Popular electronic video games include hidden object games. These hidden object games display objects hidden in a pictorial background in a game window. A list containing hidden objects is simultaneously displayed in a textual or list window. The objective of the game is for the game player to select the hidden objects in the game window until all the objects on the list are found.
When the hidden objects game is played on a portable device, the portable device's screen is small and difficult to view. Consequently when the hidden objects are displayed, they may be difficult to view and thus impact the game player's enjoyment. Further when the list is simultaneously displayed with the objects, the objects must be significantly reduced in size. Finally, it is desirable to display the entire scene while the game player searches for the objects. Displaying the entire scene plus a list of hidden objects and the objects themselves requires that the objects be shrunk, thus making game play on the mobile device unwieldy.
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Illustrated in
In block 212, a determination is made whether all the objects have been removed from list 108. If not, the game player selects more objects from the list in block 208. If all objects have been removed, in block 214, a determination is made whether there is a new list/graphics window in which the game player can select new objects. If there are new list/graphics windows, a new game window 102 and list window 104 are displayed and blocks 204-212 are repeated. If there are not any additional list and game windows, the game ends in block 216.
A method computer-implemented method for playing a video game with a video playing device that includes a top screen and a bottom screen is disclosed. In the method, a background graphic design and partially hidden objects embedded in the background graphic scene on both the top screen and the bottom screen are displayed. The bottom screen displays a zoomed cropped view of the top screen. On the top screen, items corresponding to the partially hidden objects are displayed in a textual list. The game player, using an input device, changes the bottom screen display to another zoomed cropped view of the top screen. The game player selects the partially hidden objects in the bottom screen. Finally an indication is provided as each of the partially hidden objects is selected.
The detailed description is described with reference to the accompanying figures. In the figures, the left-most digit(s) of a reference number identifies the figure in which the reference number first appears. The use of the same reference number in different figures indicates similar or identical items.
a, 3b, 4a, 4b, 5a, 5b, 6a, 6b, 6c, 7a, and 7b are a depiction of screen shots illustrating various embodiments in playing the dual screen hidden object video game.
a-9c depict flowcharts for implementing the hidden object video game in accordance with the disclosed embodiment.
The following document describes method(s) or software capable of instantiating a computer video game. The hidden object video game may be executed on any electronic device such as a computer, PDA, computer laptop or gaming device preferably having at least two screens. Various examples of the video game are described below with reference to
The construction of the video game and an environment in which this video game may be enabled by techniques is set forth first below. This is followed by others sections describing various inventive techniques and illustrative embodiments of other aspects of the video game.
Illustrated in
Displayed on the top screen 302 and bottom screen 304 are background graphic designs 308 and 310 respectively. Background graphic design 308 displays a scene in the video game. Embedded in graphic design 308 are partially hidden objects 312(a-n). The bottom screen 304 displays a zoomed cropped view of the top screen 302 that a game player may encounter when playing the dual screen hidden object game. This view of the bottom screen 304 is highlighted on the top screen 302 using brackets 314 to indicate the boundaries of the bottom screen 304 display.
Disposed on bottom screen 304 are icons of special objects 320 that can be activated by being selected by a game player. Examples of such special objects include a flashlight, a hand freeze frame indication or a magnifying glass. Selecting these special objects 320 changes a portion of the bottom screen's color, luminosity, or brightness.
Also disposed on bottom screen 304 is text list selector button 318. When button 318 is selected, a textual list of the hidden objects 312a-d is displayed or removed from the top screen 302. Button 318 may be selected using input device 306a or by the game player touching the button 318 on the bottom screen 304 with a stylus. Further details of the use of the textual list are explained in
The view of bottom screen 304 is changed by the game player dragging an input device (not shown), such as a stylus, across the surface of the bottom screen 304. Referring to
Illustrated in
In one implementation, the width of the screen 408 is set to be as wide as the width of longest word on the textual list 406 of objects. Upon selection of button 418 by the game player, a special screen 408 appears, and as a result the width of the graphic image on top screen 402 is shrunk proportionally to the increase of special screen 408. If button 418 is selected again, special screen 408 is removed and the width of the graphic image on top screen 402 expands to fill the entire top screen 402.
During play of the game, the game player selects one of special objects 420 and then touches the bottom screen 404 with a stylus or depresses input device 405 to move the view of bottom screen 404. For example, the game player touches with the stylus one of the objects that appears on the bottom screen 404, e.g. tooth 422. Referring to
Illustrated in
In another implementation as illustrated in
Referring to
Referring to
In a further implementation as illustrated in
The computer environment 800 illustrated in
The computer environment 800 includes a general-purpose computing device in the form of a computer game playing device 802 (device 300 in
The memory 804 can comprise a variety of computer readable media. Such media may be any available media that is accessible by the playing device 802 and includes both volatile and non-volatile media, and removable and non-removable media. The process for creating and playing the video game can be stored as instructions sets on the computer readable media.
The system memory 804 may include the computer readable media in the form of non-volatile memory such as read only memory (ROM) and/or volatile memory such as random access memory (RAM).
The computer playing device 802 may also include other removable/non-removable, volatile/non-volatile computer storage media. By way of example, memory 804 may include a hard disk drive (not shown) for reading from and writing to a non-removable, non-volatile magnetic media (not shown), and an optical disk drive, for reading from and/or writing to a removable, non-volatile optical disk such as a CD-ROM, DVD-ROM, or other optical media. The hard disk drive and optical disk drive may each be directly or indirectly connected to the system bus.
The disk drives and their associated computer-readable media provide non-volatile storage of computer readable instructions, program modules, and other data for the computer playing device 802. Although the example depicts a hard disk within the hard disk drive, it is to be appreciated that other types of the computer readable media which can maintain for accessing data that is accessible by a computer, such as non-volatile optical disk drives, floppy drives, magnetic cassettes or other magnetic storage devices, flash memory cards, CD-ROM, digital versatile disks (DVD) or other optical storage, random access memories (RAM), read only memories (ROM), electrically erasable programmable read-only memory (EEPROM), and the like, can also be utilized to implement the exemplary computer environment 800.
Memory 804 may be a magnetic disk non-volatile optical disk, ROM and/or RAM. Stored in memory 804, including by way of example, may be an operating system (OS) 806, one or more video game applications 808, database 810 and network interface 812.
A game player can enter commands and information into the computer playing device 802 via input devices 816 such as a microphone, cursor controller keyboard and/or a pointing device (e.g., a “mouse”) which send a signal to the processing unit 803 in response to commands from the game player. Other input devices (not shown specifically) may include a joystick, game pad, satellite dish, serial port, scanner, and/or the like. These and other input devices are connected to the processing unit 803 via input/output interfaces (not shown) that are coupled to the system bus of computing device 802, but may be connected by other interface and bus structures, such as a parallel port, game port, or a universal serial bus (USB).
An LCD monitor, flat panel displays, touch screen displays, or other type of computer displays 814a and 814b can also be connected to the system bus via a video interface (not shown), such as a video adapter. In one implementation, display 814a is the top screen of the playing device 802, and display 814b is the bottom screen. In addition to the computer displays 814a and 814b, other output peripheral devices can include components such as speakers (not shown) which can be connected to the computer playing device 802.
The computer playing device 802 can operate in a networked environment using logical connections to one or more remote computers, such as a remote computer device through network adapter 818. By way of example, the remote computer device can be a personal computer, portable computer, a server, a router, a network computer, a peer device or other common network node, game console, and the like. The remote computer device can be a server that can include many or all of the elements and features described herein relative to the computer playing device 802.
Logical connections between the computer playing device 802 and the remote computer device (e.g. a service provider) are depicted as an Internet (or Intranet) which may include a local area network (LAN) and/or a general wide area network (WAN). Video game application 808 may be initially stored on the server and be downloaded from the internet onto memory 804 in computer playing device 802. Computer playing device 802 may communicate to the remote computer device using any communications media via network adapter 818 using network interface 812.
Various modules and techniques may be described herein in the general context of the computer-executable instructions, such as program modules, executed by one or more computers or other devices. Generally, program modules include routines, programs, control objects, components, control node data structures, etc. that perform particular tasks or implement particular abstract data types. Often, the functionality of the program modules may be combined or distributed as desired in various embodiments.
Operating system 806 manages the interaction between the various applications, modules and tools in memory 804 and devices 814-818. Operating system 808 may a window operating system built into the device 802 from Nintendo Inc. of Redmond, Wash. or may include a middleware interfaces. Game application 808 may communicate with the operating system directly or via the middleware interface. The place in the game of the game player may be stored in database 810.
An implementation of the aforementioned computer video game may be stored on some form of the computer readable media (such as optical disk) or transmitted from the computer media via a communications media to a game player computer. Computer readable media can be any available media that can be accessed by a computer. By way of example, and not limitation, computer readable media may comprise “computer storage media” and “communications media.”
“Computer storage media” includes volatile and non-volatile, removable and non-removable media implemented in any process or technology for storage of information such as computer readable instructions, control node data structures, program modules, or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by a computer playing device.
Various modules and techniques may be described herein in the general context of the computer-executable instructions, such as program modules, executed by one or more computers or other devices. Generally, program modules include routines, programs, control objects, components, control node data structures, etc. that perform particular tasks or implement particular abstract data types. Often, the functionality of the program modules may be combined or distributed as desired in various embodiments.
The exemplary processes, shown in
In the context of software, the blocks represent computer-executable instructions that, when executed by one or more processors, perform the recited operations. Generally, computer-executable instructions include routines, programs, objects, components, data structures, and the like that perform particular functions or implement particular abstract data types. The order in which the operations are described is not intended to be construed as a limitation, and any number of the described blocks can be combined in any order and/or in parallel to implement the process. For discussion purposes, the processes are described with reference to system 800 of
Referring to
In block 908 a determination is made as to whether an input has been received from the game player using one of the input devices 816 or touch screen 814b. If no input is received form the game player (“no” to block 908), a determination continues to be made in block 908. Once an input is received (“Yes to block 910”), a determination is made as to the type of input in block 910. If the determination is made that there was an alternate input selection (“Alternative Input” to block 910), such as a microphone, the process proceeds to determine if there was a special object selected in block 920 of
In block 912, a determination is made whether the selected object was on the textual list. If it was not (“no” to block 912), then the process repeats starting by displaying the item list button on the bottom screen in block 904. If the object was listed on the textual list (“yes” to block 912), then in block 914, the selected object is animated and/or removed from the top and the bottom screen displays. The selected object is removed from the textual list of items on the top screen in block 916, and the process repeats starting at block 902.
Referring to
Referring to
If in block 926, it was determined that there was no selection of the hand special object (“no” to block 926), in block 936 a determination is made whether a light special symbol or object was selected (e.g. a flashlight). If it was (“yes” to block 936), the top and bottom screen displays are modified to change color, or luminosity or to simulate shining a flashlight into a dark room. The process then repeats form block 902.
If the light special object was not indicated (“no” to block 936), then a determination is made in block 938 whether a magnifying glass special object was selected. If it was not (“no” to block 938), the process then repeats from block 902. If the magnifying glass special symbol was selected (“yes” to block 938), then the objects are displayed on both top and bottom screens in block 932. In block 944, a determination is then made whether the game player has attempted to drag the stylus across the surface of the bottom screen, or depressed the input device 405 (
Above is described an apparatus and method for playing a dual screen hidden objects computer implemented video game. These and other techniques described herein may provide significant improvements over the current state of the art, to enable game play of the hidden objects game on a portable device. Although the system and method has been described in language specific to structural features and/or methodological acts, it is to be understood that the system and method defined in the appended claims is not necessarily limited to the specific features or acts described. Rather, the specific features and acts are disclosed as illustrative forms of implementing the claimed system and method.