Sunteți pe pagina 1din 6

Show original

Fulltext

Game program and game apparatus

List of publications
Publication number Publ. date Appl. Number Appl. Document type
Date
2004-09-
JP2006068210 2006-03-16 2004JP-0254243 A - Published application
01
2004-09-
JP4473685 2010-06-02 2004JP-0254243 B2 - Published granted patent (Second level) from 01-03-1996 onwards (Published examined patent application (Second level) 1971-1996)
01
OTI (JP4473685)
game apparatus and a game program
FROM
(JP4473685)
PROBLEM TO BE SOLVED: To provide a novel game device and a novel game program, and further provide a game device and a game program by which a player can attain a novel operating feeling with reality.
SOLUTION: This game device 10 includes an LCD 14, and a touch panel 22 is provided on the upper surface of the LCD 14. The player specifies an enemy character displayed on the LCD 14 by using a stick 24, and att
a small damage is applied to the enemy character, and a weak vibration is applied to the game device 10. On the contrary, when the enemy character is present on the near side in the game screen, a large damage is a
transmitted to the fingers and the hand of the player through the stick 24. Since the vibration is changed depending on the difference of the displaying mode of the character, a novel operating feeling with reality can be ob
COPYRIGHT: (C)2006,JPO&NCIPI
EAB
(JP4473685)
PROBLEM TO BE SOLVED: To provide a novel game device and a novel game program, and further provide a game device and a game program by which a player can attain a novel operating feeling with reality.
SOLUTION: This game device 10 includes an LCD 14, and a touch panel 22 is provided on the upper surface of the LCD 14. The player specifies an enemy character displayed on the LCD 14 by using a stick 24, and att
a small damage is applied to the enemy character, and a weak vibration is applied to the game device 10. On the contrary, when the enemy character is present on the near side in the game screen, a large damage is a
transmitted to the fingers and the hand of the player through the stick 24. Since the vibration is changed depending on the difference of the displaying mode of the character, a novel operating feeling with reality can be ob
COPYRIGHT: (C)2006,JPO&NCIPI
OAB
(JP4473685)
A game device 1 0 includes a LCD 1 4, the touch panel 2 2 on the upper surface of the LCD 1 4 is It is provided. Player instructs the enemy character displayed on the LCD 1 4 using the stick 2 4, the enemy character to
damage on the enemy character, the game apparatus It gives a weak vibration to 1 0. Conversely, when the enemy character exists in front of the game screen, as well as giving a great damage to the character, the gam
of the player through the stick 2 4. [Effect] Since changing the vibration according to a difference in display manner of a character, obtaining a new operation feeling with reality can. .FIELD 1
APL JAPANESE (JPN)

IN NAKAJIMA SOICHI

FOOT (JP4473685)
Soichi Nakajima
PA NINTENDO

WAY (JP4473685)
NINTENDO CO LTD , 233778

PAH (JP4473685)
NINTENDO CO LTD
NINTENDO CO LTD

OPA (JP4473685)
Nintendo Co., Ltd., Kyoto, Kyoto Prefecture Minami-ku, Kamitobahokotate-cho 1 1 address 1
. Reg Nb: 233778
RP (JP4473685)
YAMADA YOSHITO
. Reg Nb: 100090181

RPAD YOSHITO YAMADA, 100090181

YAMADA YOSHITO, 100090181

ORP (JP4473685)
Yoshito Yamada
Reg Nb:. 100090181

Of 2004JP-0254243 2004-09-01
PR 2004JP-0254243 2004-09-01

OPD (JP4473685)
2010-03-12(Date of coming into force)

TECD Furniture, games


IC 013-A63F / 00 * A63F-013/06 A63F-013/08

CPC A63F-013/00 A63F-013/06 A63F-013/2145 A63F-013/28 * A63F-013/285 A63F-2300/1037 A63F-2300/1075 A63F-2300/301 A63F-2300/638 A63F-2300 / 8029 G06F-003/041/4

BE A63F13/00 F A63F13 / 06 A63F13 / 08 A63F13 / 2145 A63F13 / 285 A63F13 / 426 A63F13 / 50 A63F13 / 58

FTM 2C001 BB04; 2C001 BB10; 2C001 CA01; 2C001 CB01; 2C001 CB05; 2C001 CB06; 2C001 CC00; 2C001 CC03; 2C001 CC09;

NO (JP4473685)
Number of Figures: 1
Number of Claims: 12
Request for examination: false
Number of Pages: 24
Form: OL

Number of Claims: 12
Number of Pages: 25

CT (JP4473685)
[19] Citation as reason for refusal of an application
-JP1999033229 (A) [JP11033229]; -JP1999085400 (A) [JP11085400]; -JP1999126014 (A) [JP11126014];
CLMS
(JP4473685)
1. A display for displaying a game screen, on a display and the touch panel are provided in association with, the at least one of the display device is a vibrator for vibrating the screen of a gaming device, the game includ
game screen display means, the display manner of said character in a game state of the character or, in order to change the parameter in response to a situation of progress of the video game update means updates,
detected by the detection means is included in the display area at a time when the characters, the operation input to the touch panel at the point of acquisition means for acquiring a parameter of the character, obtaine
vibrate the vibration by said control means comprises, the game apparatus.
2. The updating unit updates, said character in the game space as the parameter updates arrangement coordinates of, the vibration control means, wherein the vibration pattern according to said arrangement coordinates
3. The updating unit updates, wherein the animation reproduction elapsed time as a parameter of the character is updated, the vibration control means, wherein the animation reproduction elapsed time of the vibration in t
4. The updating unit updates, the non-attack state at least whether or not the state of said character is on the offense for determining updated parameter as a flag, said vibration control means controls, on/off of said flag
claim 1.
5. The updating unit updates, the life power of the character, a mental state as the parameter update and the attack power, wherein the vibration control means, wherein the life power of the character, the at least one m
the game apparatus according to claim 1.
6. Wherein the vibration control means, from a plurality of said vibration pattern of a vibration pattern of one 1 depending upon the parameters comprises a selection means, the game apparatus according to any one of cl
7. A display for displaying a game screen, the touch panel are provided in association with the display device and, on the screen of the at least one of a vibrator for vibrating a game device including a game program, a
including a game screen displayed on the screen of said display step, a display mode of the character or character state in a game of, for changing the progress of the game in accordance with the parameter updatin
position coordinates detected by the detecting step is included in the display area of the character when, at the time of the operation input to said touch panel by retrieving the parameter of the character obtaining step,
the vibrator by said execution control step, the game program.
8. Wherein said updating step updates atis, in the game space and coordinates of said character as the parameter update, said vibration controlling step atis, in the vibration pattern according to said arrangement coordin
9. Wherein said updating step updates atis, wherein the animation reproduction elapsed time as a parameter of the character is updated, said vibration controlling step atis, wherein the animation reproduction elapsed tim
10. Wherein said updating step updates atis, at least a non-attack state of the character is attacked to determine whether to update the flag used as a parameter, said vibration controlling step atis, on/off of said flag to sai
11. Wherein said updating step updates atis, the life of the character, a mental state as the parameter update and the attack power, said vibration controlling step atis, the life of the character, the at least one mental st
program according to claim 7 of.
12. Said vibration controlling step atis, from the plurality of the vibration pattern of a vibration pattern of one 1 depending upon the parameters comprises the step of selecting, in the game program according to any one of
DESC
(JP4473685)
TECHNICAL FIELD
This invention relates to a game program and the game device, particularly for example, by operating the touch panel a predetermined processing is executed, the gaming device and the game program.
BACKGROUND ART
An example of this type of conventional game apparatus is disclosed in patent document 1. According to this Patent Document 1, the display panel may be vibrated by the vibration is applied to the supported state. The
an image is displayed. And an instruction that the operator selected pen, corresponding to the type of the selected image to determine the type of vibration. Then, the determined vibration of the vibrator is activated, the
the pen, an interface function with reality is obtained.
PATENT CITATIONS
JP No. 11-85400
DISCLOSURE
TECHNICAL PROBLEM
However, in this prior art, for each image type of vibration is uniquely set for, for example, the state of an image display mode of the image may vary, the type of vibration does not change. That is, the timing at which
relationship between the state of an image cannot be recognized by the vibration. This may, in an intuitive to the operator and hence the reality is far from sufficient. In addition, such prior art directly applicable to the gam
the player character with respect to, the life of the enemy character, the attack power or a change in mental state such as, the display mode of the enemy character in the game or a change in the state (status) (difference
Therefore, it is the principal object of the present invention, novel, the gaming device and to provide a game program.
Is another object of the present invention, a new operation sense of reality can be obtained, the gaming device and to provide a game program.
TECHNICAL SOLUTION
Claim 1 aspect of the present invention, a display for displaying a game screen, the touch panel are provided in association with a display, at least the screen of the display of a vibrator for vibrating a game apparatus,
means. Game screen displaying means displays, including the image of the character appearing in a game displayed on the screen of a game. Update means, a display manner of the character or a state in the game
detects, based on the operation input to the touch panel coordinate position. Obtaining means obtains, by detection means of the position coordinates included in the display area when the character, the time of the in
accordance with the parameters acquired by the vibrator to vibrate by the vibration pattern.
Claim 1 aspect of the present invention, the game apparatus (10: reference numeral corresponding to the embodiment. Hereinafter, the same.) Is, a display for (14) displaying a game screen, the touch panel (22) are p
color. The game screen display means (42, 52, 58, 60) is, including the image of the character appearing in a game (72) displayed on the screen of a game (70) (14). Update means (42), a display manner (72) of the cha
located in the game space, the animation reproduction elapsed time, are updated according to the progress of the game. Here, is level, the life (72) force, offensive value representing the strength of the total of the p
position. Acquisition means (42, S21, S51) is, the detection means (42, 54, S7) detected by the position coordinates of the character (72) when included in the display area, the operation position of the touch panel 22 is
panel of the character (72) parameter is obtained. The vibration controlling means (42,S29,S37,S45,S59,S67,75) is, acquisition means (42, S21, S51) depending upon the parameters acquired by the vibration pattern (28
the touch panel (22) is transmitted.
According to the invention of claim 1, depending upon the parameters of the character by the vibration pattern of vibration of the vibrator, since the vibration transmitted to the player, the game progress varies depend
vibration state, can be perceived. That is, the player is a new operating feeling can be obtained.
Claim 2 in a dependent claim 1 aspect of the present invention, the updating means updates, the coordinates of the character in the game space is stored as the parameter, the vibration control means, disposed in the vib
In the invention of claim 2, update means updates (42), the coordinates of the character in the game space (72) is updated as a parameter. Therefore, the vibration controlling means (42, S29, S37, S45) is, the arrangeme
to vibrate.
According to the invention of claim 2, according to the arrangement positions of the character in the vibration pattern so that the vibration, the arrangement position of the character can be recognized by the vibration.
Claim 3 in a dependent claim 1 aspect of the present invention, the updating means updates, character animation reproduction elapsed time is stored as the parameter, the vibration controlling means is, according to the a
In the invention of claim 3, update means updates (42), character (72) animation reproduction elapsed time is updated as a parameter. For example, an animation of the character (72) in the game space time (frame: scre
the attack state, an animation, a state before the attack, in the attack state, the state after the attack is changed. The vibration controlling means (42, S59, S67, S75) is, the animation reproduction elapsed time correspon
to the player.
According to the invention of claim 3, the animation reproduction elapsed time in accordance with vibration can be presented. That is, the vibration according to the action of the character can be presented, the player can
Claim 4 in a dependent claim 1 aspect of the present invention, the updating means updates, whether the character is attacked at least non-attack state flag is updated as a parameter for determining, the vibration control
In the invention of claim 4, update means updates (42), whether the character is attacked at least non-attack state flag is updated as a parameter to determine. For example, the non-attack state and attack each may be
turned off. On the contrary, if the non-attack state, the attack state flag is turned off, the non-attack state flag is turned ON. The vibration controlling means (42, S59, S67, S75) is, the on/off flag corresponding to the vibrat
player the difference.
According to the invention of claim 4, attack the non-attack state and the vibration pattern according to the state to vibrate and therefore, the attack state and the non-attack state can be perceived by the vibration, and dam
Claim 5 in a dependent claim 1 aspect of the present invention, the updating means updates, the life force, offensive power and spirit of the updated state as a parameter, the vibration control means, the life force, offensiv
In the invention of claim 5, update means updates (42), the life of the character (HP), the attack power (MP) and mental state (normal state, excited state) as a parameter that the character attributes such as updated. H
MP and mental state of the at least one vibration pattern corresponding to the 1 (28c) to vibrate. For example, according to a numerical value of the current HP of the character, changing the intensity of vibration.
According to the invention of claim 5, character according to attributes of the current presented to the player because the vibration, the vibration of the player can know the current attribute of a character.
Claim 6 dependent on any of the claims 1-5 aspect of the present invention, the vibration control means, depending upon the parameters from a plurality of the vibration pattern 1 of selecting one vibration pattern selection
In the invention of claim 6, selection means (42,S23,S31,S39,S53,S61,S69) is, depending upon the parameters from a plurality of the vibration pattern 1 of selecting one vibration pattern. For example, a vibrator (28c) in
ratio) by changing at least one of, a vibrator (28c) of the intensity of vibration can be changed, a plurality of vibration pattern can be.
According to the invention of claim 6, by changing the intensity of vibration, a plurality of vibration pattern can be, by the vibration, the display mode of the character or the character in the game state can be informed to th
Claim 7 aspect of the present invention, a display for displaying a game screen, the touch panel are provided in association with a display, at least for vibrating the screen of the display of a game device having a vibra
detection step, step, and a vibration control to a computer. The game screen display step atis, including the image of the character appearing in a game displayed on the screen of a game. Update step atis, a display m
progress of the game. Detection step atis, according to the operation input to the touch panel coordinate position. Acquisition step atis, the position coordinates detected by the detecting step included in the display are
Then, the vibration controlling step atis, acquired by the acquisition step depending upon the parameters by the vibration pattern of vibration of the vibrator a.
Claim 7 in the game program also, similarly to the game apparatus of claim 1, new operating feeling can be given.
ADVANTAGEOUS EFFECTS
According to this invention, the display mode of the character image in the game or to change the state depending upon the parameters can be transmitted to the player since the vibration, at a time that a player can
vibration. Thus, the operation feeling of the new reality can be obtained.
In this invention the above object, other objects, features and advantages, reference to the drawings in the following detailed description of which will become apparent from the more.
BEST MODE
With reference to Fig. 1, embodiments of the present invention is the game device 10, the first liquid crystal display (LCD) 1 12 2 LCD14 of the first and second containing. LCD14 And LCD12 this is, a predetermined arra
16a and the lower housing 16b a and a, LCD12 is accommodated in the upper housing 16a, LCD14 is accommodated in the lower housing 16b. Therefore, LCD12 and LCD14 are arranged in the longitudinal (vertical) and
Note that, in this embodiment, used as a display LCD but, instead of the LCD, plasma display or other display EL(Electronic Luminescence) may be.
As can be seen from Fig. 1, the upper housing 16a is, LCD12 slightly larger than the planar shape of a planar configuration, from one main surface LCD12 so as to expose a display surface of the opening portion is fo
housing 16a, a substantially central portion in the lateral direction LCD14 to expose a display surface of the opening portion is formed. In addition, the lower housing 16b, sound holes 18 are formed and, 20R and the oper
In addition, the upper housing 16a and the lower housing 16b is, the lower side of the upper housing 16a and the lower housing 16b (lower end) of the upper side (upper end) and a portion of which is connected to be
LCD14, the upper housing 16a is rotated if the folding, the display surface of display LCD14 and LCD12 of a such that the scratching can be prevented. However, the upper housing 16a and the lower housing 16b is, not p
Is the operation switch 20, the direction instructing switch (cross switch) 20a, start switch 20b, select switch 20c, the action switch (button A) 20d, the action switch (B button) 20e, the operation switch 20L and operat
housing 16b, LCD14 are disposed on the left side. In addition, switch 20e and is 20d, and one main surface of the lower housing 16b, LCD14 are disposed on the right side. Further, the switch 20L and switch 20R, resp
between the upper housing 16a so as to sandwich the connecting portion, disposed on the left.
The direction instructing switch 20a is, functions as a digital joystick, one of four depression portions 4 by operating one of the 1, can be operated by the player character (or player object) or instruct the moving direction o
is started (restarted) or, used to pause or the like. The select switch 20c is, the push button, or select a game mode.
The action switch 20d is a button that is A, the push button, other than the instruction for the operation of the direction, that is, the player character hitting (punching), throwing, grasping (acquiring), riding, jump or the like c
designated. In addition, a role-playing game (RPG) or simulation RPG in, to acquire an item, selecting and determining arms or command can be instructed and the like. The action switch 20e is a button that is B, push bu
used for the like.
The action switch 20L and operation switch 20R (L button) is (R button), the push button, 20L button and 20R button is L R, 20d button and 20e button A B can be used for the same operation, the, 20d button and 20e but
In addition, the upper surface of the LCD14, the touch panel 22 is mounted. As the touch panel 22, for example, a resistance film system, an optical (infrared rays system) and an electrostatic capacitive coupling system o
or a finger (hereinafter, these 'such as the stick 24' may be referred to.) At, or pressing, or stroking, touching (hereinafter, simply referred to as' pressing ' is called.) Is operated by, or the like of the stick 24 detects a coordi
Note that, in this embodiment, LCD14 (LCD12 is the same, or substantially the same.) And the resolution of the display surface 256dotx192dot, the detection accuracy of the touch panel 22 (operation surface) correspond
understanding, a touch panel 22 is illustrated with LCD14 different in size, LCD14 size of the display screen and the touch panel 22 of the operation surface of the same size as the size of the. In addition, the detection ac
LCD12 And LCD14 may have a different game screen is displayed. For example, in a race game LCD from a viewpoint in a cockpit of a screen is displayed, the race (course) the other LCD screen picture of a whole c
player character on the other LCD can display the item holder. Further, the one LCD (in this embodiment, LCD12) display a play screen of the game, the other (in this example, LCD14) LCD of the game character in
Furthermore, one of the LCD14 and 2 LCD12 1 together as one screen is used, the player character must defeat of a giant monster (enemy character) can be displayed.
Therefore, the stick 24 the player 22 by operating the touch panel or the like, displayed on the screen of the player character LCD14, enemy character, item character, textual information, such as an icon or a character im
Note that, depending on the type of game, other various input instructions, for example LCD14 or the selection of an icon displayed on the operation, a coordinate input instruction or the like can also be used.
In this way, the game apparatus 10 is, of one screen of the display part 2 has a LCD12 and LCD14, either one (in this example, LCD14) since the touch panel 22 is provided on the upper surface of, the screen 2 (12, 14) a
In addition, in this embodiment, the stick 24 is, for example the side surface of the upper housing 16a (right side) is provided in the housing portion (hole or recess) 26 can be housed in, and taken out as necessary. Howe
Further, the game apparatus 10 the memory card (or game cartridge) 28 comprises, the memory card 28 is attachable and detachable and, in the lower housing 16b or the back surface of the bottom surface (lower e
opening 30 is, the direction of insertion of the memory card connector 28 disposed on the front end (not shown) for joining to the connector 46 (see Fig. 2) is provided and, therefore, the memory card 28 is inserted into th
42 the CPU 28 becomes accessible to the memory card.
Note that, though not explicitly shown in Fig. 1, a sound hole of the lower housing 16b and 18 corresponding to the location, the lower housing 16b to the inside of the speaker 32 (see Fig. 2) is provided.
In addition, although omitted in Fig. 1, for example, on the reverse side of the lower housing 16b, a battery accommodating box is provided, in addition, a bottom surface side of the lower housing 16b, a power switch, a vo
10 The game apparatus 2 Fig. block diagram showing an electric configuration of the invention. With reference to Fig. 2, is an electronic circuit board 40 includes the game apparatus 10, this electronic circuit board 40 wit
connector 46, RAM48, 1 the second graphic processing unit (GPU) 50, 2 of the first GPU52, and out mosquitoes interface circuit (hereinafter, 'circuit I/F' is called.) And LCD 54 are connected to the controller 60.
46 Is konekota, as described above, the memory card 28 are detachably connected. The memory card 28, ROM28a and RAM28b includes, although not shown, is ROM28a and RAM28b, are connected by each other, fu
42 is CPU, ROM28a and RAM28b can be accessed in. In addition, the memory card 28 is, the eccentric motor 28c is provided as a vibrator. The eccentric motor 28c is, and RAM28b and ROM28a, are separately provide
not limited to the eccentric motor 28c, the piezoelectric element or the like or the voice coil of the vibrating structure is configured such that the oscillator can also be used.
ROM28a Is, the game apparatus 10 (virtual game) to be executed by the game program for the game, image (character image, background image, item image, icon (button) image, message image or the like) and
proceeding data of the game of the game result data is stored (saved) to.
28c Is the eccentric motor, a drive signal from the CPU core 42 (PWM signal) (working) are driven in accordance with. The eccentric motor 28c is activated, by the rotation of the shaft, vibration is generated, the vibration
by changing at least one of, the intensity of vibration (vibration pattern) that is type of vibration can be changed.
RAM48 Is, or in the buffer memory is used as the working memory. That is, core 42 is CPU, ROM28a of the memory card 28 stored in the game program, image data and sound data or the like loaded into the RAM48,
temporarily generated data (game data and flag data) RAM48 a executes the game processing while storing.
In addition, the game program, image data and sound data or the like, from the ROM28a entirely at a time, or partially and sequentially read out to, (load) RAM48 are stored.
However, the memory card 28 is of ROM28a, other than the game application program and image data required to execute the application are stored. Also, if necessary, sound (music) data may be stored. In such a case,
GPU50 And GPU52 are, respectively, to form part of drawing means, for example a single chip ASIC, 42 graphics commands from core CPU (graphics command: GPU) in response, generates game image data acc
necessary for generating the game image generation program (included in the game.) And to provide each of the GPU50 GPU52.
In addition, the GPU50, 1 of the first video RAM (hereinafter, referred to as' VRAM '.) 56 Is connected, is GPU52, 2 of the first VRAM58 are connected. GPU50 And the GPU GPU52 when carrying out the necessary data
and the second 1 VRAM56 2 VRAM58 of access and acquire. However, core 42 is CPU, which is necessary for drawing the image data read from the RAM48, GPU50 and GPU52 via the first and the second VRAM58
VRAM58 is GPU52 to access the game image data for drawing is created.
And VRAM58 is VRAM56, the controller 60 connected to the LCD. 62 The register controller 60 includes LCD, 1 - bit register 62 is composed of for example, by the instruction of the CPU core 42 '0' or '1' value (dat
generated by the GPU50 output LCD12, GPU52 created by the image data is output to the game LCD14. In addition, the controller 60 is a LCD, a data value of the register 62 '1' in the case, the game image data generat
In addition, the controller 60 is a LCD, VRAM56 and VRAM58 directly from the game and reading the image data, and GPU52 VRAM56 VRAM58 and GPU50 via the data or reads data from the game image.
I/F circuit 54 is, the operation switch 20, the touch panel 22 and speaker 32 are connected. Here, the operation switch 20 is, and 20R and the foregoing switch 20a,20b,20c,20d,20e,20L, the operation switch 20 is operat
42. In addition, the touch panel 22 the coordinate data output from the I/F circuit 54 via the input to the CPU core 42. Further, the core 42 is CPU, game music (BGM), effect sound or the voice of a game character (soun
output from the speaker.
In such a configuration of the game system 10, as described above, the player stick 24 by pressing the touch panel 22, the game screen (screen LCD14) to the player character, an enemy character or characters and the
the, or obtain the item character can be and the like. In this way, the stick 24 or the like when a game operation, by actuating the eccentric motor 28c, vibrating the game apparatus 10, indirectly via the stick 24, or, direc
providing vibration, the player can obtain a sense of reality.
For example, the player character or the enemy character for each character to the game such as, different types (patterns) of the vibration can be given. This is because, as described above, the drive signal supplied to
by changing, can be implemented.
However, in each game character and is fixed by the type of vibration, the display mode of the game character and game character in the game state (status) of vibration in accordance with the change cannot be m
character comes closer to such a case, a time of attacking the enemy character, the enemy character regardless of the position of the same vibration may be applied. In addition, when the enemy character when the
state) when the attack regardless of the case, the same vibration may be applied. Furthermore, the life of the enemy character (HP), mental state or the attack power (MP) change even if, due to the same vibration may b
In this way, each game character with respect to the type of vibration (vibration pattern) is uniquely determined for and, due to the vibration, the display state of the game character and game character in the game state (
in this case, when the hero character is the same game, the same vibration will be provided, the game become monotonous and hence, an interest of the game to the player may be possible.
Therefore, in this embodiment, the display mode of the video game character and game character depending on the state of the vibration pattern is changed, to give a sense of reality so that in a new operation.
Here, the display mode of the game character or a state of the video game character, a game character (HP) life force, offensive power (MP), level (LV), mental state, the arrangement position (three-dimensional position
on a situation by, changes. In this example, HP, MP and LV as well as, mental state, or the reproduction elapsed time of the arrangement position (the animation reproduction elapsed time) is as a parameter. This is, m
game.
3 Is a diagram, (not shown) player or the player character attacks the enemy character in the case where, in accordance with the display mode of the enemy character, in this case, a two-dimensional virtual game space 3
caused to the enemy character and the game apparatus 10 gives vibrations to the changing pattern (in this embodiment, changing the intensity of the vibrations) is an illustrative view showing example.
However, in Fig. 3, the game screen 70 in the left side, right-and-left direction in the axial direction and X, Y and down direction of the axis direction and, in a direction perpendicular to the direction in which the axis of th
and the Z is, Y and down direction of the axis directions, the vertical direction of the major axis direction X. Further, the value of the coordinates (Z value) is Z, Z0 approaches the origin toward the, in this case, the size of t
(A) shown on the left of Fig. 3 in the game screen 70, the enemy character 72 displayed is relatively small. This is, the enemy character 72 (far) present in the deeper side of the screen indicates. In addition, Fig. 3
coordinates (Z value) thereof is Z2 - Z3 Z within the scope of it can be seen (Z2 ≦ Z<Z3). At this time, for example, the stick 24 or the like 72 and instructs the enemy character, the enemy character 72 attacks, a rela
apparatus 10. That is, the vibration corresponding to the magnitude of damage given to the game apparatus 10 of in. Hereinafter, the same.
More specifically, CPU 42 is the core, a relatively small value HP of the enemy character 72 from the (for example, (100P) 100 point) and subtracting, a constant pulse width W1 (for example, 200Hz) f1 a relatively low fre
value) is, (for example, 5V) is constant. Hereinafter, the same. Thus, the eccentric motor 28c is operated, the game apparatus 10 (weak) a small vibration is given. Then, the vibration is indirectly through the stick 24, or di
(B) shown on the left of Fig. 3 game screen 70 is, in the state shown in Fig. 3 than the enemy character (A) is present in front of the screen 72 (close), 3 (B) shown on the right side of Fig. 3 in three-dimensional coordina
At this time, the stick 24 or the like instruct the enemy character 72, enemy character 72 attacks, the enemy character 72 to damage the medium, in response to this, the game apparatus 10 to the vibration of the
subtraction, a constant pulse width W1 (for example, 300Hz) of frequency f2 to the eccentric motor 28c by applying a drive signal, the game apparatus 10 to provide the medium vibration (vibration in).
(C) Fig. 3 is shown on the left of the game screen 70, the state shown in Fig. 3 than the enemy character (B) is present in front of the screen 72 (close), 3 (C) shown on the right side of Fig. 3 in three-dimensional coordin
this time, the stick 24 or the like instruct the enemy character 72, enemy character 72 attacks, damage to the enemy character 72 is relatively large, in response to this, a relatively large vibration is applied when the g
300P) from the HP is subtracted, a constant pulse width W1 (for example, 400Hz) f3 a relatively high frequency drive signal 28c imparted to the eccentric motor, the game apparatus 10 (strong) a relatively large vibration t
In this manner, the enemy character 72 player or the player character attacks the enemy character 72 when the arrangement position of the response (Z value), the damage on the enemy character 72 by changing the s
the magnitude of the damage (perceived) can be recognized.
However, the arrangement position of the enemy character 72, a short time interval may be changed continuously in the layer. In this case, the player, the enemy character 72 in accordance with quick changes of the posi
Note that, for convenience of explanation, the intensity of vibration levels are indicated as 3 but, according to the change in the magnitude of the damage, in the stage 2 may be changed, in addition, 4 in more than
convenience of explanation, the strength of vibration of a large, in, in the diagram of the small, this is, the vibration of the stage 3 relative to the different strength. This is, the magnitude of the frequency and also the same
In addition, in this case, by changing the frequency of the drive signal, by varying the intensity of the vibrations, vibration pattern 10 of the gaming device to vibrate but data, the pulse width of the drive signal W1 may b
hand, the shorter the pulse width W1, weaker he or she feels the vibration. However, both the frequency and the pulse width may be changed.
Further, in the example shown in Fig. 3, a front side of the screen 72 the enemy character is higher (closer), so that the vibration is strong (large) but data, enemy character 72 as a front side of the screen (closer), so th
4 Is a view, player or the player character attacks the enemy character in the case where, depending on the state of the game of the enemy character, the damage caused to the enemy character and the game apparatu
of the invention.
Furthermore, in this embodiment, the enemy character 72 as the position of the coordinates of the Z, the magnitude of the damage to the enemy character 72 and the game apparatus 10 to change the intensity of vibra
coordinates and any one of the coordinates Y Z in accordance with the combination of two or more thereof may be changed.
As can be seen from Fig. 4, in this case, the action state of the enemy character is 72, the animation reproduction elapsed time (frame: screen update time) in accordance with, before the attack, during an attack, and c
changes in the state of the game. In this embodiment, the animation reproduction elapsed time shown in Fig. 4 (hereinafter, simply referred to as' elapsed time ' is called.) (The length) is in the range of, for example, sever
With reference to this figure 4, the first elapsed time frame - the first frame A B (first A ≦ frame elapsed time< B second frame) is, the enemy character 72 to attack the player or the player character is the state before
instruct the enemy character 72, enemy character 72 attacks, a relatively small damage to the enemy character 72, in response to this, a relatively small vibration is applied when the game apparatus 10.
In addition, the way of giving damage to the enemy character 72 and the game apparatus 10 of applying vibration to, the case illustrated Fig. 3 (A) are the same, and a duplicated description is omitted.
Next, the first elapsed time B C - frame the first frame (first B ≦ frame elapsed time< C first frame) is, the enemy character 72 to attack the player or the player character is the state (the state in which the attack) d
character 72 attacks, the enemy character 72 to damage the medium, in response to this, the game apparatus 10 to the vibration of the medium.
In addition, the way of giving damage to the enemy character 72 and the game apparatus 10 of applying vibration to, in the case shown in Fig. 3 (B) and therefore the same, and a duplicated description is omitted.
Then, the first elapsed time is the first frame C - frame D (first C ≦ frame elapsed time< D first frame) is, the enemy character 72 to attack the player or the player character is the state after the game screen 70 (the
character 72 attacks, damage to the enemy character 72 is relatively large, in response to this, a relatively large vibration is applied when the game apparatus 10.
In addition, the way of giving damage to the enemy character 72 and the game apparatus 10 of applying vibration to, in the case shown in Fig. 3 (C) is the same, and a duplicated description is omitted.
In this way, in the example shown in Fig. 4, - several ten frames in a unit of several frames, the action state of the enemy character 72 but can be changed, the action state of the enemy character 72 a short time interval (
72 the action state of the touch operation in accordance with quick changes must be, the game more interesting effect.
Note that, in the example shown in Fig. 4, the intensity of vibration was changed in the step 3 is, according to the change in the magnitude of the damage, the number of levels of intensity of vibration in more than one stag
Also, the drive signal to change the pulse width, frequency and pulse width or by changing both the, and so as to change the vibration pattern may be, the same as in the case described above.
Further, in the example shown Fig. 4 on the other hand, the enemy character 72 before the attack, the enemy character 72 attacks the player when, the damage on the enemy character 72 and gives vibrations to the
character in the case, the damage on the enemy character 72 and gives vibrations to the game apparatus 10 may be made smaller.
Specifically, the game apparatus 10 is of RAM48, 5 and 5 (A) Fig. (B) is stored in a table as shown and, in accordance with the table of, the magnitude of the damage on the enemy character 72 and the game apparatu
table 72 in association with each enemy character is stored. However, a huge number of the enemy character 72 in the case, the capacity of the memory (ROM28a, RAM48) for an enlargement, several types of table
intended one of the table 72 may be associated on.
(A) is a 5 view, as described with reference to Fig. 3, the arrangement position of the enemy character 72 in accordance with the (Z value), the damage on the enemy character 72 and the size of the table for determin
caused to the enemy character 72 (HP: 300P), the intensity of the vibrations is large (frequency of the drive signal: f3) in. In addition, the Z1 - Z2 value Z, the damage on the enemy character 72 (HP: 200P) and the m
damage on the enemy character 72 (HP: 100P) is small, the intensity of vibration (frequency of the drive signal: f1) small is.
Specifically, when the stick operation member 24, the coordinate data input from the touch panel 22 is detected, the attack to the enemy character 72 determines whether or not. That is, the position coordinates indicated
Here, as described above, the resolution of the touch panel LCD14 and 22 is the same as that between the detection accuracy, coordinate data inputted from the touch panel 22 is indicated by the coordinate position ma
72 to indicate whether or not can be easily determined.
A position coordinate, the enemy character included in the display area 72 if not, it is determined that the attack miss, for example, the graphical representation of the attack miss (not shown) the game screen 70 is disp
case, it is determined that the attack succeeds, the enemy character 72 attacks the player when, that is the coordinate data of the enemy character 72 of the input value is acquired Z.
42 Core CPU is, player or the player character 72 the enemy character attacks the enemy character 72 when the value of acquiring Z, 5 (A) from the table shown Fig. Z is included and within which range the value is dete
determined, as described above, the enemy character 72 and subtracting the HP of the, the eccentric motor 28c is driven and vibrating the game apparatus 10.
In addition, 5 (B) is a view, as described with reference to Fig. 4, the display mode of the enemy character 72 and the enemy character 72 depending on the state of the game, the enemy character 72 and the magnitud
the game (or fighting scene) when the elapsed time after the first frame first (before the attack) - frame A B is, the damage on the enemy character 72 (HP: 100P) is small, the intensity of vibration (frequency of the
(attacking) - frame C B in the first, the enemy character 72 (HP: 200P) a damage to a medium and, in the intensity of vibration (frequency of the drive signal: f2) in. Further, the game (or fighting scene) when the elapse
intensity of the vibrations is large (frequency of the drive signal: f3) in.
Specifically, when the stick operation member 24, the coordinate data input from the touch panel 22 is detected, the attack to the enemy character 72 determines whether or not. That is, the position coordinates indic
position coordinate, the enemy character included in the display area 72 if not, it is determined that the attack miss, for example, the graphical representation of the attack miss (not shown) the game screen 70 is displaye
it is determined that the attack succeeds, the enemy character 72 attacks the player when, that is the coordinate data is input when the elapsed time of the game (or fighting scene) (frame) is acquired.
Note that, in Fig. 2 is omitted, a counter is provided to the frame 44 is connected with the bus, the coordinate data is input when the count value of the counter frame (frame number) can be obtained easily. However, the f
42 Core CPU is, player or the player character attacks the enemy character 72 of the game when the elapsed time (frame) and acquires, from the table shown Fig. 5 (B) the elapsed time is judged whether or not the s
strength of vibration is determined, as described above, the enemy character 72 and subtracting the HP of the, the eccentric motor 28c is driven and vibrating the game apparatus 10.
As described above, in this embodiment, the animation of the enemy character 72 before the attack, attack, after the attack order of change every time, elapsed time, to determine whether any state but data, before the
determine whether any state may be. For example, before the attack flag, an on-attack flag, after the attack flag RAM48 may be provided, if the animation during an attack, an attack flag and flag is turned off after and bef
Note that, in this embodiment, each enemy character to be associated with the table 72 but, the progress of the game (event or the like) in accordance with the table to be used may be selected appropriately.
In addition, the table, all 72 need not be associated with each of the enemy character, the enemy character 72 to be associated only a part of, the relevant part of the enemy character in a battle scene and only 72, vibratin
Specifically, the core 42 shown in Fig. 2 Fig. 6 is a flow diagram showing the CPU processing. 6 Flow diagram is shown in this figure, the enemy character 72 (for example, a battle scene) of a scene in the game processi
in step S1, the parameters of the enemy character 72 (or power HP (MP) ) is set. That is, is not shown in the figures, RAM48 is, for each enemy character 72, for generating the image are stored in the character im
programmer or the like and it can be determined by, for example, the strength of the enemy character 72 (level) is set to different values. And its HP MP is, in the working area RAM48 of reading.
In the following step S3, the enemy character 72 is displayed on the game screen 70. In other words, CPU 42 is core, GPU52 to be applied to the graphics command, to provide an image generating program. In respons
the core 42 is CPU, controller 60 controls LCD, 70 a game screen on the display LCD14.
In the next step S5, the enemy character 72 to operate randomly. For example, from the depth of the enemy character 72 to move to the front of the screen, the enemy character 72 to perform an action such as attack an
is, although not shown, a touch panel provided to the I/F circuit 54 corresponding to the buffer 22 (the touch panel 22 for temporarily storing the coordinates data from the buffer) of the read processing is executed.
Then, in step S9, determines whether or not a touch input. That is, the touch panel 22 in the buffer corresponding to the coordinate data is stored to determine whether or not. If "NO" in step S9, that is if it is not the coord
"YES" in step S9, that is if the coordinate data is input, a touch input is determined, in step S11, the enemy character 72 to move into contact with the input position is determined. That is, input from the touch panel 22 t
determine whether or not.
In the next step S13, the input position is in contact with the enemy character 72 determines whether or not. That is, if the determination result of step S11 determines whether or not indicates contact. If "NO" in step S13
as it returns to step S5. However, as described above, a game screen representing a miss attack is displayed on the 70 to LCD14 from the back to the step S5 may be.
On the other hand, if "YES" in step S13, when the input position that is in contact with the enemy character 72 if, it is determined that the attack succeeds, in step S15, the attack and vibration processing described later (F
HP of the 0 is determined. That is, player or the player character that defeated the enemy character 72 determines whether or not.
If "NO" in step S17, the enemy character that is not of 0 is 72 HP, player or the player character 72 defeated the enemy character has not, returns to step S5. On the other hand, if "YES" in step S17, that is the enemy ch
in step S19, the enemy character 72 was defeated reaction when a game screen representing a display (not shown) 70, the enemy character 72 a scene in the game processing is terminated.
Note that, although illustration is omitted, enemy character 72 attack, the HP of the player or the player character 0 is the case, the game is over.
7 And 8 is a flow diagram of FIG., 9 and 10 is a flow diagram, respectively, shown in Fig. 6 step S15 of the attack and vibration is a flow diagram showing processing. Fig. 7 and 8 is, 72 player or the player character att
value), the magnitude of the damage to the enemy character 72 and the game apparatus 10 the intensity of the vibrations given to the case of changing the attack and vibration is a flow diagram showing a processing. I
elapses in accordance with, the damage on the enemy character 72 and the size of the game apparatus 10 to vary the intensity of vibration that the attack and vibration of the case is a flow diagram showing a processing
to as the attack and vibration processes (1), 9 and 10 of the flowchart of Fig. Fig. processing is referred to as the attack and vibration processes (2).
Note that, as described above, in this embodiment, the enemy character 72 and associated with the table according to thus, in practice, 6 is a flow diagram shown in FIG., S15 before the processing of the step, specifica
table and the vibration of any treatment with or (2) attack processing (1) to be executed is selected.
With reference to Fig. 7, core 42 is CPU, attack and vibration processing (1) is started, in step S21, 72 for detecting the value of the enemy character Z. In the following step S23, the value in the range of Z0 - Z1 Z (Z0 ≦ Z
- Z1 Z, it proceeds to step S31. On the other hand, if "YES" in step S23, the value of the enemy character 72 that is within the range of Z0 - Z1 Z if, in step S25, gives much damage to an enemy character. That is, core 4
Next, in step S27, a large damaged the enemy character 72 is displayed at the time of reaction. That is, the enemy character 72 is damaged with a splendid state at the effect displaying a game screen representing a 7
S29, following the tables shown in Fig. 5 (A), the large vibration is applied to the game apparatus 10, as shown in Fig. 8, the attack and vibration processing (1) is returned. That is, in step S29, CPU 42 is core, W1 with a
In step S31, the value in the range of Z1 - Z2 Z (Z1 ≦ Z<Z2) determines whether or not. If "NO" in step S31, that is in a range of Z1 - Z2 Z value, proceeds to step S39 shown in Fig. 8. On the other hand, if "YES" in step
That is, core 42 is a CPU, according to the table shown in Fig. 5 (A), is subtracted from the HP of the enemy character 72 200P. Then in step S35, the enemy character 72 was damaged during the reaction time of display
of the 70 game screen is not displayed. At this time, the sound (music) representing the damage in the performance by the may be added. Then, in step S37, following the tables shown in Fig. 5 (A), the game apparatus
42 is core, W1 with a constant pulse width (300Hz) the frequency of the driving signal f2 applied to the eccentric motor 28c.
As shown in Fig. 8, in step S39, the value in the range of Z2 - Z3 Z (Z2 ≦ Z<Z3) determines whether or not. If "NO" in step S39, that is in a range of Z2 - Z3 Z value, the attack and vibration as it is returned (1). That is
Fig. in any range of the table shown if it is not even, for example, due to the defense by the enemy character 72 and determined that the attack fails, the attack and vibration as it is returned to a certain processing (1). H
game screen may be displayed.
On the other hand, if "YES" in step S39, that is within the range of Z2 - Z3 Z value, in step S41, the small damage to the enemy character 72. That is, core 42 is a CPU, according to the table shown in Fig. 5 (A), is subtra
at the time of small display the reaction. That is, a state in which the enemy character 72 is damaged, the damaged in a showy effect not be greater than that when the game screen 70 is displayed. At this time, small dam
shown in Fig. 5 (A), a small vibration is applied to the game apparatus 10, the attack and vibration processing is returned (1). That is, in step S45, CPU 42 is core, W1 with a constant pulse width (200Hz) the frequency of
9 Fig. 10 and is, in the attack and vibration according to the processing (2). The attack and vibration processes (2), substantially the same as the processing (1) for the attack and vibration, the same processes will be d
S51, determining the actions of the enemy character 72. In this case, the elapsed time (frame) is detected from a frame counter, in accordance with the table shown in Fig. 5 (B), before the attack action of the enemy char
In the following step S53, after the attack action of the enemy character 72 to determine whether or not. That is, the elapsed time is within the scope of the frame - the first frame first C D (first C ≦ frame elapsed time<
first frame, the enemy character 72 after the attack action is judged to not be, and the "NO" in step S53, proceeds to step S61. However, the first elapsed time is within the scope of the - frame C D first frame if, after the a
in Fig. 5 (B) in accordance with, large damage to the enemy character 72. Next, in step S57, a large damaged the enemy character 72 is displayed at the time of reaction, in step S59, following the tables shown in Fi
processing is returned (2).
In step S61, during an attack action of the enemy character 72 determines whether or not. That is, the elapsed time is within the scope of the frame - the first frame first B C (first B ≦ frame elapsed time< C first frame) d
an attack action of the enemy character 72 is judged not, proceeds to step S69 shown in Fig. 10. However, the first elapsed time is within the range of the second frame - frame B C if, during an attack action of the e
character 72 in. In the next step S65, the enemy character 72 was damaged during the reaction time is displayed, in step S67, the table shown in Fig. 5 (B) in accordance with, the game apparatus 10 in that the vibration i
In step S67 shown in Fig. 10, before the attack action of the enemy character 72 to determine whether or not. That is, the first elapsed time is within the range of the first frame A - frame B (first A ≦ frame elapsed time&lt
frame if, before the attack action of the enemy character 72 is determined not to be possible, the attack and vibration processing is returned (2). However, the screen update time is within the scope of the frame - frame
shown in Fig. 5 (B), small damage to the enemy character 72. In the next step S73, the enemy character 72 was damaged at the time of small display reaction, in step S75, the table shown in Fig. 5 (B) in accordance with
According to this embodiment, the display mode of the character or the character of the game depending on the state of vibration since changing the type, game sound (music) of the game screen display or added to the
to the player. Thus, the player can feel a new operation with reality can be.
Note that, in the above example, the arrangement position of the character and the action of the character (Z value) according to the state, the magnitude of the damage and the strength of the vibration (kind) but the cha
be changed. In addition, when the enemy character in accordance with whether or not, the magnitude of the damage and the type of vibration can also be changed.
In the former case, for example, a table as shown in Fig. 11 (A) in accordance with, the damage caused to the enemy character and the game apparatus 10 of the magnitude of the intensity of the vibrations is determine
the enemy, the enemy character (detection) and the current HP is acquired, the acquired HP corresponding to the value of the magnitude of the damage and to determine the intensity of vibration. However, instead of the
may be a table. Or, the enemy character of the HP, MP LV and any combination of two or more of damage corresponding to the 2 size and strength of vibration of the table for determining may be used. In this way, HP, MP
the present invention can also be determined.
Further, detailed description is omitted, as the attribute of the enemy character 72 is stored in the mental state, then, update in response to the progress of the game, depending on the mental state, the magnitude of the
example, the enemy character 72 of the mental state, or excitement can be in a normal state when change between states, player or the player character 72 the enemy character attacks the enemy character 72 if the n
the strength of vibration that, on the contrary, the enemy character 72 if the excited condition of the mental state, and damage to the enemy character 10 the strength of vibration given to the game apparatus can be increa
In the latter case, for example, a table as shown in Fig. 11 (B) in accordance with, the damage on the enemy character 72 and the game apparatus 10 of the magnitude of the intensity of the vibrations is determined. A
enemy, the enemy character 72 whether or not the attack state, further, is the condition in which the attack, defense or state or normal state, determined from the elapsed time (frame) corresponding to the state of any one
However, as described above, the animation of the enemy character 72 attack state, normal state and protection when the change between states, corresponding to each of the flag may be stored, by referring to the flag o
In addition, the above-described embodiment, the screen 2 (LCD12 and 14) is provided in the game apparatus has been described, it is provided with a touch panel, the screen can also be applied to the game apparatus
Further, the above-described embodiment, the eccentric motor (vibrator) in a game cartridge having a built-in but, any of the positions of the housing 16 may be built in. However, the vibration is indirectly via a stick, or, a
22 and at least one of LCD14) may be vibrated. In such a case, shown in the prior art disclosed in JP-11-85400 can be employed. More specifically, to a state in which vibration is applied to the vibration element, the ho
provided.
Furthermore, in the above example, the enemy character and the battle game is described only, need not be limited to this. For example, the character image is in accordance with the time-series arrangement position
score, the position is away from a predetermined arrangement such that the lower the score can be also applicable to another game. In this case, the closer to the predetermined arrangement position, and thus th
predetermined arrangement so that the lower the score, in accordance with this, the intensity of vibration may be reduced.
In addition, the above-described embodiment, the vibrator is provided for as a eccentric motor, the driving signal (PWM signal) of the at least one of the frequency and the pulse width can be varied by, the intensity of vibr
pulse width, the peak value (amplitude) by changing the, the intensity of vibration can be changed.
Further, the above-described embodiment, the display mode of the enemy character or the enemy character in the game according to the state, the magnitude of the damage and the strength of vibration has been chang
size of the damage and the strength of vibration may be changed.
DESCRIPTION OF DRAWINGS
Of the present invention Fig. 1 is illustrative view showing one example of the game apparatus of the present invention. Fig. 2 the game apparatus 1 is a block diagram showing an electric configuration of the present inve
enemy character according to the arrangement positions in an illustrative view showing the intensity of vibration. Fig. 4 shown provided on the game apparatus 1 is a display example of a LCD, to an attack of the enemy
the display mode of the enemy character and the enemy character responsive to the magnitude of the damage and the strength of vibration of the table shown in the illustrative example. CPU core 6 shown in Fig. 2 is a fl
(1) flowchart showing a part of the attack and vibration of the present invention. Fig. 8 is shown in Fig. 7 following the attack and vibration processing (1) is a flow diagram showing a processing. CPU core 9 shown in F
shown in Fig. 9 following the attack processing (2) and the vibration is a flow diagram showing a processing. Fig. 11 is of the player or the player character and an enemy character is attacked HP state depending on whet
And a description
10... The game apparatus 20 housing 12,14...LCD 16,16a,16b...... The operation switch 22... The touch panel 24... Stick 28... The memory card 40 the eccentric motor 28a...ROM 28b,48...RAM 28c...... 42 CPU Electronic
ODES
(JP4473685)
The present invention relates to a game apparatus and a game program, for example, it executes a predetermined process by operating the touch panel, a game device and a game program.
An example of this type of conventional game apparatus is disclosed in Patent Document 1. According to Patent Document 1, the display panel is supported in a state that is applying vibration by the vibration element. T
icon, etc. It is. When the operator gives an instruction to select a pen, to determine the type of vibration corresponding to the type of the selected image. Then, the vibrator at determined vibration is actuated, the display
realistic interface function obtained are.
Unexamined Patent Publication No. 11-85400
Since however, in this prior art, the type of uniquely vibration are set for each image, for example, image even if the state change of the display mode and images are not the kind of vibration is varied. That is, since even
It can not be recognized by vibrating the relationship between and the image state. In this, I did not say that the sensuous reality has given enough to the operator. Further, when directly applied to the prior art game devic
character, the life force of the enemy character, attack power or mental state tell so they like to change, change in the state of the enemy character (situation) the (difference) sensuously in the display mode and game it co
Hence a primary object of the invention is to provide a novel game apparatus and a game program.
Another object of the invention, it is possible to obtain a new operation feeling with reality, provide a game apparatus and a game program it is to be.
The invention of claim 1 includes a display device for displaying a game screen, provided in relation to the display device a touch panel, a game apparatus and a vibrator for vibrating the screen of at least the display unit
Game screen display means displays a game screen including an image of a character appearing in a game on the screen of the display device. Updating means, advance the state of the game of the display mode or th
means detects the position coordinates corresponding to the operation input to the touch panel. Acquisition means, when the position coordinates detected by the detection means included in the display area of the cha
means for vibrating the vibrator by the vibration pattern corresponding to the acquired by the acquisition unit parameters.
In the invention of claim 1, the game apparatus (10:.. Reference numerals below corresponding in Example, the same) displays a game screen display for (14), a touch panel (22) provided in connection with the
(42,52,58,60), the display device of the game screen (70) including an image of the character (72) in the game ( be displayed on the screen of 14). Updating means (42), a state in the game of the display mode or the cha
level, position in the game space, the animation playback elapsed time, be updated in accordance with the progress of the game. Here, level is a parameter representing the overall strength of the life force, attacking forc
to the operation input to the touch panel (22). Acquisition means (42, S 21, S 51), the detection means (42 and 54, S 7) position coordinates detected by the character (72) when included in the display area, it is determi
obtain the parameters of the character (72) of the operation input point on the touch panel. Obtaining vibration control means (42, S 29, S 37, S 45, S 59, S 67,75) is by the acquisition means (42, S 21, S 51) It has been
(14) is vibration, and the vibration is conveyed to the player operating the touch panel (22).
According to the present invention, by vibrating the vibrator by the vibration pattern corresponding to the character parameter, the vibration vibration but since transmitted to the player, the state in the game of the dis
possible to perceive. In other words, the player can get a new operation feel.
The invention of claim 2 depends on claim 1, updating means, the position coordinates of the character in the game space as a parameter update, vibration control unit vibrates the vibrator in a vibration pattern correspon
In the invention of claim 2, updating means (42) updates the position coordinates of the character (72) in the game space as a parameter. Therefore, the vibration control means (42, S 29, S 37, S 45) are the location coo
vibrator (28 c).
According to the invention of claim 2, since the vibrating the vibrator in a vibration pattern corresponding to the arrangement position of the character, the arrangement position of the character can be recognized by the vib
The invention of claim 3 depends on claim 1, the update means updates the animation playback elapsed time of the character as a parameter and vibration control means for vibrating the vibrator in a vibration pattern cor
In the invention of claim 3, updating means (42) updates the animation playback elapsed time of the character (72) as a parameter. For example, animation the time of the character (72) present in the game space: accor
the attack state, the animation, the attack before the state, the state of during the attack, to change to the state after the attack. Vibration control means (42, S 59, S 67, S 75) is vibrator in a vibration pattern correspon
touch panel (22), is presented to the player.
According to the invention of claim 3, it is possible to present a vibration corresponding to the animation playback elapsed time. In other words, it is possible to present a vibration corresponding to the action state of the ch
The invention of claim 4 is dependent on claim 1, the update means, or at least character attack state or non-aggressive state update the flag determines as a parameter, the vibration control means, the vibrator in a vibra
In the invention of claim 4, updating means (42) is a flag that determines at least the character attack state or non-aggressive state update as a parameter. For example, leave each store a flag indicating the attack stat
flag. Conversely, if non-aggressive state, turns off the attack state flag to turn on the non-aggressive state flag. Vibration control means (42, S 59, S 67, S 75) is vibrator in a vibration pattern corresponding to the flag on /
to the player by the vibration.
According to the invention of claim 4, of vibrating a vibrator with vibration pattern corresponding to the attack state and the non-aggressive state since the, the attack state and non-aggressive state can be perceived by th
The invention of claim 5 is according to claim 1, updating means, vitality of the character, the attack power and mental state update the parameter, the vibration control means, vitality of the character, in accordance with a
In the invention of claim 5, updating means (42), vitality of the character (HP), attack power (MP) and mental state (normal state, excitement update character attributes such as state) as parameters. However, levels m
accordance with at least one MP and mental state in vibrating the vibrator (28 c). For example, depending on the value of the current HP of the character, to change the intensity of the vibration.
According to the invention of claim 5, since presenting vibration corresponding to the current attributes of the character to the player, the player vibration makes it possible to know the current attributes of the character.
The invention of claim 6 is according to any one of claims 1 to 5, the vibration control means, a plurality of vibration patterns from comprises a selection means for selecting one of a vibration pattern corresponding to the p
In the invention of claim 6, selection means (42, S 23, S 31, S 39, S 53, S 61, S 69), a plurality of selecting one of a vibration pattern corresponding to the parameters from the vibration pattern. For example, in the case
signal) of (duty ratio) by changing at least one, it is possible to vary the intensity of the vibration of the vibrator (28 c), a plurality it can be vibrated by the vibration pattern.
According to the invention of claim 6, by changing the intensity of vibration, of the vibration in a plurality of vibration patterns so that it is, by the vibration, it is possible to convey the state of the display mode and the chara
The invention of claim 7 includes a display device for displaying a game screen, provided in relation to the display device and the touch panel, a game device a game program and a vibrator for vibrating the screen of a
step, the detection step to execute the acquisition step, and vibration control step. The game screen display step displays a game screen including an image of a character appearing in a game on the screen of the dis
progress of a parameter for changing the game It is updated in accordance with the. In the detection step detects a position coordinate corresponding to the operation input to the touch panel. In acquisition step, wh
operation input to the touch panel to get the parameters of the character of the time. Then, in the vibration control step, Ru vibrating the vibrator by the vibration pattern corresponding to the acquired by the acquiring step
Even in the game program according to claim 7, it can be similar to the game device according to claim 1, providing a new operation feeling.
According to the present invention, the player the vibration corresponding to the parameter to change the state of the display mode and the game character image it is possible to tell, the player by the vibration states in
possible to obtain a new operation sense of reality.
The above described objects and other objects, features and advantages, details of the following embodiments with reference to the accompanying drawings will become more apparent from the description Do not.
1, a game apparatus 10 according to the embodiment of the invention, the first liquid crystal display (LCD) 12 and a second LCD 14. The LCD 12 and LCD 14 are provided on a housing 16 so as to be arranged in a pred
16 b, LCD 12 It is provided on the upper housing 16 a, LCD 14 is provided on the lower housing 16 b. Therefore, it is disposed proximate to an alignment in the vertical (up and down) and LCD 12 and the LCD 14.
Incidentally, in this embodiment, it is to use a LCD as a display unit, in place of the LCD, EL (Electronic Luminescence) display it may be used or a plasma display.
As can be seen from Figure 1, the upper housing 16 a has a plane shape little larger than a plane shape of the LCD 12 , an opening is formed so as to contrast from the main surface to expose a display surface of the LC
16 a, in the lateral direction substantially an opening is formed to expose the display surface of the LCD 14 in the central portion. Furthermore, the lower housing 16 b, with a sound hole 18 and an operating switch 20 (20
Further, the upper housing 16 a and a lower housing 16 b, below the lower side of the upper housing 16 a (lower) housing 16 b part of an upper side (upper end) of the is linked to rotation. Thus, for example, in a case
such, if folding the upper housing 16 a by rotating, the display surface and LCD 14 of the LCD 12 it is possible to prevent damage, such as scratches on the display surface. However, the upper housing 16 a and a lowe
fixedly).
Operating switch 20 includes a direction instructing switch (Cross switch) 20 a, a start switch 20 b, a select switch 20 c, an action switch (A button) 20 d, an action switch (B button) containing 20 e, an action switch (L b
housing 16 b, located on the left side of the LCD 14 It is. The switch 20 d and 20 e are the one surface of the lower housing 16 b, it is placed to the right of the LCD 14 It is. Furthermore, switches 20 L and the switch 20
connecting portion other than the connection portion between a, is disposed on the left and right.
Direction indicating switch 20 a functions as a digital joystick, by operating any one of four depression portions, by the player and instruct a moving direction of the operable player character (or player object), etc. or to
(resume) or, used to like or pause It is. Select switch 20 c is formed by the push button, and utilized for a game mode selection, etc..
Operation switch 20 d, that is, the A button is formed by a push button, the operation other than a directional instruction, the player character (punch) , throwing, holding (obtaining), riding, it can be any of the action, suc
moving a weapon. In addition, in a role-playing game (RPG) and a simulation RPG, obtaining an item, it is possible to apply an instruction of selecting and determining arms or command, etc. it can. Operation switch 2
canceling an action determined by the change, the a button 20 d.
Operation switch 20 L (L button) and the action switch 20 R (R button) are formed by the push button, L button 20 L and R button 20 R may be the same operation as the a button 20 d and the B button 20 e, also, a it can
On the upper surface of the LCD 14, a touch panel 22 is provided. As the touch panel 22, for example, a resistance film type, an optical type (infrared type), and any one of kinds of capacitive coupling type it can be used
as "stick 24, etc.".) in, or pressing, stroking, touching or (hereinafter simply referred to as "pressing".) is operated by, operations such as the stick 24 to detect the position of the coordinates, and outputs the coordinate dat
In this embodiment, the resolution of the display surface of the LCD 14 (LCD 12 is also the same, or substantially the same.) The 256 dot × 192 dot , and the detection accuracy (operating surface) of the touch panel 22 a
touch panel 22, shows the touch panel 22 in LCD 14 and different sizes in the case, the size and the same size as the size of the operation surface of the touch panel 22 of the display screen of the LCD 14 is there. The d
Different game screen is displayed on the LCD 12 and LCD 14. For example, in a racing game, it displays the screen due to the point of view from the driver's seat in one of the LCD, the race to the other LCD (cours
character on one LCD, the player character on the other LCD it is possible to display the items you own. Furthermore, (in this example, LCD 12) one LCD to display the game play screen in the other LCD (the example
game to LCD 14) it can be. Further, by using as one screen together two LCD 12 and LCD 14, the player character defeated it is also possible to display a large monster (enemy character) must be.
Accordingly, the player is able to operate the touch panel 22 with the stick 24 or the like, the player character displayed on the screen of the LCD 14, the enemy character, item character, character information, and instruc
Depending on the type of game and other various input instructions, for example, selection or manipulation of icons displayed on the LCD 14, It can also be used to coordinate input instruction, and the like.
Thus, the game apparatus 10 has the LCD 12 and LCD 14 serving as the two screens display unit, either one (in this example, LCD 14) since the touch panel 22 is provided on the upper surface of the two screens (12, 14
Further, in this embodiment, the stick 24, housing portion (hole e.g. provided in proximity to a side surface (right side surface) of the upper housing 16 a to can be housed in the concave portion) 26, and taken out as nece
Further, the game apparatus 10 includes a memory card (or game cartridge) 28, the memory card 28 is detachable, the lower housing 16 b is inserted into a loading slot 30 provided on a rear surface or the bottom surf
direction leading end portion of the memory card 28 connector for the connector 46 for joining (not shown) (see FIG. 2) is provided, therefore, the memory card 28 When inserted into the insertion slot 30, the connectors
memory card 28.
Note that can not be represented in Figure 1, at a position corresponding to the lower housing 16 b of the sound holes 18, inside the lower housing 16 b speaker 32 (see FIG. 2) is provided.
Further, although omitted in FIG. 1, for example, on a rear surface of the lower housing 16 b, a battery accommodating box is provided, Further, on a bottom surface of the lower housing 16 b, the power switch, a volume s
Figure 2 is a block diagram showing an electrical configuration of the game apparatus 10. 2, the game apparatus 10 includes an electronic circuit board 40, CPU core to the electronic circuit board 40 circuit components
processing unit (GPU) 50, a second GPU 52, and out mosquito interface circuit (hereinafter, referred to as "I / F circuit".) 54, and an LCD controller 60 is connected .
The Konekota 46, as described above, the memory card 28 is detachably connected. The memory card 28 includes a ROM 28 a and RAM 28 b, although illustration is omitted, ROM 28 a and RAM 28 b They are conn
connector 46. Therefore, as described above, CPU core 42, as it can access the ROM 28 a and RAM 28 b is there. Further, the memory card 28, an eccentric motor 28 c as oscillators provided. The eccentric motor 28
connected to the CPU core 42 via the signal lines and the connector 46 or the like. However, not limited to the eccentric motor 28 c, it is constituted by a vibrator and a voice coil or the like which is a piezoelectric element
ROM 28 a a game program for a game to be executed by the game apparatus 10 (virtual game), image (character image, background image, item image, stores in advance the data (sound data), etc. icon (button) imag
middle of the data and the result of the game stores the data (save).
Eccentric motor 28 c is driven (operated) according to a drive signal from the CPU core 42 (PWM signal). The eccentric motor 28 c is operated, the rotation of the shaft, vibration is generated, the vibration is transmitted
signal (duty ratio), the intensity i.e. vibration of the vibration type (vibration pattern) can be changed.
RAM 48 is used as a buffer memory or a working memory. That, CPU core 42, a game program stored in the ROM 28 a of the memory card 28, image data and sound data, etc. It was loaded into the RAM 48, to e
generated in correspondence with a progress of the game 48 while storing to run the game processing.
The game program, the image data, the sound data, etc. are entirely at a time from the ROM 28 a, or partially and sequentially It is read out and RAM 48 in the storage (loading).
However, the ROM 28 a of the memory card 28, the execution of the program and the application for other applications except for the game necessary image data is stored. If necessary, sound (music) data may be stored
GPU 50 and GPU 52, respectively, forms a part of a rendering means, is constructed by a single chip ASIC, CPU core 42 graphics from the scan command (graphics command: construction command) the received, to
graphics command, included in an image generation program (a game program required for generating game image data is.) the given to each of the GPU 50 and GPU 52.
Furthermore, the GPU 50, the first video RAM (hereinafter, referred to as "VRAM".) 56 is connected to the GPU 52, the first 2 of VRAM 58 are connected. GPU 50 and necessary data when GPU 52 to execute the graph
access to the first VRAM 56 and the second VRAM 58. However, CPU core 42 reads image data necessary for rendering from the RAM 48, the via GPU 50 and GPU 52 It is written in the first VRAM 56 and the second
create a game image data for drawing.
VRAM 56 and VRAM 58 are connected to the LCD controller 60. The LCD controller 60 includes a register 62, the register 62 is composed of 1 bit for example, "0" by the instruction of the CPU core 42 or stores a value (d
GPU 50 outputs data to LCD 12, and outputs the game image data generated by the GPU 52 to the LCD 14. Also, LCD controller 60, if the data value of the register 62 is "1", created by the GPU 50 Games It outputs the
Incidentally, LCD controller 60, and reads the game image data directly from the VRAM 56 and VRAM 58, via the GPU 50 and GPU 52 and reads the game image data from the VRAM 56 and the VRAM 58 Te.
The I / F circuit 54, the operation switch 20, the touch panel 22 and the speaker 32 are connected. Here, the operating switch 20, the above-mentioned switches 20 a, 20 b, 20 c, 20 d, 20 e, 20 L and 20 R , and the whe
CPU is input to the core 42. The coordinate data output from the touch panel 22 is input to the CPU core 42 via the I / F circuit 54. Furthermore, CPU core 42 a game music (BGM), the game sound required data, such a
54 outputs from the speaker 32.
In the game apparatus 10 having such a configuration, as described above, the player presses the touch panel 22 with the stick 24 or the like by the player character displayed on the game screen (the screen of LCD 14
or to attack the enemy character, the like or to retrieve an item character it is possible. Thus, when the player performs a game operation by the stick 24 or the like, actuating an eccentric motor 28 c Accordingly, the gam
In other words, in addition to the game screen and sound (music), by applying the vibration, the player is possible to obtain an operation sense of reality it can.
For example, for each game character such as the player character and the enemy character, it is possible to provide a vibration of different types (patterns). This is because, as described above, at least one of the frequ
it is feasible.
And only when thus fixing the type of vibration in each game character, the game character in the display mode and game game character it is not possible to change the vibration in accordance with the state (status). Fo
player character, when attacking the enemy character, the same vibration regardless of the position of the enemy character will be given. In addition, if the enemy character to attack at the time of the attack state and the e
the same vibration will be given. In addition, the life force of the enemy character (HP), even if there is a change in the attack power (MP) or mental state, the same vibration is given and will.
Thus, when the thus determined uniquely vibration type (vibration pattern) for each game character, by the vibration, the game character it is impossible to tell the state of the game character (situation) in the display st
case, if the same game character has appeared, it will be the same vibration is given, game becomes monotonous, the player there is a fear that by declining interest in the game.
There, in this embodiment, the vibration pattern according to the state in the game of the game display mode and game characters of the character so as to vary, it is to obtain a new operation feeling with reality.
Here, the state in the game of the display mode and the game character of the game character, the life force of a game character (HP), attack power (MP), level (LV), mental state, positions (three-dimensional posi
(variation) by changes. In this embodiment, HP, not only MP and LV, mental status, position or animation playback elapsed time (animation reproduction elapsed time) also as a parameter. This is because the mental state
3, when the player to the player character (not shown) attacked enemy character, the display mode of the enemy character Correspondingly, here, the position of the enemy character (this embodiment is present in the v
magnitude and the game apparatus 10 of the damage to the enemy character (this in an embodiment, it is an illustrative view showing the cause) example change the intensity of the vibration.
However, in FIG. 3, the left side of the game screen 70, the paper in the horizontal direction is X axis direction, the sheet of vertical direction is the Y-axis direction, the plane of the vertical direction is the Z-axis directio
direction, the paper in the vertical direction Y-axis a direction, the plane of the vertical direction is the X-axis direction. Furthermore, the value of the Z coordinate (Z value) is closer to the origin increases toward the Z 0, wh
The game screen 70 shown on the left side of FIG. 3 (A), the enemy character 72 is displayed relatively small. This indicates that the enemy character 72 is present on the screen back (away). Further, in the three-dimen
(Z value) proves to be; (Z 3 Z 2 ≦ Z & lt) in the range of Z 2~Z 3. In this case, for example, the player instructs the enemy character 72 with the stick 24 or the like, to attack the enemy character 72, the enemy characte
That is, vibration corresponding to the magnitude of the damage is to be given to the game apparatus 10. Below, it is the same.
Specifically, CPU core 42, a relatively small value from the HP of the enemy character 72 (e.g., 100 points (100 P)) subtracted and, relatively low frequency f 1 at a constant pulse width W 1 (e.g., 200 Hz) of the drive sig
same as below. Accordingly, an eccentric motor 28 c is operated, a small (weak) to the game apparatus 10 vibrate (small vibration) is given. When, the vibration is indirectly through the stick 24, or transmitted to a finger d
Game screen 70 shown on the left side of FIG. 3 (B), FIG. 3 enemy character 72 than the state shown in (A) the screen front present in (close), the three-dimensional coordinates shown on the right side in FIG. 3 (B), Z v
player instructs the enemy character 72 with the stick 24 or the like, to attack the enemy character 72, the enemy character 72 given the damage of moderate is, in response to this, the vibration of the much medium is
(e.g., 200 P) by subtracting a constant pulse width frequency f 2 (e.g., 300 Hz) by W 1 by giving a drive signal of the eccentric motor 28 c, the game apparatus 10 give much in vibration (medium vibration).
Figure 3 game screen 70 shown on the left side of (C) is, and FIG. 3 (B) are shown the enemy character 72 screen short of the state present in (close), the three-dimensional coordinates shown on the right side in FIG. 3
when the player instructs the enemy character 72 with the stick 24 or the like, to attack the enemy character 72, the enemy character 72 given a relatively large damage, accordingly, a relatively large vibration is applied
(e.g., 300 P) by subtracting a constant pulse width W relatively large frequency f 3 in 1 (e.g., 400 Hz) by applying a drive signal to the eccentric motor 28 c, the game device give relatively large to 10 (strong) vibration (larg
Thus, the arrangement position of the enemy character 72 when the player to the player character attacks the enemy character 72 (Z depending on the value), by changing the magnitude of damage given to the enemy
vibration, it is possible to recognize the magnitude of the damage (perception).
However, the arrangement position of the enemy character 72 may be continuously varied in a short time interval. In this case, since the player must touch in accordance with the rapid changes in position of the enemy ch
Incidentally, for convenience of explanation, but are to vary the intensity of the vibration in three stages, damage size depending on the change, may be varied in two stages, also the change in four or more stages
explanation, the strength of vibration of the large, medium, it was expressed in the small, which is the difference in relative strength of the vibration of the three stages is there. This also applies to the size of the magnitude
Further, here, by changing the frequency of the drive signal, by changing the intensity of vibration in different vibration patterns It is so as to vibrate the game apparatus 10, but so as to vary the pulse width W 1 of the dri
contrary, a short pulse width W 1 degree, feel weak vibrations. However, it may be changed both frequency and pulse width.
Further, in the example shown in FIG. 3, as the enemy character 72 is present in front of the screen (nears), vibration is strong (large ) becomes way are, but as the enemy character 72 is present in front of the screen (ne
Figure 4 is, in case a player to the player character attacks the enemy character, depending on the state in the game of the enemy character, an example of changing the intensity of vibration given to the size and the gam
Furthermore, in this embodiment, in accordance with the Z coordinate of the enemy character 72 as position, damage to the enemy character 72 of it is as changing the size and the game apparatus applied to 10 th
coordinate, Y-coordinate and Z-coordinate it may be varied them according to any combination of two or more.
As can be seen from Figure 4, where the action state of the enemy character 72, the animation playback elapsed time (frame: screen update time) accordingly attack before, during attacks, changes in the order after
change in the same manner. In this embodiment, the animation playback elapsed time shown in FIG. 4 (hereinafter, simply referred to as "elapsed time".) Range (length) of, for example, , which is several frames to severa
Referring to FIG. 4, the A-frame, second B frame is the elapsed time; at (the A frame ≦ elapsed time & lt first B-frame) is, to the enemy character 72 is no player before attacking the player character of the state (attack b
character 72 with the stick 24 or the like, to attack the enemy character 72, the enemy character 72 relatively small damage is applied to, in response thereto, a relatively small vibration is applied to the game apparatus 10
Incidentally, way of giving vibration to give way and the game apparatus 10 of the damage to the enemy character 72 in FIG. 3 (A) is the same as that shown, duplicate description will be omitted.
In the following, the elapsed time is the B-frame, second C-frame; the (first B frame ≦ elapsed time & lt first C frame), the enemy character 72 state to no player attacking the player character (the state in attacks) is displ
the like, to attack the enemy character 72, the enemy character 72 given the damage of moderate is, in response to this, the vibration of the much medium is applied to the game apparatus 10.
Incidentally, way of giving vibration to give way and the game apparatus 10 of the damage to the enemy character 72 in FIG. 3 (B) is the same as that shown, duplicate description will be omitted.
Then, the elapsed time is a C frame, second D frame; The (first C frame ≦ elapsed time & lt first D frame), the enemy character 72 by the player to state after the attack on the player character (the state after the attack) is
24 or the like, to attack the enemy character 72, the enemy character 72 given a relatively large damage, accordingly, a relatively large vibration is applied to the game apparatus 10.
Incidentally, way of giving vibration to give way and the game apparatus 10 of the damage to the enemy character 72 in FIG. 3 (C) is the same as that shown, duplicate description will be omitted.
Thus, in the example shown in FIG. 4, in several frames to several tens of frames, change the action state of the enemy character 72 Although it is constituted such that it is continuously at short time intervals the action
change in the rapid action state of the enemy character 72 since it is necessary to touch, there is an effect of interesting more games.
In the example shown in FIG. 4, but by changing the intensity of vibration in three stages, the magnitude of damage depending on the change, so as to vary the intensity stages of the vibration in two stages or four or mor
Also, or by changing the pulse width of the drive signal, or by varying both the frequency and pulse width Accordingly, it may be to vary the vibration pattern is similar to that described above.
Furthermore, contrary to the example shown in FIG. 4, before the attack of the enemy character 72, the player the enemy character 72 attacks If you, the vibration given to the damage and the game apparatus 10 give to
character 72, given to the damage and the game apparatus 10 give to the enemy character 72 it may be reduced vibration.
More specifically, the RAM 48 of the game apparatus 10, a table as shown in FIGS. 5 (A) and 5 (B) It is stored, according to these tables, giving the magnitude and the game apparatus 10 of the damage to the enemy cha
the table stored in association with the respective enemy characters 72 there. However, when the number of the enemy character 72 is enormous, the memory (ROM 28 a, RAM 48) capacity is enlarged Therefore, by p
programmer of the game any it may be associated with one of the table.
FIG. 5 (A), as described with reference to FIG. 3, according to the arrangement position of the enemy character 72 (Z value) it is a table for determining the size and strength of the vibration of the damage to the enemy c
72 increases ( HP: 300 P), the intensity of the vibration is large (the frequency of the drive signal: a f 3). In addition, the Z value is Z 1~Z 2, much of the damage to the enemy character 72: This is a (HP 200 P), vibra
character 72 is small (HP: 100 P), the intensity of vibration small (frequency of the drive signal: f 1) a.
Specifically, when the player has operated by the stick 24 or the like, detects the coordinate data input from the touch panel 22, to determine whether the attack on the enemy character 72. That is, the position coordinates
Here, since, as described above, are the same as the detection accuracy of the resolution and the touch panel 22 of the LCD 14, the touch panel 22 position coordinate indicated by the coordinate data inputted from coin
determine whether those instructs the enemy character 72 (attack) it can.
Position coordinates, if not included in the display area of the enemy character 72 is determined to be an attack mistakes Te, for example, to display the game screen 70 (not shown), such as to express the attack mi
determined to be a successful attack Te, when the player attacks an enemy character 72, i.e. of the enemy character 72 when the coordinate data is input to get the Z value.
CPU core 42, the player to the Z value of the enemy character 72 when the player character is attacked the enemy character 72 Upon acquiring the determines whether the Z value from the table shown in FIG. 5 (a) is i
vibration of the damage, as described above, the enemy character with subtracting the HP 72, drives the eccentric motor 28 c to vibrate the game apparatus 10.
Further, FIG. 5 (B), as described with reference to FIG. 4, the display mode of the enemy character 72 and the enemy character 72 depending on the state in the game, to determine the size and strength of the vibration
scene) elapsed time second A frame, second B frame (prior to challenge) in the small damage to the enemy character 72 (HP: 100 P), the intensity of the vibration is small (the drive signal frequency: f 1 ) it is. In addition
to the enemy character 72 is medium: a (HP 200 P), (frequency of the drive signal: f 2) in the intensity of the vibration is. In addition, the elapsed time of the game (or battle scene) is in the C frame, second, D frame, the d
drive signal: a f 3).
Specifically, when the player has operated by the stick 24 or the like, detects the coordinate data input from the touch panel 22, to determine whether the attack on the enemy character 72. That is, the position coordinate
Position coordinates, if not included in the display area of the enemy character 72 is determined to be an attack mistakes Te, for example, to display the game screen 70 (not shown), such as to express the attack mi
determined to be a successful attack Te, when the player attacks the enemy character 72, that game (or battle scene) when the coordinate data has been input to get the elapsed time (frame).
Although not shown in FIG. 2, if connected to the bus 44 by providing a frame counter, the coordinate data the count value of the frame counter at the time of being input (the number of frames) can be easily obtained. Ho
of the game.
CPU core 42, get a player to the game elapsed time when the player character has attacked the enemy character 72 (frame) to the, it determines whether included in what range the elapsed time from the table shown in F
range of elapsed time, as described above, the enemy with subtracting the HP of the character 72 drives the eccentric motor 28 c to vibrate the game apparatus 10.
As described above, in this embodiment, the animation before attacking the enemy character 72, during an attack, in order after challenge when changing, by elapsed time, but are to be determined whether it is a s
reference to those flags, which of the states it may be determined. For example, an attacker before the flag, attack flag, the attack after the flag may be provided in the RAM 48, if it is in the animation is attack, attack
possible to determine whether it is a state readily it can.
Incidentally, in this embodiment, it is to associate a table for each enemy character 72, the game progress ( it may be appropriately selected table to be used in response to an event, etc.).
The table does not need to associate to all enemy characters 72 in advance in association with the part of the enemy character 72 only, the in a battle scene with some of the enemy character 72 but also to perform the ef
Specifically, CPU core 42 shown in FIG. 2 processes a flowchart shown in FIG. Flowchart shown in FIG. 6, the scene that the enemy character 72 appears (e.g., battle scene) is a game process in. Referring to FIG. 6, CP
parameters of the enemy character 72 (HP and attack power (MP)) a. That is, although not shown, the RAM 48, for each enemy character 72, a character image to generate the image together with the data is stored
developers and programmers, such as, for example, the strength of the enemy character 72 different values are set by the (level). Its HP and MP is of being read into the working area of the RAM 48.
In step S 3 that follows, to display the enemy character 72 in the game screen 70. That, CPU core 42, together provide a graphics command in GPU 52, applies an image generating program. In response to this, GPU 52
LCD controller 60 to display the game screen 70 on LCD 14.
In the next step S 5, to operate the enemy character 72 at random. For example, the enemy character 72 or move from the screen back to the screen in front, an action, such as attack operations on the enemy character
although illustration is omitted, the coordinates from the buffer (the touch panel 22 corresponding to the touch panel 22 provided in the I / F circuit 54 performing a read process of a buffer) for temporarily storing data.
Then, in step S 9, it is determined whether or not there is a touch input. In other words, the coordinate data in the buffer corresponding to the touch panel 22 to determine whether it is stored. If step S 9 in "NO", that is, if
other hand, if "YES" in the step S 9, that is, if the input coordinate data, and a touch input decision and, in step S 11, to determine the contact of the enemy character 72 in the input position. That is, whether the position c
the enemy character 72 to determine how.
In the next step S 13, it is determined whether the input position is in contact with the enemy character 72. In other words, the determination result of step S 11 to determine whether to show contact. If in step S 13 "NO",
process returns to the step S 5. However, as described above, Step S 5 from displaying the game screen 70 to represent an attack mistakes LCD 14 it may be returned to.
On the other hand, if "YES" in the step S 13, i.e. input position if the contact with the enemy character 72, with a successful attack it is determined that there is, in step S 15, described later attack and vibration process (s
0. That is, it is determined whether or not the player to player character has defeated the enemy character 72.
If "NO" in the step S 17, that is, if the HP is 0 of the enemy character 72, the player to the player character is the enemy It determines that it has not defeated character 72 returns to step S 5. On the other hand, if "YES
determined that defeated the enemy character 72, at step S 19, a reaction when the enemy character 72 is defeated to display the game screen 70 to represent (not shown), the enemy character 72 to end the game proc
Incidentally, in the case although illustration is omitted, the attack the enemy character 72, to no player HP of the player character becomes 0 is, the game is over.
Flow diagram of FIGS. 7 and 8, a flow diagram of FIGS. 9 and 10, respectively, the step S shown in FIG. 6 is a flow diagram showing an attack and vibration process 15. 7 and 8, to no player of the enemy character 72 w
given to the size and the game apparatus 10 of the damage to the enemy character 72 is a flow diagram showing an attack and vibration process in the case of changing the strength. Further, FIGS. 9 and 10, the player
the intensity of vibration given to the size and the game apparatus 10 of the damage to the enemy character 72 If it is a flow diagram showing the attack and vibration process. Hereinafter referred convenience of explana
vibrations process the process of the flow diagram shown in 9 and 10 (2).
As described above, in this embodiment, it is so as to associate the table according to the enemy character 72 Therefore, in practice, in the flowchart shown in FIG. 6, before the processing of step S 15, specifically, the s
the table and whether to perform one of the processing of the attack and vibration process (1) or (2) that is selected is there.
Referring to FIG. 7, CPU core 42, when starting the attack and vibration processes (1), in step S 21, the enemy character detecting a Z value of 72. Whether it is a; (Z 1 Z 0 ≦ Z & lt) In a subsequent step S 23, the range Z
the range of Z 0~Z 1 if, the process proceeds to step S 31. On the other hand, if "YES" in the step S 23, that is the Z value of the enemy character 72 in the range of Z 0~Z 1 if, in step S 25, giving a big damage to the en
enemy character. Next, in step S 27, and displays a reaction when given great damage to the enemy character 72. In other words, to display the game screen 70 to represent a state in which the enemy character 72
damage (music). Then, in step S 29, according to the table shown in FIG. 5 (A), to give a large vibration to the game apparatus 10, shown in FIG. 8 as such, to return attack and vibration process (1). That is, in step S 29
motor 28 c.
In step S 31, Z value in the range of Z 1 to Z 2; whether (Z 1 ≦ Z & lt Z 2) the judges. If "NO" in the step S 31, that is, if within the range Z value of Z 1 to Z 2, 8 the process proceeds to step S 39 shown. On the other h
middle to the enemy character 72. That, CPU core 42, according to the table shown in FIG. 5 (A), 200 P subtracted from HP of the enemy character 72. In step S 35, and displays a reaction when given medium damage
not a flashy than when subjected to large damage game to display the screen 70. In this case, it may be added to the effect that due to the sound to express the medium damage (music). Then, in step S 37, according
processes ( 1) to return to. That is, in step S 37, CPU core 42, a driving signal of a frequency f 2 (300 Hz) with a constant pulse width W 1 It gives the eccentric motor 28 c.
As shown in FIG. 8, in step S 39, the range Z value is Z 2~Z 3 (Z 2 ≦ Z & lt; Z it is determined whether or not there in 3). If "NO" in the step S 39, that is, if within the range Z value is Z 2~Z 3, it attacks and vibration proc
time of attack Figure 5 when neither within any range of the table shown in (a) is, for example, by protection of the enemy character 72 attacks failure is determined that is to return it attacks and vibration handling (1). H
against the attack of the player character 70 may be displayed.
On the other hand, if "YES" in the step S 39, that is, within the range Z value is Z 2~Z 3, step S 41, gives a small damage to the enemy character 72. That, CPU core 42, according to the table shown in FIG. 5 (A), 100
small damage to the enemy character 72. In other words, a state in which the enemy character 72 is damaged, with production not more flashy than when subjected to medium damage to display the game screen 70.
step S 45, according to the table shown in FIG. 5 (A), giving a small vibration to the game apparatus 10, the attack and vibration processes ( 1) to return to. That is, in step S 45, CPU core 42, a driving signal of a frequenc
9 and FIG. 10 is a flow diagram illustrating attack and vibration handling (2). This attack and vibration process (2), since the attack and is almost the vibration process (1) the same, simply the same processes described
enemy character to determine the 72 actions. Here, the elapsed time (frame) is detected from the frame counter, according to the table shown in FIG. 5 (B), the action of the enemy character 72 before attacks, to determin
In step S 53 following the action of the enemy character 72 to determine whether post-challenge. That is, the elapsed time is within the range of the C-frame, second D frame; if it is (the C frame ≦ elapsed time & lt first D
action of the enemy character 72 is attacked determines that not, becomes "nO" in the step S 53, the process proceeds to step S 61. However, if the elapsed time is within the range of the C-frame, second D frame, the a
according to the table shown in FIG. 5 (B), the enemy character 72 It gives a large damage to. Next, in step S 57, to view the reaction when given great damage to the enemy character 72, at step S 59, FIG. according to
vibration process to return (2).
In the step S 61, the action of the enemy character 72 to determine whether during the attack. That is, the elapsed time is within the range of the B-frame, second C-frame; if it is a (second B frame ≦ elapsed time & lt firs
action of the enemy character 72 is attacked It determines that not, the process proceeds to step S 69 shown in FIG. 10. However, if the elapsed time is within the range of the B-frame, second C-frame, the action of the e
the middle damage to the enemy character 72. In the next step S 65, to display the notes of when given a medium damage to the enemy character 72, step S 67 in accordance with the table shown in FIG. 5 (B), giving a m
In step S 67 shown in FIG. 10, the action of the enemy character 72 to determine whether pre-challenge. That is, the elapsed time is within the range of the A-frame, second B-frame; if it is (the A frame ≦ elapsed time &
the action of the enemy character 72 prior to challenge it is determined not to be, to return attack and vibration handling (2). However, if it is within the scope screen update time of the A-frame, second B frame, the ac
shown in FIG. 5 (B), giving a small damage on the enemy character 72. In the next step S 73, to display the notes of when given the small damage to the enemy character 72, step S 75 in accordance with the table s
handling (2).
According to this embodiment, the change of the type of vibration in accordance with the state in the display mode and the character of the game character thereby so, in addition to the output of the display and game
possible to tell the state of the game to the player. Thus, the player can obtain a new operation feeling with reality.
In the above embodiment, according to the arrangement position of the character (Z value) and the character of the action state, damage size and was so as to change the vibration of the strength of the (kind), but, depe
the enemy character according to whether the attack state, changing the size and type of vibration damage It can also be.
In the former case, for example, according to a table as shown in FIG. 11 (A), the damage to the enemy character size and game the intensity of vibration of the device 10 is determined. According to this table, CPU
strength of the size and vibration of damage depending on the of the current HP acquired (detected), the numerical value of the acquired HP to determine the of. However, instead of the HP, determine the size and streng
Or, the size of the damage depending HP, in any combination of two or more of the MP and LV for the enemy character and it may be used a table for determining the intensity of the vibration. Thus, HP, MP, the size an
can be.
Also, a detailed description is omitted, and stores the mental state as an attribute of the enemy character 72, and the progress of the game depending updated, depending on the mental state, giving the magnitude and th
For example, the mental state of the enemy character 72, when changing between normal state or excited state, to no player player character if There mental state is the normal state of the enemy character 72 at the tim
the game apparatus 10 gives the character 72, on the contrary, of the enemy character 72 if the mental state is excited state, the strength of the vibration to be applied to the damage and the game apparatus 10 give to th
In the latter case, for example, according to a table as shown in FIG. 11 (B), the magnitude of damage given to the enemy character 72 and the strength of the vibration of the game apparatus 10 is determined. Accord
enemy character 72 whether the attack state, further, when not an attack state, or normal state or defensive state, the elapsed time (frame) determining the magnitude and intensity of vibration damage in accordance with
However, as described above, when the animation of the enemy character 72 is changed between an attack state, the normal state and the defensive state, It stores the flag corresponding to each by reference to those fla
Further, in the above embodiment, two screens has been described game device provided with a (LCD 12 and 14), a touch panel if provided, the present invention can be applied to one screen game device.
Furthermore, in the above embodiment, the eccentric motor to the game cartridge but as a built-in (oscillator), the housing 16 it may be incorporated in any position. However, vibrations indirectly via the stick, or, for only
14 and the touch panel 22) may be vibrations. In such a case, it is possible to adopt a configuration disclosed in Japanese Patent Laid-Open No. 11-85400 as shown in the prior art. Specifically, in a state that is applying
Thus, it can also be provided a vibrator inside the game apparatus 10.
Furthermore, in the above embodiment has been described game battle against an enemy character only, it is limited to You need not be. For example, the position is changed in accordance with time series character im
like number decreases with distance from the predetermined position it is possible to apply. In this case, the closer to the predetermined position, since a high score, in response thereto, the intensity of vibration was larg
of vibration It should be so.
Also, since in the above embodiment, which was provided an eccentric motor as oscillators, the frequency of the drive signal (PWM signal) and by changing at least one of the pulse width has been to vary the intensity of
peak value (amplitude) by, it is possible to change the intensity of the vibration.
Furthermore, in the above-described embodiment, according to the state of the enemy character in the display mode and game of the enemy character, the damage size and was to vary the intensity of the vibration, the
the size or intensity of vibration damage.
Figure 1 is an illustrative view showing one example of a game apparatus of the present invention. Figure 2 is a block diagram showing an electrical configuration of the game apparatus shown in FIG. Figure 3 is a display
the enemy character is an illustrative view showing the intensity of the vibration corresponding to the. Figure 4 is a display example of LCD provided in the game apparatus shown in FIG. 1, the state and the state related t
the. Figure 5 is the size and strength of the vibration of the damage according to the parameters of the display mode and the enemy character of the enemy character is an illustrative view showing an example of a table i
a flowchart showing a part of the attack and vibration processing by the CPU core shown in FIG. 2 (1). Figure 8 is a flow diagram illustrating a process following the attack and vibration process (1) shown in FIG. Figure 9
10 is a flow diagram illustrating a process following the attack and vibration process (2) shown in FIG. FIG. 11 shows the magnitude of the damage, depending on whether or not the HP and the enemy character of from p
DESCRIPTION OF SYMBOLS
10 ... game device
12, 14 ... LCD
16, 16 a, 16 b ... housing
20 ... operating switch
22 ... touch panel
24 ... stick
28 ... memory card
28 a ... ROM
28 b, 48 ... RAM
28 c ... eccentric motor
40 ... electronic circuit board
42 CPU core
50, 52 ... GPU
54 ... I / F circuit
56, 58 ... VRAM
60 ... LCD controller

S-ar putea să vă placă și