example, the second GFU 52 to store the game image of the hand excluding the tag of the tag number stored in the selected tag storage area 90 into the second game image storage area 98. Based on the stored image data etc., it is generated and drawn in the second VRAM 58 It is set or instructed to display the game image of the hand on the LCD 14 using the LCD controller 60 in which “0” is stored at 62. As a result, when it is time to display update, the game image of the hand generated is displayed on the L CD 14. Subsequently, in step S9, the CPU core 42 sets a place tag to draw on the first LCD 12.
- the CPU core 42 uses the first GPU 50 to generate the game image of the place tag based on the image data stored in the first game image storage area 96, etc. It is set so that the game image of the place tag is displayed on the L CD 1 2 using the L CD controller 60 drawn in the VRAM 56 and having "0" stored in the register 62. Thus, when the display update timing comes, the game image of the generated place tag is displayed on the LCD 12.
- the operation target image flag is set to “0”
- the game image of the place tag is displayed on the LC D 12 and the operation is performed on the LCD 14 provided with the evening panel 22.
- the game image of the target hand is displayed.
- step S3 that is, if" 1 "is set in the operation target image flag area 94, the game image of the place tag is the operation target, and thus the step continues.
- the CPU core 42 implements the process of placing on a place tag in SI 1. The placement process for this place tag is shown in detail in Figure 11.
- the CPU core 42 determines whether there is a late-panel input. If "YES” in this step S63, that is, if the evening input data is detected, the CPU core 42 proceeds to the tag number stored in the selected tag storage area 90 in the following step S63. Align the indicated position of the corresponding tag with the coordinate data of the detected evening position. Specifically, the position of the detected coordinate data is stored in the selected tag storage area 90 as the designated position of the selected tag. In this case, since the player moves the selection tag on the game image of the place bill by a drag operation, the display position. Of the selection tag is aligned with the player's evening position. When the step S63 is completed, the process of placing on the place plate is finished, and the process returns to the step S13 in FIG.
- step S61 if "NO" in the step S61, that is, if the evening input date is not detected, the CPU core 42 can arrange the position of the tag selected in the step S65. Determine if it is. In this card game, the player can move the currently selected card by dragging and release the stick 24 or the like at a desired position to arrange the card at that position if possible. Therefore, in step S65, if the end input is lost, it is determined whether the designated position coordinates stored in the selected tag storage area 90 are included in the position which can be arranged on the place tag for the tag indicated by the tag number. It is judged.
- step S65 If “YES” in this step S65, that is, if the selected tag is placed at the position where it can be arranged, the CPU core 42 executes step S6. In step 7, place the selected tag as a place tag in the placeable position, and proceed to step S75. By determining that the selection tag is in the position where it is possible to place the selection tag in this manner, it is determined that the game image of the place tag displayed on the LCD 14 is not the operation target image. If "NO” in the step S65, that is, if the selected tag is not placed at the position which can be placed, the CPU core 42 uses the GPU 50 or the GPU 52 in a step S69, Display an error message such as “Impossible to place” on the LCD 12 or L CD 14 game image.
- step S71 the CPU core 42 determines whether to reselect the tag. For example, since there is a possibility that a non-placeable tag may be selected, it is determined whether to reselect the tag. Specifically, it is determined whether or not a predetermined touch input has been made by the player, and whether or not it is necessary to automatically select a tag based on the program. If "NO" in the step S71, that is, if the reselection of the tag is not performed, the arrangement processing to the place is finished and the process returns to the step S13 of FIG.
- step S71 determines that the reselection of the tag is to be performed.
- the CPU core 42 sets the coordinate of the display position of the selected tag to the initial position in the step S73. Set to As a result, it will be displayed in its original position in the selected hand.
- step S73 the process proceeds to step S75.
- step S75 the CPU core 42 clears the selected tag storage area 90 and cancels the selected state of the selected tag. Then, in step S 77, the CPU core 42 sets “0” in the operation target image flag area 94. In other words, it is determined in step S65 that the selected tag is in the position where the place can be placed, or it is determined in step S71 that the tag is to be reselected. It judges that it is not the operation target and switches the operation target image to the game image of the hand. When step S77 is completed, the process of placing on the place card is finished, and the process returns to step S13 in FIG.
- the CPU core 42 sets a place tag to draw on the second LCD 14. That is, the CPU core 42 generates the game image of the place tag based on the image data stored in the first game image storage area 96 using the GPU 52, for example, and draws it in the VRAM 58, A game image of the place tag is set to be displayed on the LCD 14 using the LCD controller 60 in which "0" is stored in 62. Alternatively, the CPU core 42 generates a game image of a place tag using, for example, the GPU 50, draws it in the VRAM 56, and uses the L CD controller 60 which stores “1” in the register 62. Set the game image to be displayed on LCD14. In this way, at the display update timing, The game image of the tag is displayed on the L CD 14.
- step S15 the CPU core 42 sets the game image of the hand excluding the selected card to be drawn on the first L CD 12. That is, the CPU core 42, for example, uses the GPU 50 to store the game image of the hand excluding the tag of the tag number stored in the selected tag storage area 90, the image data stored in the second game image storage area 98.
- the game image of the hand is displayed on the L CD 1 2 using the L CD controller 60 which is generated based on the evening and drawn on the second VRAM 56 and "0" is stored in the register 62.
- the CPU core 42 generates a game image of the hand excluding the selected tag using, for example, the GPU 52, draws it in the VRAM 58, and uses the L CD controller 60 in which "1" is stored in the register 62. Set the game image of the hand to be displayed on L CD 1 2. As a result, at the display update timing, the generated game image of the hand is displayed on the LCD12.
- step S15 the process proceeds to step S17.
- step S17 the CPU core 42 determines whether or not there is a selected tag based on the data in the selected tag storage area 90. If "YES” in this step S17, the CPU core 42 sets the selected tag to be drawn on the second LCD 14 in the step S19. That is, the CPU core 42 uses, for example, the GPU 52 to convert the image of the selected tag into designated position coordinate data of the selected tag storage area 90 and image data stored in the second game image storage area 98. Based on this, it is generated and drawn on the VR A M 58, and an image of the selected tag is set to be displayed on the L CD 14 using the LCD controller 60 in which “0” is stored in the register 62.
- the CPU core 42 generates an image of the selected tag using, for example, the GPU 50 and draws it in the VRAM 56, and using the L CD controller 60 which stores “1” in the register 62, Set the game image to be displayed on the LCD 14.
- the game image including the image of the selected tag is displayed on the LCD 14.
- the process directly proceeds to the step S21.
- step S21 the CPU core 42 determines whether the game is over.
- the game is advanced by repeating the process from step S3 until it is determined as "YE S" in this step S21.
- step S2.1 the game end process is executed in step S23, and the process of this card game is ended.
- the game image showing the operation icon displayed on the LCD 14 includes, for example, a raising method such as “I throw a pole” icon 16, “I speak pet” icon 1 18 and “I feed my food” icon 120.
- a raising method such as “I throw a pole” icon 16, “I speak pet” icon 1 18 and “I feed my food” icon 120.
- Several operation icons to be displayed are displayed.
- the LCD 14 displays, for example, in the form of a bar graph, a parameter display image 112 showing parameters of the pet's emotions and parameters such as the degree of nostalgia.
- the player touches the desired operation icon displayed on the LCD 14 directly, and ends at a corresponding position on the evening panel 22 with a stick 24 or the like.
- the “Pet a pet” icon 1 18 is indicated.
- "Pet" icon image 1 1 8 is highlighted. It is assumed that the game image showing the pet 1 10 displayed on the LCD 12 becomes the operation target by performing a predetermined operation such as the “Pet is” operation icon 1 1 8 being closed. It is judged. Then, when the game image of the pet 1 10 is to be operated, the pet 1 1 0 displayed on the L CD 1 2 is displayed on the L CD 14 so as to be operable.
- pet 1 10 is displayed as moving to L CD 14.
- page 1 1 0 moves so as to disappear to the lower side (lower side) of the screen of L CD 1 2 and then appears from the upper side (upper side) of the screen of LCD 14.
- the pet 1 10 is displayed on the screen of the LCD 14.
- the background of the room where Pet 1 1 0 disappeared is displayed on the LCD 1 2 as it is.
- the player can for example squeeze or beat the pet 1 10 called up on the LCD 14. As shown in FIG.
- the game image changes so that the pet 1 10 becomes happy.
- the parameter image showing emotions and the like of the pet 1 10 is raised by being stroked, and the game image changes so that the parameter value expressed by the parameter 1 12 is increased.
- the pet 1 10 moves so as to disappear above the screen (upper side) of the LCD 14 and then appears from the lower side (bottom side) of the screen of the LCD 1 2 and is displayed in the room.
- a game image showing an operation icon is displayed on the LCD 14.
- the game image changed to a state in which the pet 1 10 is looking happy as a result of the game is displayed on the L CD 1 2 and the parameter whose parameter value has risen is increased.
- the overnight display image 1 1 2 is displayed on the L CD 14.
- the game image is such that the pet 1 1 0 eats food with joy. Changes.
- the parameter image showing emotions of the pet 1 10 rises, and the game image changes so that the parameter image value represented by the parameter 1 1 2 display image rises.
- FIG. 18 and FIG. 19 show game operations in the case of playing the pet training game as described above in this game device 10.
- the CPU core 42 executes initial setting in step S91 to set initial values to various variables, flags, and the like. For example, “0” is set in the operation target image flag area 94.
- step S93 the CPU core 42 sets or instructs the LCD 12 to display a game image including a character (pet 110). That is, the CPU core 42 generates a game image including a character based on character image data stored in the first game image storage area 96 using the GPU 50, for example, and draws the game image in the VRAM 56.
- the LCD controller 60 which has "0" stored in the register 62, is set or instructed to display the game image on the LCD12. As a result, at the display update timing, the game image including the generated character is displayed on the LCD12.
- step S95 the CPU core 42 sets a screen 14 to display a game image including character parameters and operation icons. That is, the CPU core 42 uses, for example, the GPU 52 to store the operation icon data and parameter image data stored in the second game image memory area 98 and the parameter values stored in the parameter memory area 92.
- the game image including the operation icon etc. is generated based on the e.g. and drawn in the VRAM 58, and the game image is recorded using the LCD controller 60 in which the register 62 is made to store “0”. Set to display on.
- a game image including the generated operation icon or the like is displayed on the L CD 14.
- step S 97 the CPU core 42 acquires the evening input data via the I ZF circuit 54 and determines whether or not there is an evening panel input. If "NO" in this step S97, that is, if the evening input data is not detected, the process proceeds to step S105.
- step S97 that is, if the evening input data is detected
- the CPU core 42 sets the coordinate data of the detected evening position in step S99. Based on the image of the L CD 14 is set to display change. For example, as shown in Fig.12, the operation icon displayed in reverse is highlighted.
- step SI01 the CPU core 42 determines whether or not a predetermined operation has been performed. In other words, the CPU core 42 indicates the position indicated by the data indicating the position or range of the display position or range of the “Show pet” operation icon 1 18 or the “Get food” operation icon 1 20 indicated by the detected coordinate data.
- step S101 Determine if it is included in If "YES” in this step S101, that is, if a predetermined operation is performed, it is determined that the image showing the pet displayed on the L CD 12 has become the operation target Then, the CPU core 42 sets “1” in the operation target image flag area 94 in step S103, and proceeds to step S105.
- step S101 If “NO” in step S101, that is, if the evening operation to the "Pet” or “Feed up” operation icon is not performed, step S1. Go to 05.
- step S105 the CPU core 42 determines whether the operation target image flag is "1". If “NO” in this step S105, that is, if the operation target image flag is set to "0", the game image indicating the operation icon displayed on the L CD 14 is operated. As it is, the CPU core 42 determines whether the game is over or not in step S107. If “NO” in the step S107, that is, if the game is not over, the process returns to the step S97. On the other hand, if "YES” in the step S107, that is, for example, if the player performs an operation indicating the end of the game, the CPU core 42 executes the game end processing in a step S109. End the processing of this pet training game.
- step S105 that is, if “1” is set in the operation target image flag area 94, the CPU core 42 performs L CD 12 in step S 1 1 1 Control the movement so that the character (pet 1 1 0) displayed on is disappearing at the bottom of the screen. That is, the CPU core 42 is set to generate an image to be moved so that Pet 1 10 disappears to the lower side of the screen of the L CD 12 using, for example, a GPU 50 etc. I hesitate. The background showing the breeding room of the pet 1 10 is fixed and displayed on the L CD 1 2 as it is. Thereafter, at step S113, the CPU core 42 controls its movement so that the character appears on the screen of the LCD 14.
- the CPU core 42 generates an image in which the pet 110 moves so as to appear from the upper side of the screen using, for example, the GPU 52 or the like, and sets the image to be displayed on the L CD 14.
- a game image is displayed such that Pet 1 10 moves from LCD 1 2 to LCD 14 as the game progresses, and finally, for example, as shown in FIG.
- the pet 1 10 is displayed on the L CD 14 provided on the evening panel 22.
- step S 1 1 5 in FIG. 19 the CPU core 42 receives Determine if there is. If “YES” in this step S115, that is, if the evening input data is detected, is the CPU core 42 nurturing when the pet is read in step S117? Decide whether or not. If “YE S” in this step S 1 17, the CPU core 42 executes a process of rearing the pet and rearing it in step S 1 1 9. The process of rearing this pet is performed based on the input coordinate data as shown in detail in FIG.
- the CPU core 42 determines whether the detected coordinate data is on the character. If "YES" in this step S151, that is, if the detected evening position is included in the coordinates indicated by the data indicating the display position or range of the character, the CPU core 42 At step S153, a change in input coordinate data is detected. For example, a plurality of detected evening input data are stored in an evening input data buffer area (not shown) of the RAM 48, and changes in their coordinate data are checked.
- step S155 the CPU core 42 determines whether or not the coordinate data has continuously changed. For example, as shown in FIG. 13, when the player strokes the pet 1 10 with a stick 24 or the like, the coordinate schedule changes continuously. On the other hand, as shown in FIG. 14, when the player strikes the pet 1 10 with the stick 24 or the like, the coordinate data does not change continuously but is detected intermittently. At step S155, it is determined whether the player is stroking or hitting Pet 1 10.
- step S 155 that is, if the player performs an operation to stroke the page 1 1 0, the CPU core 42 is displayed on the LCD 14 in step S 1 57. Change the display so that your character responds quietly. That is, the CPU core 42 uses, for example, the GPU 5.2 or the like to generate a game image in which the pet 10 responds in a happy manner and sets it to be displayed on the L CD 14.
- step S159 the CPU core 42 raises the parameter by a predetermined value and stores the updated value in the parameter storage area 92. Further, the CPU core 42 generates a parameter curve image 112 that changes as the parameter value increases based on the updated parameter value and sets it to be displayed on the L CD 14.
- step S 155 that is, if the player performs an operation to strike the pet 1 1 0, the CPU core 42 is displayed on the LCD 1 4 in a step S 16 1 Change the display so that your character responds achingly. That is, the CPU core 42 uses the GPU 52 or the like to generate a game image in which the pet makes a painful reaction and sets it to be displayed on the L CD 14. Further, in step SI 63, the CPU core 42 lowers the parameter by a predetermined value, and stores the updated value in the parameter storage area 92. Further, based on the updated parameter value, a parameter absolute image which changes so as to decrease the parameter value is generated and set to be displayed on the LCD 14.
- step S 1 59 or step S 1 63 Upon completion of step S 1 59 or step S 1 63, the process of rearing and raising this pet is ended, and the process returns to step S 1 27 in FIG.
- the CPU core 42 determines in the step S 1 2 1 whether or not it is a breeding in the case of feeding. If "YES” in step S121, the CPU core 42 executes a process of feeding and breeding in step S123. In this processing, if the detected evening input data indicates an image 1 14 of the evening, the CPU core 42 uses the GPU 52 etc. Generate a game image and set it to be displayed on L CD 14. Furthermore, the CPU core 42 updates the parameter overnight storage area 92 by raising the parameter default by a predetermined value.
- step S123 the CPU core 42 uses the GPU 52 or the like to generate a parameter constant image 114 whose parameter value increases, and sets the image to be displayed at LCE> 14. I hesitate.
- step S123 the process proceeds to step S127.
- step S121 the CPU core 42 executes the processing in the case of other breeding in the step S125 and proceeds to the step S127.
- step S127 the CPU core 42 determines whether or not there has been no touch input for a predetermined period. If "YES” in this step S127, that is, if, for example, the evening has not been detected even after a certain time has passed since it was displayed on the LC D 14 or the previous evening input.
- the CPU core 42 sets “0” in the operation target image flag area 94 at step S 129, judging that the Pet 1 1 0 displayed on the L CD 14 is not the operation target. Do.
- step S127 the process directly proceeds to the step S131.
- step S 13 1 the CPU core 42 determines whether the operation target image flag is “0”. If "YES” in this step S131, the CPU core 42 controls its movement so that the character displayed on the LCD 14 disappears on the screen in a step S133. That is, the CPU core 42 uses the GPU 52 or the like to generate a game image in which the pet 1 10 moves so as to disappear to the upper side of the screen and sets the game image to be displayed on the L CD 1 4. Thereafter, in step S135, the CPU core 42 controls its movement so that the character appears on the LCD 12 from the bottom of the screen. That is, the CPU core 42 uses the GPU 50 or the like to generate a game image in which the pet 1 10 moves so as to appear from the lower side of the screen and sets it to be displayed on the LCD 1 2.
- a game image is displayed such that the pet 1 10 moves from the LCD 14 to the LCD 12 as the game progresses, and finally the game image showing the pet 1 1 0, for example, as shown in FIG. Is displayed again on the L CD 1 2, and a game image showing the operation icon is displayed on the L CD 14.
- the game image is displayed in a changed state reflecting the breeding result.
- the LCD 12 displays a pleasing appearance of the Pet 1 1 0, and the L CD 14 displays the Parametric 1 1 2 image with the parameter value rising. Be done.
- the process returns to step S97 in FIG. 18 and performs processing in accordance with the operation on the game image showing the operation icon displayed on the LCD 14.
- step S131 determines whether or not the game is over, and if "NO”, the process returns to step S115 to execute processing in accordance with the operation on the image of the character. If "YES”, the process proceeds to step S109 in FIG. 18 to execute game end processing, and the pet breeding game is ended.
- the display panel 22 is provided on one LCD 14 while having the two screens of the LCD 12 and the LCD 14, the game image displayed on each of the two screens is on the side of the display panel 22.
- the game can be played by operating the game image as if it were touched directly via the evening tuchi panel 22.
- the game image placed on the screen of the L CD 12 without the evening panel 22
- the game image is displayed on the LCD 14 with the evening panel 22. Since the game is displayed on the screen, it is possible to bring the game image for which the operation of the evening touch panel is required on the screen with the evening panel 22 and display it, and whether the player directly touches the game image
- the game can be played by operating as follows.
- the game image requiring the operation of the evening panel is displayed on the screen of the LCD 14 provided with the evening panel 22, it is possible for the player to easily grasp which game image is the operation target. You can play the game easily.
- the LCD 12 (upper screen) has multiple The buttons 1 1 0 A, 1 1 0 B and 1 1 0 C are displayed, and the L CD 14 (lower screen) has multiple operation icons (“spell pole” icon 1 1 6, 6 “list pet” icon 1 1 8 A parameter display image showing each pet's emotion etc. of several pet 1 10 A, 1 1 0 B and 1 1 0 C together with “I give up” icon 1 20 etc) 1 12 A, 1 1 2 B and 1 1 2 C are displayed respectively.
- the display position or range of the "Pet" icon 1 1 8 (or “Feed up” icon 1 20) among the operation icons is displayed.
- a “return” icon 122 is added to the screen of the LCD 14.
- This "return” icon 1 22 is used to indicate that the display position of the replaced screen should be restored. That is, as shown in FIG. 22 (A), when a predetermined input is made to the display position or area (range) of the “return” icon 1, the pet displayed on the LCD 14 1 10 A — It is determined that the image showing C or the entire screen including them is not determined to be the operation target, or the operation icon displayed on the LCD 1.2 is the operation target for the screen including the icons 1, 16, 1 or 8. It is judged that the operation target image flag is rewritten and restored. As in the above-described embodiment, even if coordinate input is not detected for a predetermined time, it is determined that the screen including the pet 110 displayed on the LCD 14 is no longer an operation target, etc. The operation target image flag is restored.
- FIG. 22 (B) the screen is replaced again. That is, the screen including the pet 1 1 0 A—C displayed on the LC D 14 is displayed on the L CD 12 and the screen including the operation icon displayed on the LCD 1 2 is Is displayed.
- the “return” icon 1 22 displayed on the lower screen to instruct to restore the screen replacement is deleted from the L CD 14 because it is no longer necessary.
- FIG. 23 and FIG. 24 show an example of the operation of the game apparatus 10 in the case of executing this variation 1 of the pet training game. It is to be noted that the same processes as the processes of FIG. 18 and FIG. 19 described above among the operations shown in FIG. 23 and FIG.
- step S 18 1 the CPU core 42 displays a game image including the character displayed on the LCD 1 2 on the L CD 14.
- CPU core 42 uses GPU 52 (or GPU 50) and LCD controller 60 to display each pet 1 10 A-C of the first game image data storage area 96 based on image data etc. Generate a game screen including each pet 1 1 0 A— C and display it on the LC D 14.
- step S183 the CPU core 42 displays a game image including parameter display 1 1 2 A—C and operation icons 1 16, 1 18, 120 displayed on the LCD 14.
- CPU core 42 uses GPU 50 (or GPU 52) and LCD controller 60, based on image data indicating a parameter display image of second game image data storage area 98 and image data indicating an operation icon, etc. Generates a game screen including parameter display 1 12 A_C and operation icons 1 16, 1 18 and 120 and displays it on L CD 1 2. Further, in step S 185, the CPU core 42 displays the “return” icon 1 22 on the L CD 14. For example, the CPU core 42 may use the GPU 52 (or GPU 50) and the LCD controller 60 to generate data based on the data for displaying the "Return" icon 1 22 stored in the image data storage area 8 8.
- step S185 An image showing the icon 1 22 is generated at a predetermined display position or area on the screen generated in step S 183 and displayed on the L CD 14. Upon completion of step S185, the process proceeds to step S115 in FIG. In this way, the game screen is switched between the LCD 12 and the LCD 14 as shown in FIG.
- the CPU core 42 determines whether or not the "return” icon 122 is selected in a following step S191. That is, the CPU core 42 “returns” detected input coordinates based on the detected evening input data and data indicating the display position of the “return” icon 1 22 stored in the image data storage area 88. Judge whether the display position or area of icon 1 22 is included. If “YE S” in this step S 1 91, the screen including the pet 1 1 0 displayed on the LCD 14 is considered not to be an operation target, and the operation target image flag area 94 is displayed in step S 1 29. For example, write "0". On the other hand, if "NO” in the step S191, the processing remains unchanged without changing the operation target. Go to 1.
- step S193 the CPU core 42 displays a game image including the character (pet11 OA-C) displayed on the LCD 14. Displayed on L CD 1 2 Also, in step S 1 95, CPU core 42 displays the parameter 1 12 A-C displayed on L CD 1 2 and the operation icons 1 16, 1 18, 120 etc. Display the game image including on LCD 14. In addition, the CPU core 42 erases the "back" icon 1 22 displayed on the LCD 14 in step S197. For example, in steps S 1 95 and S 1 97, a screen is displayed for displaying a screen not including the “return” icon 1 22, and this screen is displayed on the L CD 14. Thus, as shown in FIG. 22, the game screen is again switched between the L CD 1 2 and the L CD 14 and returned to the original arrangement. When step S 1 97 is finished, the process returns to step S 97 in FIG.
- FIG. 25 shows an example of the operation of the processing (step S 1 1 9 in FIG. 24) for rearing and raising a pet in the first modification. It is to be noted that the same processes as the process of FIG. 20 described above among the operations shown in FIG.
- step S201 of FIG. 25 the CPU core 42 is based on the detected evening input data and data indicating the display position of each character stored in the first game image storage area 96. It is determined whether the detected coordinate data corresponds to the display position coordinates of one of the characters (pet 1 1 0 AC). In this embodiment, a plurality of sets of 1 1 0 A-C are displayed on the screen, so that the user is trying to cultivate the set to be developed.
- step S203 the CPU core 42 is pleased with the character (Pet 1 10) corresponding to the detected coordinates displayed on the L CD 14 in step S203. Change the display of the character to make a positive reaction. Also, in step S205, the CPU core 42 raises the parameter of the character (P. 110) corresponding to the detected coordinates by a predetermined position, and the parameter display image is displayed so that the parameter value increases. Change 1 2
- step S207 If it is determined that pet 1 1 0 has been hit, CPU core 42 displays the character (Pet 1 1 0) corresponding to the detected coordinates displayed on LCD 14 in step S207. Change the display of the character so that it responds like that. Further, in step S 209, the CPU core 42 lowers the parameter of the character (Pet 1 1 0) corresponding to the detected coordinate by a predetermined position, and the parameter display image 1 so that the parameter value falls. Change 1 2 After completing step S 205 or step S 209, the process returns to step S 127 of FIG. Further, in the first variation of the pet breeding game described above, the entire screen including the plurality of pets 110 is moved from the upper screen to the lower screen, but in the pet breeding game shown in FIGS. As in the second modification, the image selected from the plurality of pet 1 10 may be moved.
- icons 1 1 8 A, 1 1 8 B and 1 1 8 C are operation icons associated with pages 1 1 0 A, 1 1 0 B and 1 1 0 C, respectively.
- Do Pet 1 1 0 is for instructing to move to the lower screen.
- the data storage area stores, for example, data in which identification numbers of a plurality of pet 1 10's and identification numbers of a plurality of operation icons 1 1 8 'and display positions and the like are associated with each other.
- the operation target image flag area 94 operation target image flags A to C associated with the plurality of pets 1 10A to C are provided.
- the “return” icon 122 is displayed on the lower screen.
- the “return” icon 1 22 is an image showing the pet 1 1 0 moved to the lower screen. It is for instructing to return to the face, and by selecting the icon 1 22 as this selection area, the pet 1 10 displayed on the lower screen is returned to the upper screen.
- the "All" icon 1 18D is for instructing to move all the pet 1 1 0 A-C to the lower screen at once.
- the coordinate input to the display position of this icon 1 1 8D is detected, it is determined that all the pets 1 1 OA—C have become the operation target, and the operation target image flag A associated with all the tiles. — C is set to “1”.
- FIG. 28 (A) when the “all up” icon 1 1 ⁇ D is selected, as shown in FIG. 28 (B), all the pet 1 1 0 A — An image showing C is displayed on the LCD 14. Therefore, it becomes possible to breed all pets 1 10 A 1 C.
- the lower screen displays the “return A” icon 1 22 A, “return B” icon 122 B , “Return C” icon 1 22 C, and “Return all” icon 1 22 D are displayed.
- Icons 122 A, 122 B and 122 C are operation icons associated with Pet 1 1 0 A, 1 1 0 B and 1 1 0 C, respectively, and the corresponding page 1 1 0 It is for instructing moving to the upper screen.
- the icon 1 2 2 D is for instructing to move all the pet 1 1 0 A-C collectively to the upper screen.
- the operation target image flag associated with all the pets “A” is set to “0”.
- FIG. 30 (A) when the "return all" icon 1 22D is selected, all pet 1 1 OA-C are shown as shown in FIG. 30 (B).
- the image is returned to the LCD 12.
- the LCD 14 has initial operation icons 1 1 8A— D for moving the pet 1 1 OA—C individually or collectively to the lower screen. Will be displayed again.
- FIGS. 31 and 32 show an example of the operation of the game apparatus 10 in the case of executing the second variation of the pet training game.
- the same processes as the processes in FIG. 18 and FIG. 19 or FIG. 23 and FIG. I omit it.
- the CPU core 42 executes initialization and sets initial values to various variables, flags, and the like. “0” is set in all the operation target image flags of the operation target image flag area 94.
- step S 223 the CPU core 42 determines the operation target based on the detected evening input coordinates and the display position coordinates of the icons 1 18 stored in the second game image storage area 98. Execute 1 The operation of the operation target determination process 1 is shown in FIG.
- step S 27 1 of FIG. 33 the CPU core 42 determines whether or not the “call dog A” icon 1 18 A is indicated. If “YES”, the CPU core 42 checks in step S 273. 1 Store “1” in the storage area of the operation target image flag A corresponding to the OA. If “NO” in step S 27 1, the CPU core 42 determines whether “call dog B” icon 1 1 8 B is instructed in step S 27 5, “YES” If there is, in step S 277, “1” is stored in the storage area of the operation target image flag B corresponding to the pet 1 1 0 B.
- step S275 the CPU core 42 determines whether or not the "call dog C" icon 1 1 8 C is indicated in a step S279, and "YES” If there is, “1” is stored in the storage area of the operation target image flag C corresponding to the pet 1 10 C in step S 28 1. If “NO” in step S279, the CPU core 42 determines whether or not the "all” icon 1 1 8 D is indicated in step S283, and if "YES", the CPU core 42 At 285, “1” is stored in each of the storage areas of the operation target image flag corresponding to all the pets 1 1 0. If “NO” in the step S 283, that is, if none of the operation icons 1 18 A to D are instructed, the operation object determination processing 1 is ended as it is, and the processing is shown in FIG. Return to step S 225 of.
- step S225 the CPU core 42 determines whether or not there is a character whose operation target image flag is “1” (pet 1 1 0). Specifically, it is determined whether or not there is a character whose operation target image flag has changed to "1". If “YES” in step S 225, that is, if there is a character to be operated, the CPU core 42 identifies the corresponding character based on the operation target image flag, and the process proceeds to step S At 227, the movement of the corresponding character displayed on the L CD 12 is controlled to disappear at the bottom of the screen. Then, in step S 229, The CPU core 42 controls the movement so that the character appears on the screen of the LCD 14.
- step S 231 the CPU core 42 applies the “return” icon 122 stored in the image data storage area 88 based on the data for displaying the A-D and the operation target image flag. Display “Back” icon 1 22 on L CD 14.
- step S 231 when only one operation target image flag is set to “1”, one “return” icon 1 22 is displayed on the LCD 14.
- the operation target image flag stored in the data storage area is based on the data indicating the correspondence between the game character set and the like. Then, a plurality of corresponding game characters are identified, and a “return” icon 122 for each character is displayed on the LCD 14. Also, if all the operation target image flags are set to “1”, the “return” icon 122 for each character and the “return all” icon 1 22 D are displayed on the LCD 14. After completing step S 231, the process proceeds to step S 115 in FIG.
- the CPU core 42 displays the detected evening input coordinates and the icons stored in the image data storage area 88 in step S 241 of FIG. 32.
- Operation target determination processing 2 is executed based on the display position coordinates of 122 and the like. The operation of the operation target determination process 2 is shown in detail in FIG.
- the CPU core 42 determines whether or not the “return A” icon 1 22 A has been indicated, and if “YES”, the CPU core is selected in step S 293. 1 Store “0” in the storage area of the operation target image flag A corresponding to 22A (Pet 1 1 OA).
- step S293 the CPU core 42 determines whether or not the "return B” icon 1 22 B is indicated in step S295, and if "YES”.
- step S297 "0" is stored in the storage area of the operation target image flag B corresponding to the icon 1 22 B (pet 1 1 0 B). If “NO” in step S295, the CPU core 42 determines whether or not the "return C” icon 1 22 C is instructed in step S299, and if "YES", the step “0” is stored in the storage area of the operation target image flag C corresponding to the icon 1 22 C (pet 1 1 0 C) at S 3 0 1.
- step S299 the CPU core 42 determines whether or not the "return all” icon 1 22D is instructed in a step S303. If “NO” in the step S303, the CPU core 42 In step S305, it is determined whether detection of input coordinates has not been performed for a predetermined time. If “YES” in step S 303 or step S 305, the CPU core 42 stores “0” in the storage area of all operation target image flags in step S 307. If "NO” in the step S305, the operation target determination process 2 is finished, and the process returns to the step S243 in FIG.
- step S243 in FIG. 32 the CPU core 42 determines whether or not there is a character (pet 1 10) whose operation target image flag is "0". Specifically, it is determined whether or not there is a character for which the operation target image flag has been changed to "0". If "N" in step S243, there is no character that is not the operation target, so the process proceeds to step S137.
- step S243 If "YES” in the step S243, that is, if there is a character which is not the operation target, the CPU core 42 displays the corresponding character displayed on the LCD 14 in a step S245. Control its movement so that it disappears. Subsequently, in step S247, the CPU core 42 controls the movement of the character so that the character appears from the bottom of the screen on the LCD 12. Also, in step S 249, the CPU core 42 erases the corresponding “False” icon 1 22 displayed on the LCD 14. For example, data for displaying a screen not including the corresponding “return” icon 1 22 is generated, and this screen is displayed on the L CD 14.
- step S251 the CPU core 42 determines whether or not there is a character whose operation target image flag is "1". If “YES” in step S 25 1, that is, if the character to be operated still remains, the process proceeds to step S 1 37. On the other hand, if “NO” in step S 25 1, all characters are not operated and moved to the L CD 12, so the CPU core 42 performs an initial operation icon on the LCD 14 in step S 253. 1 18 A-D is displayed. After completing step S 253, the process returns to step S 97 in FIG.
- the evening input coordinates are at a specific position (for example, the display position such as the operation icon 118 or 120) in step S101 in FIG. It was determined that the displayed game image (pet 1 10, or a screen including 1 1 0) was the target of operation.
- the specific instruction operation may be, for example, quick indication (double-click operation) of an arbitrary position of the LCD 14 (an arbitrary position of the evening panel 22) twice or an instruction position is continuously determined. Change distance (or predetermined time) (Drag operation or slide operation) or the like. In these cases, it is possible to determine whether or not a specific pointing operation has occurred by determining the change in coordinate date and the continuous detection time.
- the game image such as the character image or the entire screen displayed on the upper screen is determined by determining the operation target image based on the input data (coordinate data) from the evening panel 22. Is displayed on the lower screen, and the game image displayed on the lower screen is displayed on the upper screen.
- the display control of the game image between the LCD 12 and the LCD 14 may be executed based on the operation input data from the operation switch 20 or the voice input date from the microphone 34. .
- a display 1 1 0 is displayed on the LCD 1 2 (Fig. 1 2, Fig.
- the acquired operation input data is, for example, a cross switch 2 0 a
- the pet 1 10 is It is possible to display PET 1 10 on the LCD 1 4 judging that it is an operation target.
- the acquired operation input data is, for example, an instruction of the upward key of the cross switch 20a. If the acquired voice input data is data that exceeds a predetermined sound volume or a date that indicates a predetermined voice waveform, etc., the pet 1 10 is not the operation target. It may be displayed on the LCD 12.
- FIG. 35 and FIG. 36 show an example of the operation of the game apparatus 10 in this case.
- the modification 3 of the pet training game shown in FIG. 35 and FIG. 36 is the game image control based on the input data of the operation switch 20 or the voice input data in the modification 1 of the pet training game described above.
- the same processes as the processes of FIG. 23 and FIG. 24 described above are given the same reference numerals, and detailed descriptions thereof will be omitted.
- step S97 in FIG. 35 the CPU core 42 detects operation input data from the operation switch 20 via the I / F circuit 54 in step S321. On the basis of the detected operation input data, it is judged whether or not the downward switch operation (cross key) 2 0 a has been made. Note that the downward operation of the cross switch 2 0 a as the determination condition is an example, and it is also possible to set the operation of another operation button in the operation switch 20 as a condition. If “YES” in this step S321, the process proceeds to step S103. If "NO” in step S321, the CPU core 42 detects voice input data based on the input from the microphone 34 through the I circuit 54 in step S323. The voice input by the user is based on the detected voice input data.
- Step S323 determines whether the user's voice input has occurred. If “YES” in this step S323, the processing proceeds to step S103. If "NO” in the step S323, the process proceeds to the step S105 as it is.
- step S191 in FIG. 36 the CPU core 42 detects operation input data from the operation switch 20 through the I ZF circuit 54 in step S331. Based on the detected operation input data, for example, it is determined whether or not the upward operation of the cross switch 20a has been performed. Note that the upward operation of the cross switch 2 0 a as the determination condition is also an example, and the operation of another operation button in the operation switch 20 may be set as the condition. If “YES” in this step S331, the process proceeds to step S129. If “NO” in step S331, the CPU core 42 detects and detects the voice input data based on the input from the microphone 34 via the I / F circuit 54 in step S333. Based on the voice input data, it is determined whether the user's voice input has been received. If “YES” in the step S333, the process proceeds to a step S129. If “NO” in the step S333, the process proceeds to a step S131.
- step S101 it is judged at step S101, step S321 and step S323 whether the image to be operated is the evening input data by touch panel 22, respectively. It was made to be performed based on the operation input description by the operation switch 20 and the voice input data by the microphone 34.
- steps S127 and S191, step S331 and step S333 it is judged in steps S127 and S191, step S331 and step S333 whether or not it is not the operation target image, in the evening input data, the operation input data and the voice, respectively. It was made to be done based on the input data.
- the determination of the operation target image may be performed based on only the operation input data or the voice input data.
- the evening touch input date may be used for game processing on the game image displayed on the LCD 14 and may not be used as a condition for operation target determination.
- the movement instructing means for inputting an instruction for moving the game image between the L CD 12 and the L CD 14 is the operation switch 20 or the microphone 34, and the operation input data or the voice input data is It is detected as movement instruction data.
- steps S 97, S 99 and S 101 in FIG. 35 may be deleted, and steps S 127 and S 191 in FIG. 36 may be deleted.
- it is determined whether or not the game image is the operation target in accordance with the user's instruction from the instruction means other than the evening panel 22 for inputting the game image during the play.
- the game between the LCD 12 and the LCD 14 is based on the operation input data from the operation switch 20 or the voice input timing from the microphone 34.
- display control of the image may be performed.
- step S 4 5 of FIG. 10 it is determined whether or not the acquired operation input data indicates that the predetermined operation switch 20 has operated, or the acquired voice input data It may be determined whether or not the user indicates that there is an audio input by the user based on the volume or the audio waveform.
- the game image is the operation target or not by determining whether or not the unit time has elapsed, regardless of the input data from the evening panel 2 2, the operation switch 2 0 or the migration 3 4. You may do it.
- the game image is automatically moved between L C D 12 and L C D 14 every unit time.
- This method can be applied to, for example, a battle game or the like in which a time turn system is adopted.
- the first L C D 12 and the second L C D 14 are arranged in the vertical direction, but the arrangement of the two L C D may be changed as appropriate.
- the first L C D 1 2 and the second L C D 1 4 may be arranged side by side in the lateral direction.
- L C Ds respectively displaying two screens
- the number of L C D as a display unit may be appropriately changed.
- one vertically long LCD is provided, and the display panel 22 is provided on at least one side of the display area divided into upper and lower parts, and two images are displayed.
- the display may be made in each display area, or one horizontal LCD may be provided, and a display panel 22 may be provided on at least one side of the display area divided into the left and right, One image may be displayed in each display area.
- the input means for specifying an arbitrary position of the second LCD 14 is the end panel 22.
- a computer mouse an end pad, an evening bullet, etc.
- Other pointing devices such as may be used.
- an image such as a mouse pointer or a cursor indicating the designated position of the user is displayed on L C D 14.
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Abstract
Description
Claims
Priority Applications (6)
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AT05710784T ATE502685T1 (de) | 2004-03-22 | 2005-02-24 | Spielvorrichtung, spielprogramm, speichermedium, in dem das spielprogramm gespeichert ist, und spielsteuerungsverfahren |
EP05710784A EP1747806B1 (en) | 2004-03-22 | 2005-02-24 | Game apparatus, game program, memory medium where game program is stored, and game control method |
CN2005800090632A CN1933883B (zh) | 2004-03-22 | 2005-02-24 | 游戏装置以及游戏控制方法 |
DE602005027066T DE602005027066D1 (de) | 2004-03-22 | 2005-02-24 | Spielvorrichtung, spielprogramm, speichermedium, in dem das spielprogramm gespeichert ist, und spielsteuerungsverfahren |
US10/593,981 US7938721B2 (en) | 2004-03-22 | 2005-02-24 | Game apparatus, game program, storage medium storing game program and game control method |
JP2006511146A JP4012933B2 (ja) | 2004-03-22 | 2005-02-24 | ゲーム装置、ゲームプログラム、ゲームプログラムを記憶した記憶媒体およびゲーム制御方法 |
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PCT/JP2005/003560 WO2005091117A1 (ja) | 2004-03-22 | 2005-02-24 | 情報処理装置、情報処理プログラム、情報処理プログラムを記憶した記憶媒体およびウインドウ制御方法 |
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JP (2) | JP4012933B2 (ja) |
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AT (1) | ATE502685T1 (ja) |
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JP2007097839A (ja) * | 2005-10-04 | 2007-04-19 | Nintendo Co Ltd | ゲームプログラム |
JP2012073747A (ja) * | 2010-09-28 | 2012-04-12 | Nintendo Co Ltd | 情報処理装置および情報処理システム |
JP2015053020A (ja) * | 2013-09-09 | 2015-03-19 | 株式会社リコー | 情報表示装置、情報表示方法およびプログラム |
JPWO2014136400A1 (ja) * | 2013-03-05 | 2017-02-09 | 日本電気株式会社 | 携帯端末装置、画像生成方法及びプログラム |
CN107185244A (zh) * | 2017-05-24 | 2017-09-22 | 上海悦游网络信息科技股份有限公司 | 一种控制游戏特定场景内宠物战斗系统 |
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US9182937B2 (en) | 2010-10-01 | 2015-11-10 | Z124 | Desktop reveal by moving a logical display stack with gestures |
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JPWO2005089895A1 (ja) | 2007-08-30 |
US20110246933A1 (en) | 2011-10-06 |
ATE502685T1 (de) | 2011-04-15 |
WO2005091117A1 (ja) | 2005-09-29 |
US9454302B2 (en) | 2016-09-27 |
EP1747806B1 (en) | 2011-03-23 |
EP1729204A1 (en) | 2006-12-06 |
JP4012933B2 (ja) | 2007-11-28 |
CN1933883A (zh) | 2007-03-21 |
CN1933883B (zh) | 2010-05-05 |
EP1747806A1 (en) | 2007-01-31 |
JP4719672B2 (ja) | 2011-07-06 |
US20070198948A1 (en) | 2007-08-23 |
US20080113793A1 (en) | 2008-05-15 |
EP1747806A4 (en) | 2007-05-30 |
US7938721B2 (en) | 2011-05-10 |
JPWO2005091117A1 (ja) | 2008-02-07 |
DE602005027066D1 (de) | 2011-05-05 |
EP1729204A4 (en) | 2007-05-30 |
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