WO2010071070A1 - Game device, game processing method, information recording medium, and program - Google Patents

Game device, game processing method, information recording medium, and program Download PDF

Info

Publication number
WO2010071070A1
WO2010071070A1 PCT/JP2009/070666 JP2009070666W WO2010071070A1 WO 2010071070 A1 WO2010071070 A1 WO 2010071070A1 JP 2009070666 W JP2009070666 W JP 2009070666W WO 2010071070 A1 WO2010071070 A1 WO 2010071070A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
state
storage unit
history
predetermined period
Prior art date
Application number
PCT/JP2009/070666
Other languages
French (fr)
Japanese (ja)
Inventor
将史 竹廣
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to CN2009801504008A priority Critical patent/CN102245272B/en
Priority to US13/139,939 priority patent/US20110300948A1/en
Priority to KR1020117015609A priority patent/KR101213233B1/en
Publication of WO2010071070A1 publication Critical patent/WO2010071070A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the connection of the game before and after the game is interrupted.
  • the present invention solves such a problem, and a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp a game connection before and after the game is interrupted.
  • the purpose is to provide.
  • a game device is a game device capable of interrupting and resuming the progress of a game, comprising a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
  • the state storage unit stores the current state of the game.
  • the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
  • the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
  • the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
  • the restart control unit resumes the game from a predetermined period before the game is interrupted.
  • the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
  • the player can interrupt the game at an arbitrary timing after the start of the game in addition to the command input, and can restart the game at an arbitrary timing after the interruption.
  • the player can input that the game is to be interrupted or started.
  • the game device may interrupt the game when there is no operation input for a predetermined time or more without depending on the input from the player.
  • predetermined game parameters are defined internally in the game, and the game device changes the game parameters in accordance with the player's operation input and advances the game.
  • the game parameter includes, for example, the score acquired by the player, the experience value and physical strength value of the game character, the time set in the game (in-game time), and the like.
  • the game device stores a current game parameter and a game parameter history. These game parameters or history are updated as needed.
  • the predetermined period is defined by a fixed value such as 5 seconds or 10 seconds. Alternatively, it may be a variable value that is obtained as a good timing in the game, such as from the latest timing to the present among the timings at which play is stopped due to the ball breaking the side in the soccer game. Note that the content of the game is not limited by the present invention.
  • the player can input a new command even within the predetermined period.
  • the play history after the game resumes not only the play history after the game resumes but also the play history before the game is interrupted.
  • a predetermined period elapses after the game restarts, in other words, when the in-game time after the restart reaches the in-game time again, the game parameter history before the interruption and the game parameter history after the restart are evaluated. Is done. As a result of the evaluation, either one becomes the game result of the player. For example, of the previous play history and the current play history, the one with the best score is the final play content.
  • data such as the score value acquired in the player's game, the remaining time of the game, the elapsed time of the game, the ranking in the race game, the hit rate and the number of hits in the shooting game, etc. are used as the evaluation criteria.
  • data obtained by appropriately processing these data using an arbitrary function can be used.
  • the determination of whether the grade is excellent is a relative determination with respect to the evaluation standard.
  • “acquisition score is high” is used as an evaluation criterion
  • the previous (before interruption) acquisition score is higher than the current (after restart) acquisition score within a predetermined period
  • the game is continued based on the previous score.
  • the game parameter history is rewritten (returned) to the previous game parameter history. For example, when the previous acquisition score is smaller than the current acquisition score, the current acquisition score with good results is adopted, and the game is continued based on the current acquisition score.
  • the evaluation score is “low acquisition score”
  • the previous (before interruption) acquisition score is less than the current (after restart) acquisition score within a given period
  • the previous acquisition with poor results The score is adopted, and the game is continued based on the previous acquired score.
  • the game parameter history is rewritten (returned) to the previous game parameter history. For example, if the previous acquisition score is higher than the current acquisition score, the current acquisition score with poor results is adopted, and the game is continued based on the current acquisition score.
  • the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
  • the game device may further include a display unit that displays a state image based on the state of the game stored in the state storage unit.
  • the state image is a game image generated using the current game parameters, and is a real-time image.
  • a monitor connected to the game device (or provided in the game device) displays a game image that changes in accordance with an operation instruction input from the player. The player can grasp the instruction contents input by the player, information on how the game state has changed according to the instruction contents, information on the player's own results, and the like.
  • the display unit acquires the game state history included in the predetermined period from the game state history stored in the history storage unit, and the acquired A history image based on the game state included in the game state history may be further displayed in order.
  • a history image is a game image generated using a history of game parameters, and is an image that reproduces a past play.
  • a game image before the game interruption is displayed on the monitor. That is, the player can compare his own play before the interruption with his own play after the restart. For example, in a music game in which a musical instrument is played in accordance with the displayed notes, the progress can be grasped by comparing the previous performance with the current performance.
  • the display unit may display the state image with higher emphasis than the history image.
  • the current game image after the restart is displayed relatively larger than the past game image before the interruption.
  • the current game image after resumption is displayed on the full screen, and the past game image before the interruption is displayed in a small window. Therefore, the player can check his / her past play while not disturbing the play after the restart.
  • the state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction. Then, the predetermined determination criterion may be determined using the numerical parameter when the predetermined period has elapsed since the resumption of the game and the numerical parameter when the game is interrupted.
  • the numerical parameter is, for example, a score acquired by the player.
  • the score at the in-game time when the game was interrupted is compared with the score when the game is restarted and reaches the same in-game time again. Then, the history of game parameters corresponding to the score of whichever is better is used for the player's score determination.
  • the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Then, at the end of the predetermined period (practice period), the game can be continued following the one with good results. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game. Note that the history of game parameters corresponding to the score of whichever is inferior may be used for determining the player's score.
  • the state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
  • the predetermined criterion is determined by using the numerical parameter history from the resumption of the game until the predetermined period elapses, and the numerical parameter history for the predetermined period from the interruption of the game. Also good.
  • a history of game parameters within a predetermined period past the in-game time at which the game was interrupted, and a history of game parameters from when the game is resumed until the same in-game time is reached again.
  • a history obtained by combining history portions having excellent results is used for determining the player's results. That is, only a good place when played twice is picked up and used for the player's judgment. Even when the game is interrupted, the player can get used to shoulders for a while to regain the game sensation, and can easily grasp the connection of the game and easily enter the game. It is also possible to pick up only the bad part when playing twice and use it for the player's score determination.
  • a game processing method includes a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit, and a game device capable of interrupting and restarting the progress of the game.
  • the game processing method is executed and includes an operation reception step, an update step, and a restart control step.
  • the state storage unit stores the current state of the game.
  • the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
  • the operation accepting step the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
  • the update unit updates the state of the game stored in the state storage unit based on the accepted operation instruction.
  • the restart control unit when the restart control unit restarts after interrupting the game, the game is restarted from a predetermined period before the game is interrupted. Further, in the restart control step, when the predetermined period has elapsed since the game was restarted, the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the restart control unit updates the game state stored in the state storage unit with the game state based on the operation instruction received within the predetermined period. .
  • the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
  • An information recording medium is a program that causes a computer capable of interrupting and restarting a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit
  • the state storage unit stores the current state of the game.
  • the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
  • the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
  • the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
  • the restart control unit resumes the game from a predetermined period before the game is interrupted.
  • the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
  • the computer can function as a game device that operates as described above.
  • a program causes a computer capable of interrupting and resuming the progress of a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
  • the state storage unit stores the current state of the game.
  • the history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
  • the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
  • the update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
  • the restart control unit resumes the game from a predetermined period before the game is interrupted.
  • the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
  • the computer can function as a game device that operates as described above.
  • the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information storage medium can be distributed and sold independently from the computer.
  • the present invention it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the connection of the game before and after the game is interrupted.
  • FIG. 1 It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement
  • FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program.
  • a description will be given with reference to FIG. 1
  • the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • controller 105 an external memory
  • DVD-ROM A Digital Versatile Disk-Read Only Memory is provided
  • an image processing unit 108 an audio processing unit 109
  • NIC Network Interface Card
  • a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the game apparatus of the present embodiment.
  • the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
  • the CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
  • Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
  • the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
  • the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
  • the CPU 101 provides a variable area in the RAM 103, performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the operation results to memory.
  • the controller 105 connected via the interface 104 receives an operation input performed by the player when executing a game such as a dance game or a soccer game.
  • a plurality of controllers 105 may be connected to the interface 104.
  • the external memory 106 detachably connected via the interface 104 stores data indicating game play status (past results, etc.), data indicating game progress, and log of game chat communication using the network ( Data) is stored in a rewritable manner. The player can appropriately record these data in the external memory 106 by performing an operation input via the controller 105.
  • a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
  • the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
  • the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
  • the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
  • polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
  • the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there.
  • the state of the game can be displayed on the screen.
  • the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
  • the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data.
  • the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
  • the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • a computer communication network such as the Internet
  • LAN Local Area Network
  • 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
  • ISDN Integrated Services Digital Network
  • ADSL Asymmetric Digital Subscriber Line
  • cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
  • the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
  • FIG. 2 is a diagram showing a functional configuration of the game apparatus 200.
  • the game device 200 includes a state storage unit 201, a history storage unit 202, an operation reception unit 203, an update unit 204, a display unit 205, and a restart control unit 206.
  • FIG. 3 is a schematic diagram of the controller 105 used by being connected to the game apparatus 200 of the present embodiment.
  • the controller 105 is a mat type controller installed on the floor or the like.
  • a left button 301, a lower button 302, an upper button 303, a right button 304, and the like are arranged.
  • an instruction is input to the controller 105 when the player steps on the foot.
  • the player can also input instructions by pressing each button with his hand.
  • FIG. 4 is a configuration example of a game screen 400 performed in the game device 200 of the present embodiment.
  • stationary marks 401 to 404 drawn fixedly at predetermined positions in the screen 400, stepping position instruction marks 410 (410A, 410B, 410C, 410D in this figure) whose drawing position moves with time. 4), a score 420 obtained by the player in the game, a gauge 430 representing the game result of the player, other background images, and the like are displayed.
  • the step position indication mark 410 is scrolled and displayed in accordance with the music to be played.
  • the step position instruction mark 410 has one of the up, down, left, and right arrows corresponding to the buttons 301 to 304.
  • the stationary marks 401 to 404 are marks indicating the timing (hereinafter also referred to as “task time”) at which the player should press the buttons 301 to 304, respectively.
  • task time the timing at which the player should press the buttons 301 to 304, respectively.
  • the step position indication mark 410 moves in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn.
  • the stepping position instruction mark 410 moves to the same position as the stationary marks 401 to 404, when the player presses any of the buttons 301 to 304 corresponding to the direction of the arrow drawn on the stationary marks 401 to 404, the player's A predetermined score is added to the score 420, or the value (dance meter) indicated by the gauge 430 is increased.
  • the CPU 101 increases the value indicated by the gauge 430 or increases the value indicated by the score 420, and the game results are excellent. And evaluate. Further, the CPU 101 evaluates that the game results are better as the time when the task is achieved is closer to the task time.
  • step position instruction mark 410 has moved to a position overlapping any of the stationary marks 401 to 404, a button (any one of the buttons 301 to 304) corresponding to the arrow indicated by the moved step position instruction mark 410 has been moved.
  • a button any one of the buttons 301 to 304 corresponding to the arrow indicated by the moved step position instruction mark 410 has been moved.
  • the CPU 101 can interrupt (pause) the progress of the game or resume it after the interruption according to an instruction from the player.
  • the player can interrupt or resume the game at an arbitrary timing by pressing a predetermined pause button.
  • interrupt instruction an instruction to interrupt the game
  • resume instruction an instruction to resume the interrupted game
  • the CPU 101 may suspend or resume the game depending on whether or not a predetermined condition is satisfied regardless of whether or not there is a suspension instruction or a restart instruction from the player. For example, the CPU 101 may interrupt the game when there is no input from the player for a predetermined time or longer in the controller 105. Further, for example, the CPU 101 may resume the game when receiving a restart instruction from the player or when a predetermined pause time has elapsed since the game was interrupted.
  • the state storage unit 201 stores the current game state of the game played on the game device 200.
  • the CPU 101 and the RAM 103 work together to function as the state storage unit 201.
  • the game state is, for example, a game parameter indicating a value 420 (score) scored by a player, a gauge 430 value (dance meter), an elapsed time in the game (in-game time), an actual elapsed time, and the like. That is.
  • the CPU 101 updates various game parameter values set in advance for the game in accordance with the progress of the game, and stores them in a predetermined memory area of the RAM 103.
  • the history storage unit 202 stores a game state history stored in the state storage unit 201 while the game is not interrupted.
  • the CPU 101 and the RAM 103 cooperate to function as the history storage unit 202.
  • the CPU 101 stores the past game state in the RAM 103 as a history.
  • the CPU 101 stores a history of game states in a past period (for example, “from 5 seconds ago to the present”) in actual time.
  • the CPU 101 may store a history of game states in the past period in the in-game time (for example, “from the start of the first period to the present” in the ice hockey game).
  • the CPU 101 defines an array variable that can store a history of game parameters for a predetermined game time and stores it in the RAM 103 so that the history of game parameters from the current game time to the present is stored.
  • each value of the array variable is periodically updated.
  • the update timing is typically a timing at which a vertical synchronization interrupt (VSYNC) occurs.
  • the operation reception unit 203 receives an operation instruction from the player while the game is not interrupted.
  • the operation instruction is an instruction other than the interruption instruction and the restart instruction, such as an instruction to input a game command performed on the game device 200.
  • the CPU 101 and the controller 105 cooperate to function as the operation reception unit 203.
  • the command is defined in advance by pattern data composed of a data string indicating one or more operations to be input by the player.
  • the command is represented by pattern data such as “left once” in the controller 105 including the buttons 301 to 304.
  • a game event associated with the pattern data in advance for example, a sound associated with the button 301 is reproduced
  • the CPU 101 receives an operation instruction and an interruption instruction when the game is in progress (when not interrupted). Further, when the game is not in progress (when it is interrupted), the CPU 101 accepts a restart instruction.
  • the update unit 204 updates the current game state stored in the state storage unit 201 based on the operation instruction received from the player.
  • the CPU 101 and the RAM 103 work together to function as the update unit 204.
  • the CPU 101 changes each value of the game parameter according to the input command, stores the changed game parameter in the RAM 103, and advances the game.
  • the display unit 205 generates a state image 251 based on the game state stored in the state storage unit 201 and displays it on the monitor. Further, when the game is resumed after the game is interrupted, the display unit 205 acquires a game state history included in the latest predetermined period from the game state history stored in the history storage unit 202, and A history image 252 based on the game state included in the acquired game state history can be generated and displayed on the monitor in order.
  • the CPU 101, the RAM 103, and the image processing unit 108 cooperate to function as the display unit 205.
  • the state image 251 is a game image generated by the CPU 101 or the like based on the current game parameter, that is, the game parameter stored in the state storage unit 201.
  • the state image 251 is a real-time image that changes according to an operation instruction input from the player.
  • the history image 252 is a game image generated by the CPU 101 or the like based on past game parameters, that is, the history of game parameters stored in the history storage unit 202.
  • the history image 252 is a replay image that is reproduced using a history of operation instructions input from the player in the past.
  • the CPU 101 controls the image processing unit 108 to generate the state image 251 and / or the history image 252 for each VSYNC. Then, the CPU 101 displays the status image 251 and / or the history image 252 on the monitor. The CPU 101 may generate and display both the state image 251 and the history image 252 or may generate and display either one of them.
  • the restart control unit 206 resumes the game from a predetermined period before the game is interrupted. That is, when the player inputs an interruption instruction and the game is interrupted, and then the player inputs a restart instruction, the game is restarted from a predetermined period before the interrupted in-game time. After the game is interrupted, the game is resumed slightly before the interrupted scene. When the game is resumed after being interrupted, the player can play twice for the predetermined period.
  • the restart control unit 206 stores, in the state storage unit 201, a game state based on an operation instruction received within a predetermined period based on a predetermined evaluation criterion. Evaluate whether it is better than the game state.
  • the game state is excellent means that it is excellent with respect to a predetermined evaluation standard. For example, if “the player has a high score value” is used as an evaluation criterion, the higher the score value, the better the grade. For example, if “the player's score value is small” is used as an evaluation criterion, the smaller the score value, the better the grade.
  • the restart control unit 206 determines that the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit 201, the game state stored in the state storage unit 201 Are updated in a game state based on an operation instruction received within a predetermined period.
  • the game score is an evaluation value derived by a predetermined calculation formula using game parameters. Typically, this evaluation value is a value indicated by the score 420 or a value of the gauge 430 that can increase or decrease as the game progresses. Then, the final game result of the player is determined according to the comparison result as in the following case.
  • the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, or If it is the same:
  • the CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart.
  • the CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
  • the player's game result is the operation instruction with the best result when a predetermined period has elapsed since the game was restarted, between the operation instruction input last time and the operation instruction input this time.
  • FIG. 5A is a diagram illustrating a time change of a game parameter (for example, a value of a gauge 430 (dance meter)) by an operation input before interruption and a time change of a game parameter by an operation input after resumption.
  • a game parameter for example, a value of a gauge 430 (dance meter)
  • the CPU 101 restarts the game from the in-game time T2 that is a predetermined period TP before the in-game time T1.
  • the curve 510 represents the change of the dance meter due to the operation input after the restart
  • the curve 520 represents the change of the dance meter due to the operation input before the interruption.
  • the CPU 101 compares the dance meter value VB by the operation input before the interruption with the dance meter value VA by the operation input after the restart at the in-game time T1 when the game is interrupted.
  • the CPU 101 adopts the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. .
  • the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (second) operation input after resumption with excellent results.
  • the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
  • the CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the CPU 101 employs the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. As a result, the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (first) operation input before the interruption with excellent score. Then, the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
  • the CPU 101 can also evaluate that the smaller the value indicated by the dance meter, the better the performance. That is, the CPU 101 may determine the final game result of the player as in the case 1 'and case 2' shown below instead of the case 1 and case 2 described above.
  • the game score based on the operation instruction newly input after the restart is better than the game score based on the operation instruction previously input before the interruption :
  • the CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart.
  • the CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
  • the curve 510 represents the change of the dance meter due to the operation input after the restart
  • the curve 520 represents the change of the dance meter due to the operation input before the interruption.
  • the CPU 101 compares the dance meter value VB by the operation input before the interruption at the in-game time T1 when the game is interrupted with the dance meter value VA by the operation input after the restart. Since “VA (after resumption)> VB (before resumption)”, the player's game result is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
  • the curve 510 represents a change in the dance meter due to the operation input before the interruption
  • the curve 520 represents the change in the dance meter due to the operation input after the restart.
  • the CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the game result of the player is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
  • the game result based on the operation instruction newly input after the resumption of the game after the predetermined period has elapsed is the game result based on the operation instruction input in the past before the interruption. If the same, the CPU 101 may adopt either game result.
  • 6 and 7 are flowcharts showing the game processing of this embodiment.
  • 8, 9, 10, 11 ⁇ / b> A, and 11 ⁇ / b> B are diagrams for explaining the history of game parameters stored in the history storage unit 202.
  • the CPU 101 starts a game, accepts an operation instruction from the player, advances the game, and stores the current game parameters in the RAM 103 (step S601).
  • the current game parameter is stored in the state storage unit 201.
  • the CPU 101 stores the game parameter history in the RAM 103 (step S602).
  • the history of game parameters is stored in the history storage unit 202.
  • the CPU 101 acquires game parameters at predetermined time intervals, and stores at least the latest N times (N is an integer of 1 or more) of the acquired game parameters as a history in the RAM 103.
  • FIG. 8 is a diagram illustrating a state in which the game parameters acquired from the start of the game are stored in the history storage unit 202 in the order of acquisition (time order).
  • the value of the game parameter at in-game time T1 is VA.
  • the CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
  • the CPU 101 determines whether or not a game interruption instruction has been input (step S603).
  • step S603 When it is determined that no interruption instruction has been input (step S603; NO), the CPU 101 repeats the processing of steps S601 to S603. That is, the game continues without interruption. By repeating the processing, each of the generated state images 251 is connected and displayed, and looks like a moving image.
  • the buffer memory 900 is a memory area prepared in a predetermined area of the RAM 103.
  • the CPU 101 when there is an interruption instruction at the in-game time T1 shown in FIG. 8, the CPU 101, as shown in FIG. 9, is the latest M pieces (M is an integer from 1 to N) belonging to a predetermined period.
  • the histories V (N ⁇ M + 1) to V (N) are copied to the buffer memory 900.
  • the CPU 101 controls the image processing unit 108 to display the last generated state image 251 and a message indicating that it has been interrupted (pause) on the monitor.
  • the CPU 101 determines whether or not a game restart instruction has been input (step S605).
  • step S605 When it is determined that the restart instruction has not been input (step S605; NO), the CPU 101 waits until the restart instruction is input.
  • step S605 When it is determined that a restart instruction has been input (step S605; YES), the CPU 101 restarts the game from the in-game time T2 that is a predetermined period before the in-game time T1 at which the game was interrupted (step S606).
  • the CPU 101 After restarting the game, the CPU 101 accepts an operation instruction from the player and advances the game, and stores the current game parameters in the RAM 103 (step S607).
  • the CPU 101 stores the game parameter history in the RAM 103 (step S608).
  • the CPU 101 overwrites the game parameter corresponding to the in-game time T2 after the restart on the history V (j) corresponding to the in-game time T2 before the interruption (j is an integer between NM + 1 and N). To do.
  • the CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
  • the CPU 101 generates and monitors a history image 252 based on the game parameters stored in the buffer memory 900 (that is, past game parameters before the game is interrupted) until the predetermined period elapses after the game is resumed. May be displayed.
  • the CPU 101 determines whether or not a predetermined period has elapsed since the game was restarted (step S609).
  • step S609 When it is determined that the predetermined period has not elapsed (step S609; NO), the CPU 101 advances the game until the predetermined period elapses. This is the second game progress.
  • FIG. 10 is a diagram illustrating a history of game parameters stored in the history storage unit 202 when the in-game time reaches T1 again after restarting the game.
  • the value of the game parameter at the game time T1 is VB.
  • the value of the game parameter by the first play (before interruption) is VA, and the value of the game parameter by the second play (after restart) is VB.
  • step S609 When it is determined that the predetermined period has elapsed, that is, the in-game time has reached T1 again (step S609; YES), the CPU 101 stores the history of game parameters temporarily saved in the buffer memory 900 and the in-game after restarting The game parameter history from time T2 to T1 is compared (step S610).
  • step S611 when it is determined that the game parameter after restart (second time) is superior to the game parameter before interruption (first time), in other words, when “VA ⁇ VB” (step S611; YES), the CPU 101 discards the history of game parameters temporarily saved in the buffer memory 900 (step S612).
  • the resumed game parameters are still stored in the history storage unit 202, the resumed game parameters are used for the player's game results.
  • step S611 if it is determined that the game parameter before the interruption (first time) is superior to the game parameter after the restart (second time), in other words, “VA> VB” (step S611; NO), the CPU 101 updates the history of game parameters in the history storage unit 202 with the history of game parameters temporarily saved in the buffer memory 900 (step S613).
  • the game parameters stored in the history storage unit 202 are returned to the game parameters before the interruption, so that the game parameters before the interruption are used for the game results of the player.
  • the CPU 101 continues the game.
  • the predetermined end condition of the game is satisfied, the CPU 101 ends the game and calculates the game result of the player using the game parameter history stored in the history storage unit 202.
  • the predetermined end condition is, for example, “a predetermined time limit has elapsed” or “the value of the gauge 430 is equal to or less than a predetermined value”.
  • the final game score of the player is determined by using the better one of the score in the predetermined period before the interruption and the score in the predetermined period after the restart. For example, even if a player suddenly receives a call while playing a game, pauses, and then resumes, it does not resume suddenly from where it was paused, but starts a little before the pause Therefore, it becomes easy to grasp the connection of the game before and after the interruption. According to this embodiment, the player can easily grasp the connection before and after the game is interrupted. Further, since the command can be reissued after returning for a predetermined period, it is possible to prevent the game feeling from becoming dull or forgetting the game content due to the interruption of the game.
  • the player always keeps a sense of tension and "up further"
  • the game device 200 can be adjusted and penalized so that the game becomes more tense and difficult. It also leads to improvements in player technology.
  • FIG. 12 shows an example of the screen 400 displayed in the above-described steps S601 to S603.
  • stationary marks 401 to 404, a score of 420, a gauge 430, stepping position instruction marks 1201 to 1203, and the like are displayed.
  • step position indication marks 1201, 1202, and 1203 correspond to the state image 251.
  • FIG. 13 shows an example of the screen 400 displayed in the above-described step S604.
  • the CPU 101 stops the movement of the step position indication marks 1201, 1202, and 1203, and displays a message (for example, “PAUSE”) and an image indicating that the game is interrupted.
  • a message for example, “PAUSE”
  • FIG. 14 shows an example of the screen 400 when the game is resumed in the above-described step S606.
  • the stepping position instruction marks 1401 and 1402 are stepping position instruction marks displayed at the in-game time when the interruption instruction is received. These are described for explaining the present invention, and it is desirable that they are not actually displayed in the screen 400.
  • the CPU 101 displays the positions of the step position indication marks 1201, 1202, and 1203 by returning a distance ⁇ L from the in-game time at which the interruption instruction is received to a position before a predetermined period of time.
  • the movement of 1201, 1202, 1203 is resumed.
  • the player resumes the game from the point where the distance ⁇ L has returned from when the game was interrupted.
  • the CPU 101 determines that the other task preceding the task corresponding to the step position indication marks 1201, 1202, and 1203 (hereinafter referred to as “previous task”) is within the distance range ⁇ L.
  • the step position indication mark 1403 corresponding to the preceding task is also displayed. There may be a plurality of prior tasks within the distance range ⁇ L, or they may not exist. The player will play again for the previous task existing within the distance range ⁇ L.
  • step position indication marks 1201, 1202, and 1403 correspond to the state image 251.
  • FIG. 15 shows an example of a screen 400 displayed in the above-described steps S606 to S609.
  • This figure shows that the left button 301 corresponding to the step position instruction mark 1403 indicating the preceding task is at the task time associated with the preceding task displayed again (at the timing when the stationary mark 401 and the step position instruction mark 1403 overlap). It is the screen 400 when pressed by the player.
  • the CPU 101 obtains the player's score for the step position indication mark 1403 and displays the result (for example, “GREAT”).
  • the CPU 101 also displays a history image 252 based on the game parameter history before the interruption.
  • the history image 252 corresponds to the image 1501.
  • the player can know the results of the previous (before interruption) in addition to the results of this time (after restart) during the predetermined period after the restart. For example, the player should determine his / her progress standard, for example, “I am better than the previous time”, or, for example, “I ’ll improve this time, so let ’s continue from now” Is possible.
  • the CPU 101 may not display the history image 252.
  • FIG. 16 shows another example of the screen 400 displayed in the above-described steps S606 to S609.
  • the CPU 101 may divide and display the game screen after restart and the game screen before interruption.
  • the state image 251 is a game that includes all of the still marks 401 to 404, the score 420 after restart, the gauge 430 after restart, the step position indication marks 1201, 1202, and 1403, and the evaluation results after restart.
  • the history image 252 is a game that includes all of the still marks 401 to 404, the score 420 before the interruption, the gauge 430 before the interruption, the step position indication marks 1201, 1202, and 1403, and the evaluation result before the interruption.
  • the CPU 101 may change the screen display as follows before and after interruption.
  • the CPU 101 displays the size of the status image 251 relatively larger than the size of the history image 252.
  • the CPU 101 causes the state image 251 to be displayed with a higher emphasis than the history image 252.
  • a method of emphasizing there is a method using a difference in image size or a difference in color tone of an image.
  • the CPU 101 displays the history image 252 in a small window (so-called “wipe”) while the state image 251 is displayed on the full screen.
  • the CPU 101 displays the state image 251 in full screen in (X), and gradually wipes in the history image 252 while displaying the state image 251 in the screen transition from (X) to (Y).
  • the history image 252 is gradually wiped out while displaying the state image 251.
  • the state image 251 is displayed on the full screen.
  • the CPU 101 evaluates each game parameter stored in the history storage unit 202 and each game parameter stored in the buffer memory 900.
  • the CPU 101 compares the game parameter array element V (N ⁇ M + 1) stored in the history storage unit 202 with the game parameter array element V (N ⁇ M + 1) stored in the buffer memory 900. Further, the CPU 101 compares the array element V (N ⁇ M + 2) in the history storage unit 202 with the array element V (N ⁇ M + 2) in the buffer memory 900. Similarly, the CPU 101 compares all the array elements.
  • the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be superior to the buffer memory 900 are updated with the game parameters stored in the buffer memory 900.
  • FIG. 17A is a diagram illustrating a time change of a game parameter (for example, a value of a dance meter) by an operation input before interruption and a time change of a game parameter by an operation input after restart.
  • a game parameter for example, a value of a dance meter
  • the curve 1710 represents a change in the dance meter due to the operation input before the interruption
  • the curve 1720 represents the change in the dance meter due to the operation input after the restart.
  • the CPU 101 compares each value of the dance meter by the operation input before the interruption from the time T4 to T3 in the game with each value of the dance meter by the operation input after the restart.
  • the CPU 101 employs the curve 1720.
  • the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
  • the in-game time is from T6 to T7
  • the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710, and thus the CPU 101 adopts the curve 1720.
  • the in-game time is from T7 to T3
  • the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
  • the player's game results are evaluated based on the curve 1730 shown in FIG. 17B.
  • the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1715 as a base point.
  • the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be inferior in the buffer memory 900 may be updated with the game parameters stored in the buffer memory 900.
  • the CPU 101 may adopt the curve 1710.
  • the in-game time is from T5 to T6
  • the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
  • the in-game time is from T6 to T7
  • the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1710.
  • the in-game time is from T7 to T3
  • the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
  • the player's game results are evaluated based on the curve 1740 shown in FIG. 17C.
  • the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1725 as a base point.
  • the game when there is no interruption and resumption of the game, the game is forcibly terminated when the value of the gauge 430 becomes zero.
  • the game even if the value of the gauge 430 becomes zero within a predetermined period after the game is resumed, the game is continued using the history of game parameters before the game is interrupted.
  • FIG. 18A is a diagram illustrating a time change of a game parameter (for example, a dance meter value) by an operation input before interruption and a time change of a game parameter by an operation input after resumption.
  • a game parameter for example, a dance meter value
  • the CPU 101 restarts the game from an in-game time T9 that is a predetermined period TP before the in-game time T8.
  • a curve 1810 represents a change in the dance meter due to the operation input before the interruption
  • a curve 1820 represents a change in the dance meter due to the operation input after the restart.
  • the CPU 101 uses a curve as a change of the dance meter used for the game results from the in-game time T9 to the in-game time T8. 1810 is adopted.
  • the CPU 101 updates the game parameter history stored in the history storage unit 202 with the game parameter history temporarily saved in the buffer memory 900.
  • the game result of the player is calculated based on the curve 1830 shown in FIG. 18B, that is, based on the change of the dance meter due to the operation input before the interruption (first time).
  • the CPU 101 calculates the value of the dance meter after the game time T8 from the point 1850 as a base point.
  • the CPU 101 ends the display of the state image 251 at the in-game time T10.
  • the CPU 101 records a game parameter history from a point 1840 on the curve 1810 when the in-game time is T10 to a point 1850 on the curve 1810 when the in-game time is T8. Is used to display the history image 252.
  • the CPU 101 does not accept any input of an operation instruction, an interruption instruction, or a restart instruction from the time T10 to T8 after the game restarts. During this time, the player “reviews” his previous play. Since it is easy for the player to grasp the connection of the game, it is easy to advance the game even after a predetermined period.
  • an interruption instruction is input from the player.
  • the game apparatus 200 can interrupt the game without an interruption instruction from the player.
  • the CPU 101 may consider that there is an interruption instruction and may interrupt the game.
  • the controller 105 includes an acceleration sensor and the absolute value of the measured acceleration is less than a predetermined threshold for a predetermined time or more, the CPU 101 considers that an interruption instruction has been given, and the game May be interrupted.
  • the CPU 101 may consider that there is an instruction to interrupt and interrupt the game.
  • the CPU 101 displays a dialog box 1910 for receiving an instruction as to whether or not to end the game, as illustrated in FIG.
  • the CPU 101 When instructed to end the game, the CPU 101 ends the display of the state image 251 and ends the game.
  • the CPU 101 When it is instructed not to end the game, the CPU 101 considers that a restart instruction has been input, and restarts the game from a predetermined period as described above.
  • Displaying the confirmation dialog box 1910 can prevent the game from ending against the player's intention.
  • the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
  • the present invention can be used to realize a function for allowing a player (particularly a beginner) to enter a mode where he can practice whenever he wants to practice a specific part of the game.
  • a player who is not good at a specific phrase can input a practice instruction (corresponding to the above interruption instruction) when approaching the phrase.
  • a practice instruction corresponding to the above interruption instruction
  • the game is resumed by returning to a predetermined period from there, and the player can focus on the vicinity of the phrase. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
  • the present invention can be used to realize a function for entering a mode in which a player can practice when it is determined that the player's technical level is not sufficient. For example, in a shooting game in which stages are cleared sequentially, if the CPU 101 determines that it is difficult to clear a certain stage (eg, it took longer than the reference clear time), the CPU 101 It is considered that there has been a practice instruction (corresponding to the interruption instruction above), and the game is practiced by returning to a predetermined period. Players can focus on areas they are not good at. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
  • a program for operating a computer as all or part of the game apparatus 200 is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (MagnetoeOptical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
  • a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (MagnetoeOptical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
  • the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
  • a game device As described above, according to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the game connection before and after the game is interrupted. be able to.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • Acoustics & Sound (AREA)
  • User Interface Of Digital Computer (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • Electrophonic Musical Instruments (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A game device (200) includes: a state storage unit (201) which stores a current game state; a history storage unit (202) which stores a history of the game state; an operation reception unit (203) which receives a command input from a player; an update unit (204) which changes the game state according to the received command input and updates the current game state; a display unit (205) which displays a state image (251) based on the current game state and a history image (252) based on the game state history; and a resumption control unit (206).  When an instruction to resume a game is received after an interruption of the game, the resumption control unit (206) resumes the game at a time preceding the interrupted in-game time by a predetermined period.  The resumption control unit (206) compares the game state history to the game state after being resumed and evaluates the player in accordance with the history of the better game state.

Description

ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムGAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、ゲーム中断前後でプレイヤーがゲームの繋がりを容易に把握できるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムに関する。 The present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the connection of the game before and after the game is interrupted.
 現在普及しているゲームには、プレイヤーの指示によりゲームの進行を中断させたり再開させたりすることができる機能が備わっていることが多い。例えば、プレイ中に電話がかかってくると、プレイヤーはポーズボタンを押下してゲームを中断させ、電話が終わると、プレイヤーは再びポーズボタンを押下してゲームを再開させることができる。特許文献1には、ゲーム中に幾つかの区切りポイントを定義しておき、ゲームを中断した後に再開する際、ゲーム終了ポイントから遡って一番近い区切りポイントからゲーム終了ポイントまでを自動的に再現するゲーム装置が開示されている。 Many of the currently popular games are equipped with a function that allows the game to be interrupted or resumed according to player instructions. For example, when a call is received during play, the player can press the pause button to interrupt the game, and when the call ends, the player can press the pause button again to resume the game. In Patent Document 1, several breakpoints are defined during the game, and when the game is resumed after being interrupted, the game is automatically reproduced from the nearest breakpoint to the game end point retroactively from the game end point. A game device is disclosed.
特許第3731781号公報Japanese Patent No. 3731781
 しかし、例えばアクションゲーム、シューティングゲームなどにおいて、一旦ゲームを中断すると、プレイヤーは、コントローラを操作する感触やゲームの流れに付いていく感覚に即座に対応しきれず、再開直後のプレーに失敗することがある。そして、上記従来技術のように、ゲーム再開時に過去の自分のプレーが再現されるのを見るだけでは、プレイヤーはゲーム中断前の感触やゲーム感覚を取り戻すことは困難であった。 However, for example, in an action game or a shooting game, once the game is interrupted, the player may not immediately respond to the feeling of operating the controller or the feeling of following the flow of the game, and may fail to play immediately after resumption. is there. Then, as in the above prior art, it is difficult for the player to regain the feeling before the game is interrupted and the game sensation simply by looking at the reproduction of his / her past play when the game is resumed.
 本発明はこのような課題を解決するものであり、ゲーム中断前後でプレイヤーがゲームの繋がりを容易に把握できるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することを目的とする。 The present invention solves such a problem, and a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp a game connection before and after the game is interrupted. The purpose is to provide.
 以上の目的を達成するため、本発明の原理にしたがって、下記の発明を開示する。 In order to achieve the above object, the following invention is disclosed in accordance with the principle of the present invention.
 本発明の第1の観点に係るゲーム装置は、ゲームの進行を中断させ再開させることが可能なゲーム装置であって、状態記憶部、履歴記憶部、操作受付部、更新部、再開制御部を備える。
 状態記憶部は、当該ゲームの現在の状態を記憶する。
 履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
 操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
 更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
 再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
 更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。
A game device according to a first aspect of the present invention is a game device capable of interrupting and resuming the progress of a game, comprising a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit. Prepare.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
 本発明のゲーム装置で行われるゲームでは、プレイヤーは、コマンド入力のほか、ゲーム開始後の任意のタイミングでゲームを中断することができ、中断後の任意のタイミングでゲームを再開することができる。プレイヤーは、ゲームを中断する旨あるいは開始する旨を入力することができる。ただし、ゲーム装置は、プレイヤーからの入力に因らずに、所定時間以上操作入力がない場合などにゲームを中断することがあってもよい。 In the game performed by the game device of the present invention, the player can interrupt the game at an arbitrary timing after the start of the game in addition to the command input, and can restart the game at an arbitrary timing after the interruption. The player can input that the game is to be interrupted or started. However, the game device may interrupt the game when there is no operation input for a predetermined time or more without depending on the input from the player.
 また、ゲームには、所定のゲームパラメータが内部的に定義されており、ゲーム装置は、プレイヤーの操作入力に応じてゲームパラメータを変化させ、ゲームを進行させる。ゲームパラメータには、例えば、プレイヤーが獲得した点数、ゲームキャラクターの経験値や体力値、ゲーム内に設定される時刻(ゲーム内時刻)などがある。ゲーム装置には、現在のゲームパラメータと、ゲームパラメータの履歴が記憶される。これらのゲームパラメータあるいは履歴は、随時更新される。 Also, predetermined game parameters are defined internally in the game, and the game device changes the game parameters in accordance with the player's operation input and advances the game. The game parameter includes, for example, the score acquired by the player, the experience value and physical strength value of the game character, the time set in the game (in-game time), and the like. The game device stores a current game parameter and a game parameter history. These game parameters or history are updated as needed.
 ゲーム装置は、ゲームを中断した後に再開する場合、中断したゲーム内時刻より所定期間前に戻ってゲームを再開させる。所定期間は、例えば5秒、10秒などのような固定値で定義される。あるいは、サッカーゲームでボールがサイドを割ってプレイが止まったタイミングのうち最近のタイミングから現在まで、というように、ゲーム中の切りの良いタイミングとして求められる可変値であってもよい。なお、本発明によってゲーム内容が限定されるわけではない。 When the game device is resumed after suspending the game, the game device resumes the game by returning to a predetermined period before the in-game time. The predetermined period is defined by a fixed value such as 5 seconds or 10 seconds. Alternatively, it may be a variable value that is obtained as a good timing in the game, such as from the latest timing to the present among the timings at which play is stopped due to the ball breaking the side in the soccer game. Note that the content of the game is not limited by the present invention.
 ゲームが所定期間前から再開されると、プレイヤーは、この所定期間内においても新たなコマンド入力ができる。ただし、ゲーム再開後のプレイ履歴だけでなく、ゲーム中断前のプレイ履歴も保持されている。ゲーム再開後所定期間が経過すると、言い換えれば、再開後のゲーム内時刻が中断時のゲーム内時刻に再び到達すると、中断前のゲームパラメータの履歴と、再開後のゲームパラメータの履歴と、が評価される。評価の結果、どちらか一方がプレイヤーのゲーム成績となる。例えば、前回のプレイ履歴と今回のプレイ履歴とのうち、成績の優れている方が最終的なプレイ内容となる。 When the game is resumed from a predetermined period, the player can input a new command even within the predetermined period. However, not only the play history after the game resumes but also the play history before the game is interrupted. When a predetermined period elapses after the game restarts, in other words, when the in-game time after the restart reaches the in-game time again, the game parameter history before the interruption and the game parameter history after the restart are evaluated. Is done. As a result of the evaluation, either one becomes the game result of the player. For example, of the previous play history and the current play history, the one with the best score is the final play content.
 典型的には、プレイヤーのゲームで獲得したスコア値、ゲームの残り時間、ゲームの経過時間、レースゲーム等における順位、シューティングゲーム等における命中率や命中数、などのデータが評価基準に用いられる。評価基準として、これらのデータを任意の関数を用いて適宜加工したデータを用いることができる。成績が優れているか否かの判断は、評価基準との相対的な判断である。 Typically, data such as the score value acquired in the player's game, the remaining time of the game, the elapsed time of the game, the ranking in the race game, the hit rate and the number of hits in the shooting game, etc. are used as the evaluation criteria. As an evaluation criterion, data obtained by appropriately processing these data using an arbitrary function can be used. The determination of whether the grade is excellent is a relative determination with respect to the evaluation standard.
 例えば、「獲得スコアが多いこと」を評価基準にすると、所定期間内において、前回(中断前)の獲得スコアが今回(再開後)の獲得スコアよりも多い場合、成績の良い前回の獲得スコアが採用され、前回の獲得スコアをベースにゲームが続行される。ゲームパラメータの履歴は、前回のゲームパラメータの履歴に書き換えられる(戻される)。例えば、前回の獲得スコアの方が今回の獲得スコアよりも少ない場合、成績の良い今回の獲得スコアが採用され、今回の獲得スコアをベースにゲームが続行される。 For example, if “acquisition score is high” is used as an evaluation criterion, if the previous (before interruption) acquisition score is higher than the current (after restart) acquisition score within a predetermined period, The game is continued based on the previous score. The game parameter history is rewritten (returned) to the previous game parameter history. For example, when the previous acquisition score is smaller than the current acquisition score, the current acquisition score with good results is adopted, and the game is continued based on the current acquisition score.
 例えば、「獲得スコアが少ないこと」を評価基準にすると、所定期間内において、前回(中断前)の獲得スコアの方が今回(再開後)の獲得スコアよりも少ない場合、成績の悪い前回の獲得スコアが採用され、前回の獲得スコアをベースにゲームが続行される。ゲームパラメータの履歴は、前回のゲームパラメータの履歴に書き換えられる(戻される)。例えば、前回の獲得スコアの方が今回の獲得スコアよりも多い場合、成績の悪い今回の獲得スコアが採用され、今回の獲得スコアをベースにゲームが続行される。 For example, if the evaluation score is “low acquisition score”, if the previous (before interruption) acquisition score is less than the current (after restart) acquisition score within a given period, the previous acquisition with poor results The score is adopted, and the game is continued based on the previous acquired score. The game parameter history is rewritten (returned) to the previous game parameter history. For example, if the previous acquisition score is higher than the current acquisition score, the current acquisition score with poor results is adopted, and the game is continued based on the current acquisition score.
 本発明によれば、プレイヤーは、過去のゲーム経過を復習できるだけでなく、この所定期間を、ゲームを再開する際にゲーム感覚を取り戻すための練習期間に当てることができる。プレイヤーは、ゲームを中断したときでも、ゲームの繋がりをすぐに掴んでゲームに入り易くなる。 According to the present invention, the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
 ゲーム装置は、状態記憶部に記憶されるゲームの状態に基づいた状態画像を表示する表示部を更に備えてもよい。 The game device may further include a display unit that displays a state image based on the state of the game stored in the state storage unit.
 状態画像とは、現在のゲームパラメータを用いて生成されるゲーム画像であり、リアルタイムの画像である。ゲーム装置に接続される(もしくはゲーム装置が備える)モニターには、プレイヤーから入力された操作指示に応じて変化するゲーム画像が表示される。プレイヤーは、自分が入力した指示内容や、指示内容によってゲーム状態がどのように変化したかといった情報、あるいは、自身の成績の情報等を把握できる。 The state image is a game image generated using the current game parameters, and is a real-time image. A monitor connected to the game device (or provided in the game device) displays a game image that changes in accordance with an operation instruction input from the player. The player can grasp the instruction contents input by the player, information on how the game state has changed according to the instruction contents, information on the player's own results, and the like.
 表示部は、当該ゲームが中断された後に再開される場合、履歴記憶部に記憶されるゲームの状態の履歴のうち当該所定期間内に含まれるゲームの状態の履歴を取得し、当該取得されたゲームの状態の履歴に含まれるゲームの状態に基づいた履歴画像を順に更に表示してもよい。 When the display is resumed after the game is interrupted, the display unit acquires the game state history included in the predetermined period from the game state history stored in the history storage unit, and the acquired A history image based on the game state included in the game state history may be further displayed in order.
 履歴画像とは、ゲームパラメータの履歴を用いて生成されるゲーム画像であり、過去のプレイを再現する画像である。モニターには、現在のゲーム画像に加えて、ゲーム中断前のゲーム画像が表示される。つまり、プレイヤーは、中断前の自身のプレイと、再開後の自身のプレイとを見比べることができる。例えば、表示される音符に合わせて楽器を演奏する音楽ゲームにおいて、前回の演奏と今回の演奏とを見比べて上達度を把握することができる。 A history image is a game image generated using a history of game parameters, and is an image that reproduces a past play. In addition to the current game image, a game image before the game interruption is displayed on the monitor. That is, the player can compare his own play before the interruption with his own play after the restart. For example, in a music game in which a musical instrument is played in accordance with the displayed notes, the progress can be grasped by comparing the previous performance with the current performance.
 表示部は、当該履歴画像よりも当該状態画像を相対的に強調して表示してもよい。 The display unit may display the state image with higher emphasis than the history image.
 モニターには、例えば、中断前の過去のゲーム画像よりも、再開後の現在のゲーム画像の方が相対的に大きく表示される。また例えば、再開後の現在のゲーム画像が全画面表示され、中断前の過去のゲーム画像が小窓で表示される。従って、再開後のプレイの邪魔にならないようにしつつ、プレイヤーが過去の自身のプレイをチェックできる。 On the monitor, for example, the current game image after the restart is displayed relatively larger than the past game image before the interruption. Also, for example, the current game image after resumption is displayed on the full screen, and the past game image before the interruption is displayed in a small window. Therefore, the player can check his / her past play while not disturbing the play after the restart.
 当該ゲームの状態は、受け付けられる操作指示に応じて変化する数値パラメータを用いて表されてもよい。
 そして、所定の判断基準は、当該ゲームの再開から当該所定期間が経過したときの当該数値パラメータと、当該ゲームが中断したときの当該数値パラメータとを用いて定められてもよい。
The state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
Then, the predetermined determination criterion may be determined using the numerical parameter when the predetermined period has elapsed since the resumption of the game and the numerical parameter when the game is interrupted.
 数値パラメータは、例えばプレイヤーが獲得したスコアである。ゲームを中断して再開すると、ゲームが中断されたゲーム内時刻におけるスコアと、ゲームが再開されて再び同じゲーム内時刻に到達したときのスコアとが比較される。そして、どちらか優れている方のスコアに対応するゲームパラメータの履歴が、プレイヤーの成績判定に用いられる。 The numerical parameter is, for example, a score acquired by the player. When the game is interrupted and restarted, the score at the in-game time when the game was interrupted is compared with the score when the game is restarted and reaches the same in-game time again. Then, the history of game parameters corresponding to the score of whichever is better is used for the player's score determination.
 本発明によれば、プレイヤーは、過去のゲーム経過を復習できるだけでなく、この所定期間を、ゲームを再開する際にゲーム感覚を取り戻すための練習期間に当てることができる。そして、所定期間(練習期間)の終了時点で成績の良い方に続けてゲームを進めることができる。プレイヤーは、ゲームを中断したときでも、ゲームの繋がりをすぐに掴んでゲームに入り易くなる。なお、どちらか劣っている方のスコアに対応するゲームパラメータの履歴が、プレイヤーの成績判定に用いられるようにしてもよい。 According to the present invention, the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Then, at the end of the predetermined period (practice period), the game can be continued following the one with good results. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game. Note that the history of game parameters corresponding to the score of whichever is inferior may be used for determining the player's score.
 当該ゲームの状態は、受け付けられる操作指示に応じて変化する数値パラメータを用いて表されてもよい。
 そして、所定の判断基準は、当該ゲームの再開から当該所定期間が経過するまでの当該数値パラメータの履歴と、当該ゲームの中断から当該所定期間分の当該数値パラメータの履歴とを用いて定められてもよい。
The state of the game may be represented using a numerical parameter that changes according to an accepted operation instruction.
The predetermined criterion is determined by using the numerical parameter history from the resumption of the game until the predetermined period elapses, and the numerical parameter history for the predetermined period from the interruption of the game. Also good.
 ゲームを中断して再開すると、ゲームが中断されたゲーム内時刻より過去の所定期間内におけるゲームパラメータの履歴と、ゲームが再開されて再び同じゲーム内時刻に到達するまでのゲームパラメータの履歴とが比較される。例えば、成績が優れている履歴部分を結合した履歴が、プレイヤーの成績判定に用いられる。つまり、2回プレイしたときの良い所だけがピックアップされて、プレイヤーの成績判定に用いられる。プレイヤーは、ゲームを中断したときでも、しばらくの間はゲーム感覚を取り戻すための肩慣らしができ、ゲームの繋がりをすぐに掴んでゲームに入り易くなる。なお、2回プレイしたときの悪いところだけをピックアップして、プレイヤーの成績判定に用いられるようにしてもよい。 When the game is interrupted and resumed, a history of game parameters within a predetermined period past the in-game time at which the game was interrupted, and a history of game parameters from when the game is resumed until the same in-game time is reached again. To be compared. For example, a history obtained by combining history portions having excellent results is used for determining the player's results. That is, only a good place when played twice is picked up and used for the player's judgment. Even when the game is interrupted, the player can get used to shoulders for a while to regain the game sensation, and can easily grasp the connection of the game and easily enter the game. It is also possible to pick up only the bad part when playing twice and use it for the player's score determination.
 本発明のその他の観点に係るゲーム処理方法は、状態記憶部、履歴記憶部、操作受付部、更新部、再開制御部を有し、ゲームの進行を中断させ再開させることが可能なゲーム装置にて実行されるゲーム処理方法であって、操作受付ステップ、更新ステップ、再開制御ステップを備える。
 状態記憶部には、当該ゲームの現在の状態が記憶される。
 履歴記憶部には、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴が記憶される。
 操作受付ステップでは、操作受付部が、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
 更新ステップでは、更新部が、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
 再開制御ステップでは、再開制御部が、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
 更に再開制御ステップでは、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で、再開制御部が更新する。
A game processing method according to another aspect of the present invention includes a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit, and a game device capable of interrupting and restarting the progress of the game. The game processing method is executed and includes an operation reception step, an update step, and a restart control step.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
In the operation accepting step, the operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
In the update step, the update unit updates the state of the game stored in the state storage unit based on the accepted operation instruction.
In the restart control step, when the restart control unit restarts after interrupting the game, the game is restarted from a predetermined period before the game is interrupted.
Further, in the restart control step, when the predetermined period has elapsed since the game was restarted, the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the restart control unit updates the game state stored in the state storage unit with the game state based on the operation instruction received within the predetermined period. .
 本発明によれば、プレイヤーは、過去のゲーム経過を復習できるだけでなく、この所定期間を、ゲームを再開する際にゲーム感覚を取り戻すための練習期間に当てることができる。プレイヤーは、ゲームを中断したときでも、ゲームの繋がりをすぐに掴んでゲームに入り易くなる。 According to the present invention, the player can not only review the past game progress, but can also allocate this predetermined period to the practice period for regaining the game sensation when the game is resumed. Even when the game is interrupted, the player can easily grasp the connection of the game and easily enter the game.
 本発明のその他の観点に係る情報記録媒体は、ゲームの進行を中断させ再開させることが可能なコンピュータを、状態記憶部、履歴記憶部、操作受付部、更新部、再開制御部として機能させるプログラムを記憶する。
 状態記憶部は、当該ゲームの現在の状態を記憶する。
 履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
 操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
 更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
 再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
 更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。
An information recording medium according to another aspect of the present invention is a program that causes a computer capable of interrupting and restarting a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit Remember.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。 According to the present invention, the computer can function as a game device that operates as described above.
 本発明のその他の観点に係るプログラムは、ゲームの進行を中断させ再開させることが可能なコンピュータを、状態記憶部、履歴記憶部、操作受付部、更新部、再開制御部として機能させる。
 状態記憶部は、当該ゲームの現在の状態を記憶する。
 履歴記憶部は、当該ゲームが中断していない間、状態記憶部に記憶されるゲームの状態の履歴を記憶する。
 操作受付部は、当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。
 更新部は、受け付けられた操作指示に基づいて、状態記憶部に記憶されるゲームの状態を更新する。
 再開制御部は、当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する。
 更に再開制御部は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、状態記憶部に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、状態記憶部に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する。
A program according to another aspect of the present invention causes a computer capable of interrupting and resuming the progress of a game to function as a state storage unit, a history storage unit, an operation reception unit, an update unit, and a restart control unit.
The state storage unit stores the current state of the game.
The history storage unit stores a history of game states stored in the state storage unit while the game is not interrupted.
The operation accepting unit accepts an operation instruction from the player while the game is not interrupted.
The update unit updates the game state stored in the state storage unit based on the accepted operation instruction.
When the game is resumed after the game is interrupted, the restart control unit resumes the game from a predetermined period before the game is interrupted.
Furthermore, when the predetermined period elapses after the game is restarted, the restart control unit has a game state based on the operation instruction received within the predetermined period superior to the game state stored in the state storage unit. If it is determined based on a predetermined determination criterion, the game state stored in the state storage unit is updated with the game state based on the operation instruction received within the predetermined period.
 本発明によれば、コンピュータを上述のように動作するゲーム装置として機能させることができる。 According to the present invention, the computer can function as a game device that operates as described above.
 また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記憶媒体に記録することができる。
 上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。
The program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information storage medium can be distributed and sold independently from the computer.
 本発明によれば、ゲーム中断前後でプレイヤーがゲームの繋がりを容易に把握できるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することができる。 According to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the connection of the game before and after the game is interrupted.
本発明のゲーム装置が実現される典型的な情報処理装置の概要構成を示す図である。It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement | achieved. ゲーム装置の機能的な構成を説明するための図である。It is a figure for demonstrating the functional structure of a game device. コントローラの構成を説明するための図である。It is a figure for demonstrating the structure of a controller. ゲームの画面の構成例を示す図である。It is a figure which shows the structural example of the screen of a game. 中断前の操作入力によるゲームパラメータの変化と、再開後の操作入力によるゲームパラメータの変化とを表す図である。It is a figure showing the change of the game parameter by the operation input before interruption, and the change of the game parameter by the operation input after resumption. プレイヤーの成績の評価に用いられるゲームパラメータの変化を表す図である。It is a figure showing the change of the game parameter used for evaluation of a player's performance. プレイヤーの成績の評価に用いられるゲームパラメータの変化を表す図である。It is a figure showing the change of the game parameter used for evaluation of a player's performance. ゲーム処理を説明するためのフローチャートである。It is a flowchart for demonstrating a game process. ゲーム処理を説明するためのフローチャート(続き)である。It is a flowchart (continuation) for demonstrating game processing. ゲームが中断された時点において、履歴記憶部に記憶されるゲームパラメータの履歴を示す図である。It is a figure which shows the log | history of the game parameter memorize | stored in a log | history memory | storage part at the time of a game being interrupted. ゲームが中断された後であって再開する前において、履歴記憶部に記憶されるゲームパラメータの履歴を示す図である。It is a figure which shows the log | history of the game parameter memorize | stored in a log | history memory | storage part, after a game is interrupted and before restarting. ゲームが再開された後であって所定期間経過後の時点において、履歴記憶部に記憶されるゲームパラメータの履歴を示す図である。It is a figure which shows the log | history of the game parameter memorize | stored in a log | history memory | storage part after the game is restarted and after the predetermined period progress. ゲームの中断前のゲームパラメータと、ゲームの再開後のゲームパラメータとの比較後において、履歴記憶部に記憶されるゲームパラメータの履歴を示す図である。It is a figure which shows the log | history of the game parameter memorize | stored in a log | history memory | storage part after the comparison of the game parameter before interruption of a game and the game parameter after restart of a game. ゲームの中断前のゲームパラメータと、ゲームの再開後のゲームパラメータとの比較後において、履歴記憶部に記憶されるゲームパラメータの履歴を示す図である。It is a figure which shows the log | history of the game parameter memorize | stored in a log | history memory | storage part after the comparison of the game parameter before interruption of a game and the game parameter after restart of a game. ゲームを中断していないときの画面の例である。It is an example of a screen when the game is not interrupted. ゲームを中断しているときの画面の例である。It is an example of a screen when the game is interrupted. ゲームの中断後、再開したときの画面の例である。It is an example of a screen when it resumes after interruption of a game. ゲームの中断後、所定期間が経過する前の画面の例である。It is an example of the screen before a predetermined period passes after interruption of a game. ゲームの中断後、所定期間が経過する前の画面の他の例である。It is another example of the screen before a predetermined period passes after interruption of a game. 中断前の操作入力によるゲームパラメータの変化と、再開後の操作入力によるゲームパラメータの変化とを表す図である。It is a figure showing the change of the game parameter by the operation input before interruption, and the change of the game parameter by the operation input after resumption. プレイヤーの成績の評価に用いられるゲームパラメータの変化を表す図である。It is a figure showing the change of the game parameter used for evaluation of a player's performance. プレイヤーの成績の評価に用いられるゲームパラメータの変化を表す図である。It is a figure showing the change of the game parameter used for evaluation of a player's performance. 中断前の操作入力によるゲームパラメータの変化と、再開後の操作入力によるゲームパラメータの変化とを表す図である。It is a figure showing the change of the game parameter by the operation input before interruption, and the change of the game parameter by the operation input after resumption. プレイヤーの成績の評価に用いられるゲームパラメータの変化を表す図である。It is a figure showing the change of the game parameter used for evaluation of a player's performance. ゲームを中断したときの画面の例である。It is an example of a screen when a game is interrupted.
(実施形態1)
 本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明するが、以下の実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。
(Embodiment 1)
An embodiment of the present invention will be described. In the following, for ease of understanding, an embodiment in which the present invention is realized using an information processing apparatus for games will be described. However, the following embodiment is for explanation, and the scope of the present invention There is no limit. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
 図1は、プログラムを実行することにより、本発明のゲーム装置の機能を果たす典型的な情報処理装置100の概要構成を示す模式図である。以下、本図を参照して説明する。 FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program. Hereinafter, a description will be given with reference to FIG.
 情報処理装置100は、CPU(Central Processing Unit)101と、ROM(Read Only Memory)102と、RAM(Random Access Memory)103と、インターフェース104と、コントローラ105と、外部メモリ106と、DVD-ROM(Digital Versatile Disk - Read Only Memory)ドライブ107と、画像処理部108と、音声処理部109と、NIC(Network Interface Card)110と、を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
 ゲーム用のプログラムおよびデータを記憶したDVD-ROMをDVD-ROMドライブ107に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態のゲーム装置が実現される。 A DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the game apparatus of the present embodiment. The
 CPU 101は、情報処理装置100全体の動作を制御し、各構成要素と接続され制御信号やデータをやりとりする。また、CPU 101は、レジスタ(図示せず)という高速アクセスが可能な記憶域に対してALU(Arithmetic Logic Unit)(図示せず)を用いて加減乗除等の算術演算や、論理和、論理積、論理否定等の論理演算、ビット和、ビット積、ビット反転、ビットシフト、ビット回転等のビット演算などを行うことができる。さらに、マルチメディア処理対応のための加減乗除等の飽和演算や、三角関数等、ベクトル演算などを高速に行えるように、CPU 101自身が構成されているものや、コプロセッサを備えて実現するものがある。 The CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data. The CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed. , Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed. In addition, the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、これが実行されることにより、DVD-ROMに記録されたプログラムをRAM 103に読み出してCPU 101による実行が開始される。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録される。 The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started. The The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行やチャット通信に必要なデータが保持される。また、CPU 101は、RAM 103に変数領域を設け、当該変数に格納された値に対して直接ALUを作用させて演算を行ったり、RAM 103に格納された値を一旦レジスタに格納してからレジスタに対して演算を行い、演算結果をメモリに書き戻す、などの処理を行う。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. In addition, the CPU 101 provides a variable area in the RAM 103, performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the operation results to memory.
 インターフェース104を介して接続されたコントローラ105は、プレイヤーがダンスゲームやサッカーゲームなどのゲームの実行の際に行う操作入力を受け付ける。インターフェース104には、複数のコントローラ105が接続されていてもよい。 The controller 105 connected via the interface 104 receives an operation input performed by the player when executing a game such as a dance game or a soccer game. A plurality of controllers 105 may be connected to the interface 104.
 インターフェース104を介して着脱自在に接続された外部メモリ106には、ゲームのプレイ状況(過去の成績等)を示すデータ、ゲームの進行状態を示すデータ、ネットワークを用いたゲームのチャット通信のログ(記録)のデータなどが書き換え可能に記憶される。プレイヤーは、コントローラ105を介して操作入力を行うことにより、これらのデータを適宜外部メモリ106に記録することができる。 The external memory 106 detachably connected via the interface 104 stores data indicating game play status (past results, etc.), data indicating game progress, and log of game chat communication using the network ( Data) is stored in a rewritable manner. The player can appropriately record these data in the external memory 106 by performing an operation input via the controller 105.
 DVD-ROMドライブ107に装着されるDVD-ROMには、ゲームを実現するためのプログラムとゲームに付随する画像データや音声データが記録される。CPU 101の制御によって、DVD-ROMドライブ107は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出し、これらはRAM 103等に一時的に記憶される。 A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
 画像処理部108は、DVD-ROMから読み出されたデータをCPU 101や画像処理部108が備える画像演算プロセッサ(図示せず)によって加工処理した後、これを画像処理部108が備えるフレームメモリ(図示せず)に記録する。フレームメモリに記録された画像情報は、所定の同期タイミングでビデオ信号に変換され画像処理部108に接続されるモニター(図示せず)へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
 画像演算プロセッサは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。 The image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as α blending, and various saturation calculations at high speed.
 また、仮想3次元空間に配置され、各種のテクスチャ情報が付加されたポリゴン情報を、Zバッファ法によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを所定の視線の方向へ俯瞰したレンダリング画像を得る演算の高速実行も可能である。 Also, polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
 さらに、CPU 101と画像演算プロセッサが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリへ描画したり、各ポリゴン表面へ描画することが可能である。 In addition, the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there.
 また、ゲームの画像などの情報をDVD-ROMに用意しておき、これをフレームメモリに展開することによって、ゲームの様子などを画面に表示することができるようになる。 In addition, by preparing information such as game images on a DVD-ROM and expanding the information in a frame memory, the state of the game can be displayed on the screen.
 音声処理部109は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカー(図示せず)から出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを生成し、これに対応した音声をスピーカーから出力させる。 The audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
 音声処理部109では、DVD-ROMに記録された音声データがMIDIデータである場合には、これが有する音源データを参照して、MIDIデータをPCMデータに変換する。また、ADPCM(Adaptive Differential Pulse Code Modulation)形式やOgg Vorbis形式等の圧縮済音声データである場合には、これを展開してPCMデータに変換する。PCMデータは、そのサンプリング周波数に応じたタイミングでD/A(Digital/Analog)変換を行って、スピーカーに出力することにより、音声出力が可能となる。 When the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data. The PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
 NIC 110は、情報処理装置100をインターネット等のコンピュータ通信網(図示せず)に接続するためのものであり、LAN(Local Area Network)を構成する際に用いられる10BASE-T/100BASE-T規格にしたがうものや、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデム等と、これらとCPU 101との仲立ちを行うインターフェース(図示せず)により構成される。 The NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を用いて、ROM 102、RAM 103、外部メモリ106、DVD-ROMドライブ107に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。 In addition, the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
 次に、上記構成を有する情報処理装置100により実現される、本実施形態のゲーム装置200の機能的な構成について説明する。 Next, a functional configuration of the game apparatus 200 according to the present embodiment, which is realized by the information processing apparatus 100 having the above configuration, will be described.
 図2は、ゲーム装置200の機能的な構成を示す図である。ゲーム装置200は、状態記憶部201、履歴記憶部202、操作受付部203、更新部204、表示部205、再開制御部206を備える。 FIG. 2 is a diagram showing a functional configuration of the game apparatus 200. As shown in FIG. The game device 200 includes a state storage unit 201, a history storage unit 202, an operation reception unit 203, an update unit 204, a display unit 205, and a restart control unit 206.
 図3は、本実施形態のゲーム装置200に接続して用いられるコントローラ105の概略図である。コントローラ105は、床の上などに設置するマット型コントローラである。コントローラ105には、左ボタン301、下ボタン302、上ボタン303、右ボタン304等が配置されている。コントローラ105には、一般にプレイヤーが足で踏むことによって指示が入力される。ただし、プレイヤーは手で各ボタンを押圧することにより指示を入力することも可能である。 FIG. 3 is a schematic diagram of the controller 105 used by being connected to the game apparatus 200 of the present embodiment. The controller 105 is a mat type controller installed on the floor or the like. In the controller 105, a left button 301, a lower button 302, an upper button 303, a right button 304, and the like are arranged. In general, an instruction is input to the controller 105 when the player steps on the foot. However, the player can also input instructions by pressing each button with his hand.
 図4は、本実施形態のゲーム装置200において行われるゲームの画面400の構成例である。画面400には、画面400内の所定位置に固定して描画される静止マーク401乃至404、描画位置が時間の経過と共に移動する踏み位置指示マーク410(本図中では410A,410B,410C,410Dの4種類)、プレイヤーがゲームで獲得した点数420、プレイヤーのゲーム成績を表すゲージ430、その他の背景画像などが表示される。 FIG. 4 is a configuration example of a game screen 400 performed in the game device 200 of the present embodiment. On the screen 400, stationary marks 401 to 404 drawn fixedly at predetermined positions in the screen 400, stepping position instruction marks 410 (410A, 410B, 410C, 410D in this figure) whose drawing position moves with time. 4), a score 420 obtained by the player in the game, a gauge 430 representing the game result of the player, other background images, and the like are displayed.
 まず、本実施形態のゲーム装置200で行われるゲームについて説明する。本ゲームでは、ゲーム装置200により音楽が再生される。プレイヤーは足譜と呼ばれる指示マーク(以下「課題」ともいう。)に合わせて指示を入力することにより、再生される音楽に合わせてダンスができる。 First, a game played on the game device 200 of the present embodiment will be described. In this game, music is played by the game device 200. Players can dance to the music to be played by inputting instructions in accordance with instruction marks called footsteps (hereinafter also referred to as “tasks”).
 踏み位置指示マーク410は、再生される音楽に合わせてスクロール表示される。踏み位置指示マーク410には、各ボタン301乃至304に対応する上下左右のいずれかの矢印が描かれている。 The step position indication mark 410 is scrolled and displayed in accordance with the music to be played. The step position instruction mark 410 has one of the up, down, left, and right arrows corresponding to the buttons 301 to 304.
 静止マーク401乃至404は、それぞれ、ボタン301乃至304をプレイヤーが押圧すべきタイミング(以下「課題時刻」ともいう。)を指示するマークである。静止マーク401乃至404には、上下左右のいずれかの矢印の画像が描かれている。 The stationary marks 401 to 404 are marks indicating the timing (hereinafter also referred to as “task time”) at which the player should press the buttons 301 to 304, respectively. On the stationary marks 401 to 404, an image of one of the up, down, left and right arrows is drawn.
 踏み位置指示マーク410は、静止マーク401乃至404が描画されている位置に向かって音楽の再生速度に合わせて移動していく。静止マーク401乃至404と同じ位置に踏み位置指示マーク410が移動してきたときに、静止マーク401乃至404に描かれる矢印の向きに対応するボタン301乃至304のいずれかをプレイヤーが押圧すると、プレイヤーの点数420に所定点数が加算されたり、ゲージ430が示す値(ダンスメーター)がアップしたりする。 The step position indication mark 410 moves in accordance with the music playback speed toward the position where the stationary marks 401 to 404 are drawn. When the stepping position instruction mark 410 moves to the same position as the stationary marks 401 to 404, when the player presses any of the buttons 301 to 304 corresponding to the direction of the arrow drawn on the stationary marks 401 to 404, the player's A predetermined score is added to the score 420, or the value (dance meter) indicated by the gauge 430 is increased.
 CPU 101は、予め決められた課題を、予め対応付けられる課題時刻に、プレイヤーが達成すると、ゲージ430が示す値を増加させたり点数420が示す値を増加させたりし、ゲーム成績が優れていると評価する。また、CPU 101は、課題が達成された時刻が課題時刻に近いほど、ゲーム成績がより優れていると評価する。 When the player achieves a predetermined task at a task time associated in advance, the CPU 101 increases the value indicated by the gauge 430 or increases the value indicated by the score 420, and the game results are excellent. And evaluate. Further, the CPU 101 evaluates that the game results are better as the time when the task is achieved is closer to the task time.
 例えば、踏み位置指示マーク410が静止マーク401乃至404のいずれかと重なる位置に移動してきたときに、移動してきた踏み位置指示マーク410に示される矢印に対応するボタン(ボタン301乃至304のいずれか)をプレイヤーが片足で押圧すると、再生されている音楽に合った模範的なダンスステップを踏むことができるようになっている。 For example, when the step position instruction mark 410 has moved to a position overlapping any of the stationary marks 401 to 404, a button (any one of the buttons 301 to 304) corresponding to the arrow indicated by the moved step position instruction mark 410 has been moved. When the player presses with one foot, it is possible to take an exemplary dance step that matches the music being played.
 また、CPU 101は、プレイヤーからの指示によりゲームの進行を中断(ポーズ)したり、中断後に再開したりすることができる。例えば、プレイヤーは、所定のポーズボタンを押圧することにより、任意のタイミングでゲームを中断あるいは再開させることができる。以下、ゲームを中断させる旨の指示のことを「中断指示」と呼び、中断されているゲームを再開する旨の指示のことを「再開指示」と呼ぶことにする。 Further, the CPU 101 can interrupt (pause) the progress of the game or resume it after the interruption according to an instruction from the player. For example, the player can interrupt or resume the game at an arbitrary timing by pressing a predetermined pause button. Hereinafter, an instruction to interrupt the game is referred to as “interrupt instruction”, and an instruction to resume the interrupted game is referred to as “resume instruction”.
 なお、CPU 101は、プレイヤーからの中断指示あるいは再開指示があるか否かに関わらず、所定の条件が満たされるか否かによって、ゲームを中断あるいは再開してもよい。例えば、CPU 101は、コントローラ105に所定時間以上プレイヤーからの入力がない場合に、ゲームを中断してもよい。また例えば、CPU 101は、プレイヤーによる再開指示を受け付けた場合、もしくは、ゲームを中断してから所定のポーズ時間が経過した場合に、ゲームを再開してもよい。 Note that the CPU 101 may suspend or resume the game depending on whether or not a predetermined condition is satisfied regardless of whether or not there is a suspension instruction or a restart instruction from the player. For example, the CPU 101 may interrupt the game when there is no input from the player for a predetermined time or longer in the controller 105. Further, for example, the CPU 101 may resume the game when receiving a restart instruction from the player or when a predetermined pause time has elapsed since the game was interrupted.
 次に、ゲーム装置200の機能的な構成の詳細について説明する。 Next, details of the functional configuration of the game apparatus 200 will be described.
 状態記憶部201は、ゲーム装置200で行われるゲームの現在のゲーム状態を記憶する。CPU 101とRAM 103が協働して状態記憶部201として機能する。 The state storage unit 201 stores the current game state of the game played on the game device 200. The CPU 101 and the RAM 103 work together to function as the state storage unit 201.
 ゲーム状態とは、例えば、プレイヤーが獲得した点数420の値(スコア)、ゲージ430の値(ダンスメーター)、ゲーム内における経過時間(ゲーム内時間)、現実の経過時間、などを表すゲームパラメータのことである。CPU 101は、ゲームに予め設定される様々なゲームパラメータの各値をゲームの進行に応じて更新し、RAM 103の所定メモリ領域に格納する。 The game state is, for example, a game parameter indicating a value 420 (score) scored by a player, a gauge 430 value (dance meter), an elapsed time in the game (in-game time), an actual elapsed time, and the like. That is. The CPU 101 updates various game parameter values set in advance for the game in accordance with the progress of the game, and stores them in a predetermined memory area of the RAM 103.
 履歴記憶部202は、ゲームが中断していない間、状態記憶部201に記憶されるゲーム状態の履歴を記憶する。CPU 101とRAM 103が協働して履歴記憶部202として機能する。 The history storage unit 202 stores a game state history stored in the state storage unit 201 while the game is not interrupted. The CPU 101 and the RAM 103 cooperate to function as the history storage unit 202.
 具体的には、CPU 101は、過去のゲーム状態を履歴としてRAM 103に記憶させる。CPU 101は、例えば、現実の時間における過去の期間(例えば「5秒前から現在まで」など)のゲーム状態の履歴を格納する。あるいは、CPU 101は、ゲーム内時間における過去の期間(例えばアイスホッケーゲームにおける「第1ピリオド開始から現在まで」など)のゲーム状態の履歴を格納してもよい。 Specifically, the CPU 101 stores the past game state in the RAM 103 as a history. For example, the CPU 101 stores a history of game states in a past period (for example, “from 5 seconds ago to the present”) in actual time. Alternatively, the CPU 101 may store a history of game states in the past period in the in-game time (for example, “from the start of the first period to the present” in the ice hockey game).
 例えば、CPU 101は、所定ゲーム内時間分のゲームパラメータの履歴を格納できる配列変数を定義してRAM 103に記憶し、現在より所定ゲーム時間前から現在までのゲームパラメータの履歴が格納されるように、配列変数の各値を定期的に更新する。更新するタイミングは、典型的には、垂直同期割り込み(VSYNC)が発生するタイミングである。 For example, the CPU 101 defines an array variable that can store a history of game parameters for a predetermined game time and stores it in the RAM 103 so that the history of game parameters from the current game time to the present is stored. In addition, each value of the array variable is periodically updated. The update timing is typically a timing at which a vertical synchronization interrupt (VSYNC) occurs.
 操作受付部203は、ゲームが中断していない間、プレイヤーからの操作指示を受け付ける。操作指示とは、中断指示と再開指示以外の他の指示であって、ゲーム装置200で行われるゲームのコマンドの入力指示などのことである。CPU 101とコントローラ105が協働して操作受付部203として機能する。 The operation reception unit 203 receives an operation instruction from the player while the game is not interrupted. The operation instruction is an instruction other than the interruption instruction and the restart instruction, such as an instruction to input a game command performed on the game device 200. The CPU 101 and the controller 105 cooperate to function as the operation reception unit 203.
 コマンドは、プレイヤーが入力すべき1つ以上の操作を示すデータ列から構成されるパターンデータで予め定義される。例えば、コマンドは、上記ボタン301乃至304を備えるコントローラ105において、“左を1回”というようなパターンデータで表される。このとき、プレイヤーがボタン301を1回押圧すると、このパターンデータに予め対応付けられているゲームイベント(例えば、ボタン301に対応付けられる音が再生される等)が発生し、ゲームが進行する。 The command is defined in advance by pattern data composed of a data string indicating one or more operations to be input by the player. For example, the command is represented by pattern data such as “left once” in the controller 105 including the buttons 301 to 304. At this time, when the player presses the button 301 once, a game event associated with the pattern data in advance (for example, a sound associated with the button 301 is reproduced) occurs, and the game proceeds.
 本実施形態では、CPU 101は、ゲームが進行中の場合(中断していない場合)、操作指示と中断指示を受け付ける。また、CPU 101は、ゲームが進行中でない場合(中断している場合)、再開指示を受け付ける。 In the present embodiment, the CPU 101 receives an operation instruction and an interruption instruction when the game is in progress (when not interrupted). Further, when the game is not in progress (when it is interrupted), the CPU 101 accepts a restart instruction.
 更新部204は、プレイヤーから受け付けられた操作指示に基づいて、状態記憶部201に記憶される現在のゲーム状態を更新する。CPU 101とRAM 103が協働して更新部204として機能する。 The update unit 204 updates the current game state stored in the state storage unit 201 based on the operation instruction received from the player. The CPU 101 and the RAM 103 work together to function as the update unit 204.
 つまり、CPU 101は、プレイヤーからコマンドが入力されると、入力されたコマンドに応じてゲームパラメータの各値を変化させ、変化させたゲームパラメータをRAM 103に格納し、ゲームを進行させる。 That is, when a command is input from the player, the CPU 101 changes each value of the game parameter according to the input command, stores the changed game parameter in the RAM 103, and advances the game.
 表示部205は、状態記憶部201に記憶されるゲーム状態に基づいた状態画像251を生成し、モニターに表示する。また、表示部205は、ゲームが中断された後に再開されると、履歴記憶部202に記憶されるゲーム状態の履歴のうち、最新の所定期間内に含まれるゲームの状態の履歴を取得し、取得したゲーム状態の履歴に含まれるゲームの状態に基づいた履歴画像252を生成し、順にモニターに表示することができる。CPU 101とRAM 103と画像処理部108が協働して表示部205として機能する。 The display unit 205 generates a state image 251 based on the game state stored in the state storage unit 201 and displays it on the monitor. Further, when the game is resumed after the game is interrupted, the display unit 205 acquires a game state history included in the latest predetermined period from the game state history stored in the history storage unit 202, and A history image 252 based on the game state included in the acquired game state history can be generated and displayed on the monitor in order. The CPU 101, the RAM 103, and the image processing unit 108 cooperate to function as the display unit 205.
 ここで、モニターに表示される画像には、状態画像251と履歴画像252の二種類がある。
 状態画像251は、現在のゲームパラメータ、すなわち状態記憶部201に記憶されるゲームパラメータに基づいてCPU 101等により生成されるゲーム画像である。言い換えれば、状態画像251は、プレイヤーから入力される操作指示に応じて変化するリアルタイム画像である。
Here, there are two types of images displayed on the monitor: a status image 251 and a history image 252.
The state image 251 is a game image generated by the CPU 101 or the like based on the current game parameter, that is, the game parameter stored in the state storage unit 201. In other words, the state image 251 is a real-time image that changes according to an operation instruction input from the player.
 履歴画像252は、過去のゲームパラメータ、すなわち履歴記憶部202に記憶されるゲームパラメータの履歴に基づいてCPU 101等により生成されるゲーム画像である。言い換えれば、履歴画像252は、過去にプレイヤーから入力された操作指示の履歴を用いて再現するリプレイ画像である。 The history image 252 is a game image generated by the CPU 101 or the like based on past game parameters, that is, the history of game parameters stored in the history storage unit 202. In other words, the history image 252 is a replay image that is reproduced using a history of operation instructions input from the player in the past.
 CPU 101は、画像処理部108を制御して、VSYNCごとに状態画像251及び/又は履歴画像252を生成する。そして、CPU 101は、状態画像251及び/又は履歴画像252をモニターへ表示させる。CPU 101は、状態画像251と履歴画像252の両方を生成して表示させてもよいし、いずれか一方を生成して表示させてもよい。 The CPU 101 controls the image processing unit 108 to generate the state image 251 and / or the history image 252 for each VSYNC. Then, the CPU 101 displays the status image 251 and / or the history image 252 on the monitor. The CPU 101 may generate and display both the state image 251 and the history image 252 or may generate and display either one of them.
 再開制御部206は、ゲームを中断した後に再開する場合、ゲームの中断の所定期間前からゲームを再開する。つまり、プレイヤーが中断指示を入力してゲームが中断され、その後プレイヤーが再開指示を入力すると、ゲームは、中断したゲーム内時刻より所定期間だけ前から再開される。ゲームが中断された後、中断したシーンより少し前からゲームが再開される。ゲームを中断した後に再開するとき、プレイヤーは、この所定期間分については2回プレイできることになる。 When the game is resumed after the game is interrupted, the restart control unit 206 resumes the game from a predetermined period before the game is interrupted. That is, when the player inputs an interruption instruction and the game is interrupted, and then the player inputs a restart instruction, the game is restarted from a predetermined period before the interrupted in-game time. After the game is interrupted, the game is resumed slightly before the interrupted scene. When the game is resumed after being interrupted, the player can play twice for the predetermined period.
 また、再開制御部206は、ゲームが再開されてから所定期間が経過すると、所定の評価基準に基づき、所定期間内に受け付けられた操作指示に基づくゲーム状態が、状態記憶部201に記憶されるゲーム状態より優れているか否かを評価する。 Further, when a predetermined period elapses after the game is restarted, the restart control unit 206 stores, in the state storage unit 201, a game state based on an operation instruction received within a predetermined period based on a predetermined evaluation criterion. Evaluate whether it is better than the game state.
 ここで言う「ゲーム状態が優れている」とは、所定の評価基準に対して優れているという意味である。例えば「プレイヤーのスコア値が多いこと」を評価基準にすれば、スコア値が多ければ多いほど成績が優れているということになる。例えば「プレイヤーのスコア値が少ないこと」を評価基準にすれば、スコア値が少なければ少ないほど成績が優れているということになる。 Here, “the game state is excellent” means that it is excellent with respect to a predetermined evaluation standard. For example, if “the player has a high score value” is used as an evaluation criterion, the higher the score value, the better the grade. For example, if “the player's score value is small” is used as an evaluation criterion, the smaller the score value, the better the grade.
 再開制御部206は、所定期間内に受け付けられた操作指示に基づくゲーム状態が、状態記憶部201に記憶されるゲーム状態より優れていると判別した場合、状態記憶部201に記憶されるゲーム状態を、所定期間内に受け付けられた操作指示に基づくゲーム状態で更新する。 When the restart control unit 206 determines that the game state based on the operation instruction received within the predetermined period is superior to the game state stored in the state storage unit 201, the game state stored in the state storage unit 201 Are updated in a game state based on an operation instruction received within a predetermined period.
 つまり、ゲームを所定期間前から再開し、所定期間が経過すると、中断前にプレイヤーが入力していた過去の操作指示に基づくゲーム成績と、再開後に新たにプレイヤーが入力した操作指示に基づくゲーム成績とが比較される。ゲーム成績とは、ゲームパラメータを用いて所定の計算式により導出される評価値である。典型的には、この評価値は、点数420が示す値や、ゲームの進行と共に増加もしくは減少することが可能なゲージ430の値である。そして、比較結果に応じて下記のケースのようにプレイヤーの最終的なゲーム成績が決まる。 In other words, when the game is restarted from before a predetermined period and the predetermined period has elapsed, the game result based on the previous operation instruction input by the player before the interruption and the game result based on the operation instruction newly input by the player after the restart Are compared. The game score is an evaluation value derived by a predetermined calculation formula using game parameters. Typically, this evaluation value is a value indicated by the score 420 or a value of the gauge 430 that can increase or decrease as the game progresses. Then, the final game result of the player is determined according to the comparison result as in the following case.
(ケース1)ゲーム再開から所定期間経過後において、再開後に新たに入力された操作指示に基づくゲーム成績が、中断前に過去に入力されていた操作指示に基づくゲーム成績よりも優れている場合:
 CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を採用し、中断前に過去に入力されていた操作指示に基づくゲーム成績を破棄する。CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。
(Case 1) When the game score based on the operation instruction newly input after the restart is superior to the game score based on the operation instruction previously input before the interruption after a predetermined period has elapsed since the game restart:
The CPU 101 adopts the game result based on the operation instruction newly input after the restart, and discards the game result based on the operation instruction input in the past before the interruption. The CPU 101 sets the game score based on the operation instruction newly input after the restart as the game score of the player within a predetermined period.
(ケース2)ゲーム再開から所定期間経過後において、再開後に新たに入力された操作指示に基づくゲーム成績が、中断前に過去に入力されていた操作指示に基づくゲーム成績よりも劣っているか、もしくは同じである場合:
 CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を採用し、再開後に新たに入力された操作指示に基づくゲーム成績を破棄する。CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。
(Case 2) After a predetermined period from the game restart, the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, or If it is the same:
The CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart. The CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
 すなわち、前回入力した操作指示と今回入力した操作指示とのうち、ゲームが再開されてから所定期間が経過した時点で成績が優れている方の操作指示が、プレイヤーのゲーム成績になる。 That is, the player's game result is the operation instruction with the best result when a predetermined period has elapsed since the game was restarted, between the operation instruction input last time and the operation instruction input this time.
 ここで、上記ケース1について説明する。
 図5Aは、中断前の操作入力によるゲームパラメータ(例えばゲージ430(ダンスメーター)の値)の時間変化と、再開後の操作入力によるゲームパラメータの時間変化とを表す図である。ゲーム内時刻T1に中断指示が入力され、その後再開指示が入力されると、CPU 101は、ゲーム内時刻T1より所定期間TP前のゲーム内時刻T2からゲームを再開させる。
Here, the case 1 will be described.
FIG. 5A is a diagram illustrating a time change of a game parameter (for example, a value of a gauge 430 (dance meter)) by an operation input before interruption and a time change of a game parameter by an operation input after resumption. When an interruption instruction is input at the in-game time T1, and then a restart instruction is input, the CPU 101 restarts the game from the in-game time T2 that is a predetermined period TP before the in-game time T1.
 例えば、曲線510が再開後の操作入力によるダンスメーターの変化を表し、曲線520が中断前の操作入力によるダンスメーターの変化を表すと仮定する。プレイヤーが押圧したボタンの種類とタイミングが、予め決められた課題内容と課題時刻に近いと、ダンスメーターの示す値が上昇する。逆に、押圧したボタンの種類とタイミングが、予め決められた課題内容と課題時刻から遠いと、ダンスメーターの示す値が下降する。CPU 101は、ダンスメーターの示す値が大きいほど成績が優れていると評価する。 For example, it is assumed that the curve 510 represents the change of the dance meter due to the operation input after the restart, and the curve 520 represents the change of the dance meter due to the operation input before the interruption. When the type and timing of the button pressed by the player are close to the predetermined task content and task time, the value indicated by the dance meter increases. On the contrary, if the type and timing of the pressed button are far from the predetermined task content and task time, the value indicated by the dance meter decreases. The CPU 101 evaluates that the result is better as the value indicated by the dance meter is larger.
 CPU 101は、ゲームを中断したゲーム内時刻T1における、中断前の操作入力によるダンスメーターの値VBと、再開後の操作入力によるダンスメーターの値VAとを比較する。この例では“VA(再開後)>VB(中断前)”であるので、CPU 101は、ゲーム内時刻T2からゲーム内時刻T1までのゲーム成績に用いるダンスメーターの変化として、曲線510を採用する。この結果、プレイヤーのゲーム成績は、図5Bに示す曲線530に基づいて、すなわち成績が優れている再開後の(2回目の)操作入力によるダンスメーターの変化に基づいて、評価される。そして、CPU 101は、ゲーム内時刻T1以降のダンスメーターの値については、点515を基点にして計算する。 The CPU 101 compares the dance meter value VB by the operation input before the interruption with the dance meter value VA by the operation input after the restart at the in-game time T1 when the game is interrupted. In this example, since “VA (after resuming)> VB (before interruption)”, the CPU 101 adopts the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. . As a result, the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (second) operation input after resumption with excellent results. Then, the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
 次に、上記ケース2について説明する。
 例えば、曲線510が中断前の操作入力によるダンスメーターの変化を表し、曲線520が再開後の操作入力によるダンスメーターの変化を表すと仮定する。
Next, the case 2 will be described.
For example, assume that the curve 510 represents a change in the dance meter due to the operation input before the interruption, and the curve 520 represents the change in the dance meter due to the operation input after the restart.
 CPU 101は、ゲームを中断したゲーム内時刻T1における、中断前の操作入力によるダンスメーターの値VAと、再開後の操作入力によるダンスメーターの値VBとを比較する。“VA(中断前)>VB(再開後)”であるので、CPU 101は、ゲーム内時刻T2からゲーム内時刻T1までのゲーム成績に用いるダンスメーターの変化として、曲線510を採用する。この結果、プレイヤーのゲーム成績は、図5Bに示す曲線530に基づいて、すなわち成績が優れている中断前の(1回目の)操作入力によるダンスメーターの変化に基づいて、評価される。そして、CPU 101は、ゲーム内時刻T1以降のダンスメーターの値については、点515を基点にして計算する。 The CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the CPU 101 employs the curve 510 as the change of the dance meter used for the game results from the in-game time T2 to the in-game time T1. As a result, the player's game score is evaluated based on the curve 530 shown in FIG. 5B, that is, based on the change of the dance meter due to the (first) operation input before the interruption with excellent score. Then, the CPU 101 calculates the value of the dance meter after the game time T1 with the point 515 as a base point.
 CPU 101は、ダンスメーターの示す値が小さいほど成績が優れていると評価することもできる。つまり、CPU 101は、上記ケース1とケース2の代わりに、次に示すケース1’とケース2’のようにプレイヤーの最終的なゲーム成績を決めてもよい。 The CPU 101 can also evaluate that the smaller the value indicated by the dance meter, the better the performance. That is, the CPU 101 may determine the final game result of the player as in the case 1 'and case 2' shown below instead of the case 1 and case 2 described above.
(ケース1’)ゲーム再開から所定期間経過後において、再開後に新たに入力された操作指示に基づくゲーム成績が、中断前に過去に入力されていた操作指示に基づくゲーム成績よりも優れている場合:
 CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を採用し、再開後に新たに入力された操作指示に基づくゲーム成績を破棄する。CPU 101は、中断前に過去に入力されていた操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。
(Case 1 ') After a predetermined period of time has elapsed since the game resumed, the game score based on the operation instruction newly input after the restart is better than the game score based on the operation instruction previously input before the interruption :
The CPU 101 adopts the game score based on the operation instruction input in the past before the interruption, and discards the game score based on the newly input operation instruction after the restart. The CPU 101 sets the game score based on the operation instruction input in the past before the interruption as the game score of the player within a predetermined period.
 例えば、曲線510が再開後の操作入力によるダンスメーターの変化を表し、曲線520が中断前の操作入力によるダンスメーターの変化を表すと仮定する。CPU 101は、ゲームを中断したゲーム内時刻T1における、中断前の操作入力によるダンスメーターの値VBと、再開後の操作入力によるダンスメーターの値VAとを比較する。“VA(再開後)>VB(再開前)”であるので、プレイヤーのゲーム成績は、図5Cに示す曲線540に基づいて、すなわち成績が劣っている中断前の(1回目の)操作入力によるダンスメーターの変化に基づいて、評価される。そして、CPU 101は、ゲーム内時刻T1以降のダンスメーターの値については、点525を基点にして計算する。 For example, it is assumed that the curve 510 represents the change of the dance meter due to the operation input after the restart, and the curve 520 represents the change of the dance meter due to the operation input before the interruption. The CPU 101 compares the dance meter value VB by the operation input before the interruption at the in-game time T1 when the game is interrupted with the dance meter value VA by the operation input after the restart. Since “VA (after resumption)> VB (before resumption)”, the player's game result is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
(ケース2’)ゲーム再開から所定期間経過後において、再開後に新たに入力された操作指示に基づくゲーム成績が、中断前に過去に入力されていた操作指示に基づくゲーム成績よりも劣っているか、もしくは同じである場合:
 CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を採用し、中断前に過去に入力されていた操作指示に基づくゲーム成績を破棄する。CPU 101は、再開後に新たに入力された操作指示に基づくゲーム成績を、所定期間内におけるプレイヤーのゲーム成績とする。
(Case 2 ') After a predetermined period of time has elapsed since the game restarted, whether the game score based on the operation instruction newly input after the restart is inferior to the game score based on the operation instruction previously input before the interruption, Or if they are the same:
The CPU 101 adopts the game result based on the operation instruction newly input after the restart, and discards the game result based on the operation instruction input in the past before the interruption. The CPU 101 sets the game score based on the operation instruction newly input after the restart as the game score of the player within a predetermined period.
 例えば、曲線510が中断前の操作入力によるダンスメーターの変化を表し、曲線520が再開後の操作入力によるダンスメーターの変化を表すと仮定する。CPU 101は、ゲームを中断したゲーム内時刻T1における、中断前の操作入力によるダンスメーターの値VAと、再開後の操作入力によるダンスメーターの値VBとを比較する。“VA(中断前)>VB(再開後)”であるので、プレイヤーのゲーム成績は、図5Cに示す曲線540に基づいて、すなわち成績が劣っている再開後の(2回目の)操作入力によるダンスメーターの変化に基づいて、評価される。そして、CPU 101は、ゲーム内時刻T1以降のダンスメーターの値については、点525を基点にして計算する。 For example, assume that the curve 510 represents a change in the dance meter due to the operation input before the interruption, and the curve 520 represents the change in the dance meter due to the operation input after the restart. The CPU 101 compares the dance meter value VA by the operation input before the interruption with the dance meter value VB by the operation input after the restart at the in-game time T1 when the game is interrupted. Since “VA (before interruption)> VB (after resumption)”, the game result of the player is based on the curve 540 shown in FIG. It is evaluated based on changes in the dance meter. Then, the CPU 101 calculates the value of the dance meter after the in-game time T1 with the point 525 as a base point.
 なお、上記ケース2あるいはケース2’において、所定期間が経過した後、再開してから新たに入力された操作指示に基づくゲーム成績が、中断前に過去に入力されていた操作指示に基づくゲーム成績と同じである場合、CPU 101は、どちらのゲーム成績を採用してもよい。 In case 2 or case 2 ′, the game result based on the operation instruction newly input after the resumption of the game after the predetermined period has elapsed is the game result based on the operation instruction input in the past before the interruption. If the same, the CPU 101 may adopt either game result.
 次に、ゲーム装置200の上記各部が実行するゲーム処理について、フローチャート等を用いて説明する。以下の説明では、「ゲームパラメータの示す値が大きいこと」を評価基準としている。 Next, game processing executed by each of the above-described units of the game device 200 will be described using a flowchart and the like. In the following description, “the value indicated by the game parameter is large” is used as an evaluation criterion.
 図6と図7は、本実施形態のゲーム処理を示すフローチャートである。
 図8、図9、図10、図11A,図11Bは、履歴記憶部202に記憶されるゲームパラメータの履歴を説明するための図である。
6 and 7 are flowcharts showing the game processing of this embodiment.
8, 9, 10, 11 </ b> A, and 11 </ b> B are diagrams for explaining the history of game parameters stored in the history storage unit 202.
 まず、CPU 101は、ゲームを開始し、プレイヤーから操作指示を受け付けてゲームを進行させ、現在のゲームパラメータをRAM 103に保存する(ステップS601)。現在のゲームパラメータは状態記憶部201に格納される。 First, the CPU 101 starts a game, accepts an operation instruction from the player, advances the game, and stores the current game parameters in the RAM 103 (step S601). The current game parameter is stored in the state storage unit 201.
 CPU 101は、ゲームパラメータの履歴をRAM 103に保存する(ステップS602)。ゲームパラメータの履歴は履歴記憶部202に格納される。 The CPU 101 stores the game parameter history in the RAM 103 (step S602). The history of game parameters is stored in the history storage unit 202.
 すなわち、CPU 101は、所定の時間間隔でゲームパラメータを取得し、取得したゲームパラメータのうち少なくとも最新のN回分(Nは1以上の整数)を履歴としてRAM 103に保存する。 That is, the CPU 101 acquires game parameters at predetermined time intervals, and stores at least the latest N times (N is an integer of 1 or more) of the acquired game parameters as a history in the RAM 103.
 例えば図8は、ゲーム開始から取得したゲームパラメータを、取得順(時間順)に履歴記憶部202に格納した様子を示す図である。ゲーム内時刻T1におけるゲームパラメータの値はVAである。 For example, FIG. 8 is a diagram illustrating a state in which the game parameters acquired from the start of the game are stored in the history storage unit 202 in the order of acquisition (time order). The value of the game parameter at in-game time T1 is VA.
 CPU 101は、画像処理部108を制御して状態画像251を生成してモニターへ表示させる。 The CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
 次に、CPU 101は、ゲームの中断指示が入力されたか否かを判別する(ステップS603)。 Next, the CPU 101 determines whether or not a game interruption instruction has been input (step S603).
 中断指示が入力されていないと判別された場合(ステップS603;NO)、CPU 101は、ステップS601乃至S603の処理を繰り返す。すなわち、ゲームは中断されずに引き続き進行する。処理が繰り返されることにより、生成される状態画像251のそれぞれが繋がって表示され、動画像のように見える。 When it is determined that no interruption instruction has been input (step S603; NO), the CPU 101 repeats the processing of steps S601 to S603. That is, the game continues without interruption. By repeating the processing, each of the generated state images 251 is connected and displayed, and looks like a moving image.
 中断指示が入力されたと判別された場合(ステップS603;YES)、CPU 101は、ゲームの進行を一時停止し、所定期間内のゲームパラメータの履歴をバッファメモリ900に一時待避する(ステップS604)。バッファメモリ900は、RAM 103の所定領域内に用意されているメモリ領域である。 If it is determined that an interruption instruction has been input (step S603; YES), the CPU 101 temporarily stops the progress of the game and temporarily saves the history of game parameters within a predetermined period in the buffer memory 900 (step S604). The buffer memory 900 is a memory area prepared in a predetermined area of the RAM 103.
 例えば、図8に示すゲーム内時刻T1に中断指示があった場合、CPU 101は、図9に示すように、所定期間内に属する最新のM個分(Mは1以上N以下の整数)の履歴V(N-M+1)~V(N)を、バッファメモリ900にコピーする。 For example, when there is an interruption instruction at the in-game time T1 shown in FIG. 8, the CPU 101, as shown in FIG. 9, is the latest M pieces (M is an integer from 1 to N) belonging to a predetermined period. The histories V (N−M + 1) to V (N) are copied to the buffer memory 900.
 ゲームが中断している間、CPU 101は、画像処理部108を制御して、最後に生成された状態画像251と中断した旨(ポーズ中である旨)のメッセージ等とをモニターへ表示させる。 While the game is interrupted, the CPU 101 controls the image processing unit 108 to display the last generated state image 251 and a message indicating that it has been interrupted (pause) on the monitor.
 次に、CPU 101は、ゲームの再開指示が入力されたか否かを判別する(ステップS605)。 Next, the CPU 101 determines whether or not a game restart instruction has been input (step S605).
 再開指示が入力されていないと判別された場合(ステップS605;NO)、CPU 101は、再開指示が入力されるまで待機する。 When it is determined that the restart instruction has not been input (step S605; NO), the CPU 101 waits until the restart instruction is input.
 再開指示が入力されたと判別された場合(ステップS605;YES)、CPU 101は、ゲームを中断したゲーム内時刻T1より所定期間前のゲーム内時刻T2からゲームを再開する(ステップS606)。 When it is determined that a restart instruction has been input (step S605; YES), the CPU 101 restarts the game from the in-game time T2 that is a predetermined period before the in-game time T1 at which the game was interrupted (step S606).
 CPU 101は、ゲームを再開後、プレイヤーから操作指示を受け付けてゲームを進行させ、現在のゲームパラメータをRAM 103に保存する(ステップS607)。 After restarting the game, the CPU 101 accepts an operation instruction from the player and advances the game, and stores the current game parameters in the RAM 103 (step S607).
 CPU 101は、ゲームパラメータの履歴をRAM 103に保存する(ステップS608)。ここで、CPU 101は、中断前のゲーム内時刻T2に対応する履歴V(j)(jはN-M+1以上N以下の整数)に、再開後のゲーム内時刻T2に対応するゲームパラメータを上書きする。 The CPU 101 stores the game parameter history in the RAM 103 (step S608). Here, the CPU 101 overwrites the game parameter corresponding to the in-game time T2 after the restart on the history V (j) corresponding to the in-game time T2 before the interruption (j is an integer between NM + 1 and N). To do.
 CPU 101は、画像処理部108を制御して状態画像251を生成してモニターへ表示させる。 The CPU 101 controls the image processing unit 108 to generate a state image 251 and display it on the monitor.
 ゲームを再開してから上記所定期間が経過するまで、CPU 101は、バッファメモリ900に格納されているゲームパラメータ(つまりゲーム中断前の過去のゲームパラメータ)に基づいて履歴画像252を生成してモニターへ表示させてもよい。 The CPU 101 generates and monitors a history image 252 based on the game parameters stored in the buffer memory 900 (that is, past game parameters before the game is interrupted) until the predetermined period elapses after the game is resumed. May be displayed.
 CPU 101は、ゲームを再開してから所定期間が経過したか否かを判別する(ステップS609)。 The CPU 101 determines whether or not a predetermined period has elapsed since the game was restarted (step S609).
 所定期間が経過していないと判別された場合(ステップS609;NO)、CPU 101は、所定期間が経過するまでゲームを進行させる。この間のゲーム進行は2度目ということになる。 When it is determined that the predetermined period has not elapsed (step S609; NO), the CPU 101 advances the game until the predetermined period elapses. This is the second game progress.
 例えば図10は、ゲームを再開してからゲーム内時刻が再びT1に達したときに履歴記憶部202に記憶されるゲームパラメータの履歴を示す図である。ゲーム内時刻T1におけるゲームパラメータの値はVBである。1回目(中断前)のプレイによるゲームパラメータの値はVAであり、2回目(再開後)のプレイによるゲームパラメータの値はVBである。 For example, FIG. 10 is a diagram illustrating a history of game parameters stored in the history storage unit 202 when the in-game time reaches T1 again after restarting the game. The value of the game parameter at the game time T1 is VB. The value of the game parameter by the first play (before interruption) is VA, and the value of the game parameter by the second play (after restart) is VB.
 所定期間が経過した、すなわちゲーム内時刻が再びT1に達したと判別された場合(ステップS609;YES)、CPU 101は、バッファメモリ900に一時待避したゲームパラメータの履歴と、再開後のゲーム内時刻T2からT1までのゲームパラメータの履歴と、を比較する(ステップS610)。 When it is determined that the predetermined period has elapsed, that is, the in-game time has reached T1 again (step S609; YES), the CPU 101 stores the history of game parameters temporarily saved in the buffer memory 900 and the in-game after restarting The game parameter history from time T2 to T1 is compared (step S610).
 比較の結果、再開後(2回目)のゲームパラメータの方が、中断前(1回目)のゲームパラメータよりも優れていると判別された場合、言い換えれば“VA<VB”の場合(ステップS611;YES)、CPU 101は、バッファメモリ900に一時待避したゲームパラメータの履歴を破棄する(ステップS612)。 As a result of comparison, when it is determined that the game parameter after restart (second time) is superior to the game parameter before interruption (first time), in other words, when “VA <VB” (step S611; YES), the CPU 101 discards the history of game parameters temporarily saved in the buffer memory 900 (step S612).
 つまり、図11Aに示すように、履歴記憶部202には再開後のゲームパラメータが保存されたままであるので、再開後のゲームパラメータがプレイヤーのゲーム成績に用いられる。 That is, as shown in FIG. 11A, since the resumed game parameters are still stored in the history storage unit 202, the resumed game parameters are used for the player's game results.
 一方、比較の結果、中断前(1回目)のゲームパラメータの方が、再開後(2回目)のゲームパラメータよりも優れていると判別された場合、言い換えれば“VA>VB”の場合(ステップS611;NO)、CPU 101は、バッファメモリ900に一時待避したゲームパラメータの履歴で、履歴記憶部202のゲームパラメータの履歴を更新する(ステップS613)。 On the other hand, as a result of comparison, if it is determined that the game parameter before the interruption (first time) is superior to the game parameter after the restart (second time), in other words, “VA> VB” (step S611; NO), the CPU 101 updates the history of game parameters in the history storage unit 202 with the history of game parameters temporarily saved in the buffer memory 900 (step S613).
 つまり、図11Bに示すように、履歴記憶部202に格納されるゲームパラメータが中断前のゲームパラメータに戻されるので、中断前のゲームパラメータがプレイヤーのゲーム成績に用いられる。 That is, as shown in FIG. 11B, the game parameters stored in the history storage unit 202 are returned to the game parameters before the interruption, so that the game parameters before the interruption are used for the game results of the player.
 なお、本実施形態では、“VA=VB”の場合には、ステップS611でNOと判別することとするが、YESと判別してもよい。 In this embodiment, when “VA = VB”, NO is determined in step S611, but YES may be determined.
 ゲーム内時刻T1以降、CPU 101は、引き続きゲームを進行させる。ゲームの所定終了条件が満たされると、CPU 101はゲームを終了し、履歴記憶部202に格納されているゲームパラメータの履歴を用いてプレイヤーのゲーム成績を計算する。所定終了条件とは、例えば、「所定の制限時間が経過すること」「ゲージ430の値が所定値以下になること」などである。 After the game time T1, the CPU 101 continues the game. When the predetermined end condition of the game is satisfied, the CPU 101 ends the game and calculates the game result of the player using the game parameter history stored in the history storage unit 202. The predetermined end condition is, for example, “a predetermined time limit has elapsed” or “the value of the gauge 430 is equal to or less than a predetermined value”.
 以上のように、中断前の所定期間内の成績と、再開後の所定期間内の成績とのうち、いずれか優れている方を用いてプレイヤーの最終的なゲーム成績が決まる。例えばプレイヤーは、ゲームのプレイ中に急な電話がかかってきて一旦ポーズをかけ、その後再開させたとしても、ポーズした所から突然再開されるのではなく、ポーズした所より少し前からやり直すことになるので、中断前後のゲームの繋がりを把握し易くなる。本実施形態によれば、プレイヤーは、ゲームの中断前後の繋がりを把握することが容易になる。また、所定期間戻ってコマンドを出し直すことができるので、ゲームの中断によってゲーム感覚が鈍ってしまったりゲーム内容を忘れてしまったりすることを防げるようになる。 As described above, the final game score of the player is determined by using the better one of the score in the predetermined period before the interruption and the score in the predetermined period after the restart. For example, even if a player suddenly receives a call while playing a game, pauses, and then resumes, it does not resume suddenly from where it was paused, but starts a little before the pause Therefore, it becomes easy to grasp the connection of the game before and after the interruption. According to this embodiment, the player can easily grasp the connection before and after the game is interrupted. Further, since the command can be reissued after returning for a predetermined period, it is possible to prevent the game feeling from becoming dull or forgetting the game content due to the interruption of the game.
 上記ケース1,2のように、中断前のゲームパラメータと再開後のゲームパラメータのうち成績の優れている方が採用されることにすれば、プレイヤーは、再開してから所定期間以内をゲーム感覚を取り戻すための練習に当てられ、ゲームの繋がりが把握し易くなるので、中断後もゲームを進めやすくなる。 As in cases 1 and 2 above, if the game parameter before the interruption and the game parameter after the restart are selected to have the best results, the player feels the game sense within a predetermined period after the restart. Since it will be put into practice to get back the game and it will be easier to grasp the connection of the game, it will be easier to advance the game even after interruption.
 上記ケース1’,2’のように、中断前のゲームパラメータと再開後のゲームパラメータのうち成績の劣っている方が採用されることにすれば、プレイヤーは常に緊張感を保って“更に上を目指す”ようにゲームをしなければならないので、ゲーム装置200はゲームの緊迫さや難易度が増すように調整したりペナルティを課したりすることができる。また、プレイヤーの技術向上に繋がる。 As in the case 1 'and 2' above, if the game parameter before the interruption and the game parameter after the restart are adopted, the player always keeps a sense of tension and "up further" The game device 200 can be adjusted and penalized so that the game becomes more tense and difficult. It also leads to improvements in player technology.
 次に、画面400の構成について、図12乃至図16を用いて説明する。 Next, the configuration of the screen 400 will be described with reference to FIGS.
 図12に、上述のステップS601乃至S603において表示される画面400の例を示す。画面400には、静止マーク401乃至404、点数420、ゲージ430のほか、踏み位置指示マーク1201~1203等が表示される。本図には3つの踏み位置指示マークしか表示されていないが、あくまでも一例に過ぎず、課題の設定のしかたによって個数や位置などは変わる。CPU 101は、踏み位置指示マーク1201,1202,1203を、それぞれ、所定の速度で静止マーク403,404,402の位置に向かって移動させる。図12では、踏み位置指示マーク1201,1202,1203が、状態画像251に相当する。 FIG. 12 shows an example of the screen 400 displayed in the above-described steps S601 to S603. On the screen 400, stationary marks 401 to 404, a score of 420, a gauge 430, stepping position instruction marks 1201 to 1203, and the like are displayed. Although only three step position indication marks are displayed in this figure, this is merely an example, and the number, position, and the like vary depending on how the task is set. The CPU 101 moves the step position indication marks 1201, 1202, and 1203 toward the positions of the stationary marks 403, 404, and 402 at a predetermined speed, respectively. In FIG. 12, step position indication marks 1201, 1202, and 1203 correspond to the state image 251.
 図13に、上述のステップS604において表示される画面400の例を示す。中断指示を受け付けると、CPU 101は、踏み位置指示マーク1201,1202,1203の移動を停止させ、ゲームを中断していることを示すメッセージ(例えば“PAUSE”)や画像を表示させる。 FIG. 13 shows an example of the screen 400 displayed in the above-described step S604. When accepting the interruption instruction, the CPU 101 stops the movement of the step position indication marks 1201, 1202, and 1203, and displays a message (for example, “PAUSE”) and an image indicating that the game is interrupted.
 図14に、上述のステップS606でゲームを再開したときの画面400の例を示す。踏み位置指示マーク1401,1402は、それぞれ、中断指示を受け付けたゲーム内時刻に表示されていた踏み位置指示マークである。これらは本発明の説明用に記載したものであり、実際には画面400内に表示されないことが望ましい。 FIG. 14 shows an example of the screen 400 when the game is resumed in the above-described step S606. The stepping position instruction marks 1401 and 1402 are stepping position instruction marks displayed at the in-game time when the interruption instruction is received. These are described for explaining the present invention, and it is desirable that they are not actually displayed in the screen 400.
 再開指示を受け付けると、CPU 101は、踏み位置指示マーク1201,1202,1203の位置を、中断指示を受け付けたゲーム内時刻より所定期間前の位置まで距離ΔLだけ戻して表示させ、踏み位置指示マーク1201,1202,1203の移動を再開する。プレイヤーは、ゲームを中断したときよりも距離ΔLだけ戻ったところからゲームを再開する。 When the restart instruction is received, the CPU 101 displays the positions of the step position indication marks 1201, 1202, and 1203 by returning a distance ΔL from the in-game time at which the interruption instruction is received to a position before a predetermined period of time. The movement of 1201, 1202, 1203 is resumed. The player resumes the game from the point where the distance ΔL has returned from when the game was interrupted.
 また、CPU 101は、踏み位置指示マーク1201,1202,1203に対応する課題に先行する他の課題(以下「先行課題」という。)が距離範囲ΔL以内に存在する場合には、距離範囲ΔL以内の先行課題に対応する踏み位置指示マーク1403も表示させる。距離範囲ΔL以内の先行課題は複数の場合もあるし、存在しない場合もある。プレイヤーは、距離範囲ΔL以内に存在する先行課題について再びプレイすることになる。図14では、踏み位置指示マーク1201,1202,1403が、状態画像251に相当する。 Further, the CPU 101 determines that the other task preceding the task corresponding to the step position indication marks 1201, 1202, and 1203 (hereinafter referred to as “previous task”) is within the distance range ΔL. The step position indication mark 1403 corresponding to the preceding task is also displayed. There may be a plurality of prior tasks within the distance range ΔL, or they may not exist. The player will play again for the previous task existing within the distance range ΔL. In FIG. 14, step position indication marks 1201, 1202, and 1403 correspond to the state image 251.
 図15に、上述のステップS606乃至S609において表示される画面400の例を示す。本図は、先行課題を示す踏み位置指示マーク1403に対応する左ボタン301が、再び表示された先行課題に対応付けられる課題時刻に(ちょうど静止マーク401と踏み位置指示マーク1403が重なるタイミングに)プレイヤーによって押圧されたときの画面400である。CPU 101は、踏み位置指示マーク1403についてのプレイヤーの成績を求め、結果(例えば“GREAT”など)を表示する。 FIG. 15 shows an example of a screen 400 displayed in the above-described steps S606 to S609. This figure shows that the left button 301 corresponding to the step position instruction mark 1403 indicating the preceding task is at the task time associated with the preceding task displayed again (at the timing when the stationary mark 401 and the step position instruction mark 1403 overlap). It is the screen 400 when pressed by the player. The CPU 101 obtains the player's score for the step position indication mark 1403 and displays the result (for example, “GREAT”).
 更に、CPU 101は、中断前のゲームパラメータの履歴に基づく履歴画像252も合わせて表示する。図15では、履歴画像252は、画像1501に相当する。 Furthermore, the CPU 101 also displays a history image 252 based on the game parameter history before the interruption. In FIG. 15, the history image 252 corresponds to the image 1501.
 つまり、プレイヤーは、再開後の所定期間中では、今回(再開後)の成績に加えて、前回(中断前)の成績も知ることができる。プレイヤーは、例えば「前回よりうまくなった」というように自分の上達度の目安を判断したり、例えば「今回は前回よりうまくいったので次からこれでいこう」というように作戦を練ったりすることが可能である。 That is, the player can know the results of the previous (before interruption) in addition to the results of this time (after restart) during the predetermined period after the restart. For example, the player should determine his / her progress standard, for example, “I am better than the previous time”, or, for example, “I ’ll improve this time, so let ’s continue from now” Is possible.
 なお、図15において、CPU 101は、履歴画像252を表示しないこととしてもよい。 In FIG. 15, the CPU 101 may not display the history image 252.
 図16に、上述のステップS606乃至S609において表示される画面400の他の例を示す。本図に示すように、CPU 101は、再開後のゲーム画面と、中断前のゲーム画面とを分割して表示させてもよい。 FIG. 16 shows another example of the screen 400 displayed in the above-described steps S606 to S609. As shown in this figure, the CPU 101 may divide and display the game screen after restart and the game screen before interruption.
 すなわち、状態画像251は、静止マーク401~404と、再開後のスコア420と、再開後のゲージ430と、踏み位置指示マーク1201,1202,1403と、再開後の評価結果と、をすべて含むゲームウィンドウ全体である。また、履歴画像252は、静止マーク401~404と、中断前のスコア420と、中断前のゲージ430と、踏み位置指示マーク1201,1202,1403と、中断前の評価結果と、をすべて含むゲームウィンドウ全体である。プレイヤーは、前回のゲーム画面と、今回のゲーム画面とを見比べることが可能である。 That is, the state image 251 is a game that includes all of the still marks 401 to 404, the score 420 after restart, the gauge 430 after restart, the step position indication marks 1201, 1202, and 1403, and the evaluation results after restart. The whole window. Further, the history image 252 is a game that includes all of the still marks 401 to 404, the score 420 before the interruption, the gauge 430 before the interruption, the step position indication marks 1201, 1202, and 1403, and the evaluation result before the interruption. The whole window. The player can compare the previous game screen with the current game screen.
 例えばCPU 101は、中断前後において、次のように画面表示を変えてもよい。
(X)中断前、及び、中断中:状態画像251の全画面表示。
(Y)再開後の所定期間以内:状態画像251と履歴画像252との分割表示。
(Z)再開後の所定期間以降:状態画像251の全画面表示。
For example, the CPU 101 may change the screen display as follows before and after interruption.
(X) Before interruption and during interruption: Full screen display of the state image 251.
(Y) Within a predetermined period after resumption: Split display of the state image 251 and the history image 252.
(Z) After a predetermined period after resumption: Full screen display of the state image 251.
 この(Y)において、CPU 101は、プレイヤーにとって状態画像251と履歴画像252との区別が付きやすいように表示することが望ましい。あるいは、CPU 101は、現在プレイしているゲーム画像である状態画像251をプレイヤーにとって相対的に見やすくなるように表示することが望ましい。 In this (Y), it is desirable for the CPU 101 to display so that the player can easily distinguish between the state image 251 and the history image 252. Alternatively, it is desirable for the CPU 101 to display the state image 251 that is the currently played game image so that it is relatively easy for the player to see.
 例えば、CPU 101は、状態画像251の大きさを履歴画像252の大きさより相対的に大きく表示させる。 For example, the CPU 101 displays the size of the status image 251 relatively larger than the size of the history image 252.
 例えば、CPU 101は、状態画像251を履歴画像252より相対的に強調して表示させる。強調の仕方には、画像の大きさの違いや、画像の色調の違いなどを用いた手法がある。 For example, the CPU 101 causes the state image 251 to be displayed with a higher emphasis than the history image 252. As a method of emphasizing, there is a method using a difference in image size or a difference in color tone of an image.
 例えば、CPU 101は、状態画像251を全画面表示させたまま、履歴画像252を小窓にして(いわゆる“ワイプ”で)表示させる。 For example, the CPU 101 displays the history image 252 in a small window (so-called “wipe”) while the state image 251 is displayed on the full screen.
 例えば、CPU 101は、(X)においては状態画像251を全画面表示させ、(X)から(Y)への画面移行においては状態画像251を表示させながら履歴画像252を徐々にワイプインさせ、(Y)から(Z)への画面移行においては状態画像251を表示させながら履歴画像252を徐々にワイプアウトさせ、(Z)においては状態画像251を全画面表示させる。 For example, the CPU 101 displays the state image 251 in full screen in (X), and gradually wipes in the history image 252 while displaying the state image 251 in the screen transition from (X) to (Y). In the screen transition from (Y) to (Z), the history image 252 is gradually wiped out while displaying the state image 251. In (Z), the state image 251 is displayed on the full screen.
 状態画像251と履歴画像252とを合わせて表示することにより、プレイヤーは、再開後の所定期間中、今回の評価結果と前回の評価結果の違いを、より直感的に把握することができる。 By displaying the status image 251 and the history image 252 together, the player can more intuitively understand the difference between the current evaluation result and the previous evaluation result during a predetermined period after the restart.
(実施形態2)
 次に、本発明のその他の実施形態について説明する。上記実施形態では、中断時の過去のゲームパラメータと、再開してから所定期間経過時のゲームパラメータと、の差異に基づいて、プレイヤーのゲーム成績を評価している。一方、本実施形態は、中断時より所定期間分のゲームパラメータの履歴と、再開してから所定期間が経過するまでのゲームパラメータの履歴と、の差異に基づいて、プレイヤーのゲーム成績を評価する点で、上記実施形態と異なる。
(Embodiment 2)
Next, other embodiments of the present invention will be described. In the above embodiment, the player's game results are evaluated based on the difference between the past game parameters at the time of interruption and the game parameters at the time when a predetermined period has elapsed since restarting. On the other hand, this embodiment evaluates the player's game performance based on the difference between the game parameter history for a predetermined period from the time of interruption and the game parameter history from the restart until the predetermined period elapses. This is different from the above embodiment.
 図10において、CPU 101は、履歴記憶部202に記憶されるゲームパラメータのそれぞれと、バッファメモリ900に記憶されるゲームパラメータのそれぞれとを評価する。 10, the CPU 101 evaluates each game parameter stored in the history storage unit 202 and each game parameter stored in the buffer memory 900.
 すなわち、CPU 101は、履歴記憶部202に記憶されるゲームパラメータの配列要素V(N-M+1)と、バッファメモリ900に記憶されるゲームパラメータの配列要素V(N-M+1)とを比較する。また、CPU 101は、履歴記憶部202の配列要素V(N-M+2)とバッファメモリ900の配列要素V(N-M+2)とを比較する。同様にして、CPU 101は、すべての配列要素同士を比較する。 That is, the CPU 101 compares the game parameter array element V (N−M + 1) stored in the history storage unit 202 with the game parameter array element V (N−M + 1) stored in the buffer memory 900. Further, the CPU 101 compares the array element V (N−M + 2) in the history storage unit 202 with the array element V (N−M + 2) in the buffer memory 900. Similarly, the CPU 101 compares all the array elements.
 そして、CPU 101は、比較の結果、履歴記憶部202に記憶されるゲームパラメータよりもバッファメモリ900に記憶されるゲームパラメータの方が優れていると判別される配列要素がある場合、履歴記憶部202に記憶されるゲームパラメータのうちバッファメモリ900の方が優れていると判別されたゲームパラメータについては、バッファメモリ900に記憶されるゲームパラメータで更新する。 When there is an array element that is determined that the game parameter stored in the buffer memory 900 is superior to the game parameter stored in the history storage unit 202 as a result of the comparison, the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be superior to the buffer memory 900 are updated with the game parameters stored in the buffer memory 900.
 図17Aは、中断前の操作入力によるゲームパラメータ(例えばダンスメーターの値)の時間変化と、再開後の操作入力によるゲームパラメータの時間変化とを表す図である。ゲーム内時刻T3に中断指示が入力され、その後再開指示が入力されると、CPU 101は、ゲーム内時刻T3より所定期間TP前のゲーム内時刻T4からゲームを再開させる。 FIG. 17A is a diagram illustrating a time change of a game parameter (for example, a value of a dance meter) by an operation input before interruption and a time change of a game parameter by an operation input after restart. When an interruption instruction is input at the in-game time T3 and then a restart instruction is input, the CPU 101 restarts the game from the in-game time T4 before the predetermined time TP from the in-game time T3.
 例えば、曲線1710が中断前の操作入力によるダンスメーターの変化を表し、曲線1720が再開後の操作入力によるダンスメーターの変化を表すと仮定する。CPU 101は、ゲーム内時刻T4からT3における、中断前の操作入力によるダンスメーターの各値と、再開後の操作入力によるダンスメーターの各値とを比較する。 For example, assume that the curve 1710 represents a change in the dance meter due to the operation input before the interruption, and the curve 1720 represents the change in the dance meter due to the operation input after the restart. The CPU 101 compares each value of the dance meter by the operation input before the interruption from the time T4 to T3 in the game with each value of the dance meter by the operation input after the restart.
 ゲーム内時刻がT4からT5にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1720を採用する。
 ゲーム内時刻がT5からT6にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1710を採用する。
 ゲーム内時刻がT6からT7にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1720を採用する。
 ゲーム内時刻がT7からT3にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1710を採用する。
When the in-game time is from T4 to T5, the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 employs the curve 1720.
When the in-game time is from T5 to T6, the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
When the in-game time is from T6 to T7, the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710, and thus the CPU 101 adopts the curve 1720.
When the in-game time is from T7 to T3, the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 adopts the curve 1710.
 この結果、プレイヤーのゲーム成績は、図17Bに示す曲線1730に基づいて評価される。そして、CPU 101は、ゲーム内時刻T3以降のダンスメーターの値については、点1715を基点にして計算する。 As a result, the player's game results are evaluated based on the curve 1730 shown in FIG. 17B. Then, the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1715 as a base point.
 このように中断前のゲームパラメータと再開後のゲームパラメータのうち成績の良い方が採用されることにすれば、プレイヤーは、再開してから所定期間以内をゲーム感覚を取り戻すための練習に当てられ、ゲームの繋がりが把握し易くなるので、中断後もゲームを進めやすくなる。 In this way, if the game parameter before the interruption and the game parameter after the restart are adopted, the player who has the best results will be put into practice to regain the game sensation within a predetermined period after the restart. Since it becomes easy to grasp the connection of the game, the game can be easily advanced even after the interruption.
 あるいは、CPU 101は、評価の結果、履歴記憶部202に記憶されるゲームパラメータよりもバッファメモリ900に記憶されるゲームパラメータの方が劣っていると判別される配列要素がある場合、履歴記憶部202に記憶されるゲームパラメータのうちバッファメモリ900の方が劣っていると判別されたゲームパラメータについては、バッファメモリ900に記憶されるゲームパラメータで更新してもよい。 Alternatively, when there is an array element that is determined that the game parameter stored in the buffer memory 900 is inferior to the game parameter stored in the history storage unit 202 as a result of the evaluation, the CPU 101 determines that the history storage unit Of the game parameters stored in 202, the game parameters determined to be inferior in the buffer memory 900 may be updated with the game parameters stored in the buffer memory 900.
 ゲーム内時刻がT4からT5にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1710を採用してもよい。
 ゲーム内時刻がT5からT6にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1720を採用してもよい。
 ゲーム内時刻がT6からT7にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が大きいので、CPU 101は、曲線1710を採用してもよい。
 ゲーム内時刻がT7からT3にかけては、曲線1710が示すダンスメーターの値よりも、曲線1720が示すダンスメーターの値の方が小さいので、CPU 101は、曲線1720を採用してもよい。
When the in-game time is from T4 to T5, the value of the dance meter indicated by the curve 1720 is larger than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1710.
When the in-game time is from T5 to T6, the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
When the in-game time is from T6 to T7, the value of the dance meter indicated by the curve 1720 is greater than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1710.
When the in-game time is from T7 to T3, the value of the dance meter indicated by the curve 1720 is smaller than the value of the dance meter indicated by the curve 1710. Therefore, the CPU 101 may adopt the curve 1720.
 この結果、プレイヤーのゲーム成績は、図17Cに示す曲線1740に基づいて評価される。そして、CPU 101は、ゲーム内時刻T3以降のダンスメーターの値については、点1725を基点にして計算する。 As a result, the player's game results are evaluated based on the curve 1740 shown in FIG. 17C. Then, the CPU 101 calculates the value of the dance meter after the in-game time T3 with the point 1725 as a base point.
 このように中断前のゲームパラメータと再開後のゲームパラメータのうち成績の悪い方が採用されることにすれば、プレイヤーは常に緊張感を保ってゲームをしなければならないので、ゲーム装置200はゲームの緊迫さや難易度が増すように調整したりペナルティを課したりすることができる。 As described above, if the game parameter before the interruption and the game parameter after the restart are adopted, the player with the poor result must always maintain a sense of tension. Can be adjusted and penalized to increase the tension and difficulty of the.
(実施形態3)
 次に、本発明のその他の実施形態について説明する。上記各実施形態では、ゲーム中断時より所定期間前からゲームを再開し、所定期間以内については、中断前と再開後のうちどちらか成績の優れている方の履歴がプレイヤーの成績となる。しかし、ゲーム再開後の所定期間以内に、ゲームの所定終了条件が満たされてしまう可能性がある。本実施形態は、このような可能性を考慮した実施形態である。
(Embodiment 3)
Next, other embodiments of the present invention will be described. In each of the above-described embodiments, the game is resumed from a predetermined period before the game is interrupted, and within the predetermined period, the history of the player with the better result before the interruption or after the restart becomes the player's result. However, there is a possibility that a predetermined end condition of the game is satisfied within a predetermined period after the game is resumed. The present embodiment is an embodiment considering such a possibility.
 例えば上述の実施形態におけるダンスゲームでは、ゲームの中断と再開が一切無い場合においては、ゲージ430の値がゼロになると、ゲームが強制終了される。一方、本実施形態のダンスゲームでは、ゲーム再開後の所定期間以内にゲージ430の値がゼロになっても、ゲーム中断前のゲームパラメータの履歴を用いてゲームが続行される。 For example, in the dance game in the above-described embodiment, when there is no interruption and resumption of the game, the game is forcibly terminated when the value of the gauge 430 becomes zero. On the other hand, in the dance game of this embodiment, even if the value of the gauge 430 becomes zero within a predetermined period after the game is resumed, the game is continued using the history of game parameters before the game is interrupted.
 図18A,図18Bを用いて詳しく説明する。
 図18Aは、中断前の操作入力によるゲームパラメータ(例えばダンスメーターの値)の時間変化と、再開後の操作入力によるゲームパラメータの時間変化とを表す図である。ゲーム内時刻T8に中断指示が入力され、その後再開指示が入力されると、CPU 101は、ゲーム内時刻T8より所定期間TP前のゲーム内時刻T9からゲームを再開させる。曲線1810が中断前の操作入力によるダンスメーターの変化を表し、曲線1820が再開後の操作入力によるダンスメーターの変化を表す。
This will be described in detail with reference to FIGS. 18A and 18B.
FIG. 18A is a diagram illustrating a time change of a game parameter (for example, a dance meter value) by an operation input before interruption and a time change of a game parameter by an operation input after resumption. When an interruption instruction is input at an in-game time T8 and a restart instruction is input thereafter, the CPU 101 restarts the game from an in-game time T9 that is a predetermined period TP before the in-game time T8. A curve 1810 represents a change in the dance meter due to the operation input before the interruption, and a curve 1820 represents a change in the dance meter due to the operation input after the restart.
 再開後の所定期間TP以内のゲーム内時刻T10において、ゲームの所定終了条件が満たされると、CPU 101は、ゲーム内時刻T9からゲーム内時刻T8までのゲーム成績に用いるダンスメーターの変化として、曲線1810を採用する。 When the predetermined game end condition is satisfied at the in-game time T10 within the predetermined time period TP after the restart, the CPU 101 uses a curve as a change of the dance meter used for the game results from the in-game time T9 to the in-game time T8. 1810 is adopted.
 すなわち、CPU 101は、バッファメモリ900に一時待避したゲームパラメータの履歴で、履歴記憶部202のゲームパラメータの履歴を更新する。 That is, the CPU 101 updates the game parameter history stored in the history storage unit 202 with the game parameter history temporarily saved in the buffer memory 900.
 この結果、プレイヤーのゲーム成績は、図18Bに示す曲線1830に基づいて、すなわち中断前の(1回目の)操作入力によるダンスメーターの変化に基づいて計算される。CPU 101は、ゲーム内時刻T8以降のダンスメーターの値については、点1850を基点にして計算する。 As a result, the game result of the player is calculated based on the curve 1830 shown in FIG. 18B, that is, based on the change of the dance meter due to the operation input before the interruption (first time). The CPU 101 calculates the value of the dance meter after the game time T8 from the point 1850 as a base point.
 CPU 101は、ゲーム内時刻T10において、状態画像251の表示を終了する。 The CPU 101 ends the display of the state image 251 at the in-game time T10.
 そして、CPU 101は、状態画像251の代わりに、ゲーム内時刻がT10のときの曲線1810上の点1840から、ゲーム内時刻がT8のときの曲線1810上の点1850まで、のゲームパラメータの履歴を用いて履歴画像252を表示する。 Then, instead of the state image 251, the CPU 101 records a game parameter history from a point 1840 on the curve 1810 when the in-game time is T10 to a point 1850 on the curve 1810 when the in-game time is T8. Is used to display the history image 252.
 ゲーム再開後のゲーム内時刻がT10からT8まで、CPU 101は、操作指示、中断指示、再開指示のいずれの入力も受け付けないこととする。この間、プレイヤーは、前回の自分のプレイを“おさらい”することになる。プレイヤーにとってゲームの繋がりが把握し易くなるので、所定期間経過後もゲームを進めやすくなる。 Suppose that the CPU 101 does not accept any input of an operation instruction, an interruption instruction, or a restart instruction from the time T10 to T8 after the game restarts. During this time, the player “reviews” his previous play. Since it is easy for the player to grasp the connection of the game, it is easy to advance the game even after a predetermined period.
(実施形態4)
 次に、本発明のその他の実施形態について説明する。上記各実施形態では、プレイヤーから中断指示が入力されるが、本実施形態では、プレイヤーからの中断指示が無くてもゲーム装置200がゲームを中断することができる。
(Embodiment 4)
Next, other embodiments of the present invention will be described. In each of the above embodiments, an interruption instruction is input from the player. However, in this embodiment, the game apparatus 200 can interrupt the game without an interruption instruction from the player.
 例えば、最後にプレイヤーから操作指示が入力されてから所定しきい時間以上操作入力が無い場合、CPU 101は、中断指示があったものとみなし、ゲームを中断してもよい。 For example, when there is no operation input for a predetermined threshold time after the last operation instruction is input from the player, the CPU 101 may consider that there is an interruption instruction and may interrupt the game.
 例えば、コントローラ105が加速度センサーを内蔵している場合において、測定される加速度の絶対値が所定時間以上にわたって所定しきい値未満である場合、CPU 101は、中断指示があったものとみなし、ゲームを中断してもよい。 For example, when the controller 105 includes an acceleration sensor and the absolute value of the measured acceleration is less than a predetermined threshold for a predetermined time or more, the CPU 101 considers that an interruption instruction has been given, and the game May be interrupted.
 例えば、ゲーム装置200がプレイヤーを検知するセンサーを備える場合において、所定時間以上にわたってプレイヤーが検知されない場合、CPU 101は、中断指示があったものとみなし、ゲームを中断してもよい。 For example, in the case where the game apparatus 200 includes a sensor for detecting a player, if the player is not detected for a predetermined time or longer, the CPU 101 may consider that there is an instruction to interrupt and interrupt the game.
 そして、中断指示があったものとみなしてゲームを中断すると、CPU 101は、図19に例示するように、ゲームを終了するか否かの指示を受け付けるダイアログボックス1910を表示させる。 When the game is interrupted assuming that there is an interrupt instruction, the CPU 101 displays a dialog box 1910 for receiving an instruction as to whether or not to end the game, as illustrated in FIG.
 ゲームを終了する旨が指示された場合、CPU 101は、状態画像251の表示を終了し、ゲームを終了させる。 When instructed to end the game, the CPU 101 ends the display of the state image 251 and ends the game.
 ゲームを終了しない旨が指示された場合、CPU 101は、再開指示が入力されたものとみなし、上述のように所定期間前からゲームを再開させる。 When it is instructed not to end the game, the CPU 101 considers that a restart instruction has been input, and restarts the game from a predetermined period as described above.
 確認用のダイアログボックス1910を表示することにより、プレイヤーの意図に反してゲームが終了してしまうことを防ぐことができる。 Displaying the confirmation dialog box 1910 can prevent the game from ending against the player's intention.
 本発明は、上述した実施形態に限定されず、種々の変形及び応用が可能である。また、上述した実施形態の各構成要素を自由に組み合わせることも可能である。 The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
 本発明は、プレイヤー(特に初心者)がゲームの特定部分を練習したいときにいつでも練習できるモードに入れるようにするための機能を実現するために使用することができる。例えば上記ダンスゲームにおいて、ある特定のフレーズが不得意であるプレイヤーは、そのフレーズにさしかかったときに練習指示(上記中断指示に相当)を入力することができる。練習指示を出すと、そこから所定期間前に戻ってゲームが再開され、プレイヤーはそのフレーズ付近を重点的に練習できる。従って、本発明によれば、プレイヤーの腕を上げる手助けの機会を提供することができる。 The present invention can be used to realize a function for allowing a player (particularly a beginner) to enter a mode where he can practice whenever he wants to practice a specific part of the game. For example, in the above dance game, a player who is not good at a specific phrase can input a practice instruction (corresponding to the above interruption instruction) when approaching the phrase. When a practice instruction is issued, the game is resumed by returning to a predetermined period from there, and the player can focus on the vicinity of the phrase. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
 本発明は、プレイヤーの技術レベルが充分でないと判別されたときにプレイヤーに練習させるモードに入るための機能を実現するために使用することができる。例えばステージを順々にクリアしていくシューティングゲームにおいて、あるステージをクリアするのに手こずっている(例えば、基準クリア時間よりも長くかかった、等)とCPU 101が判断した場合、CPU 101は、練習指示(上記中断指示に相当)があったものとみなし、所定期間前に戻ってゲームを練習させる。プレイヤーは、苦手な部分を重点的に練習できる。従って、本発明によれば、プレイヤーの腕を上げる手助けの機会を提供することができる。 The present invention can be used to realize a function for entering a mode in which a player can practice when it is determined that the player's technical level is not sufficient. For example, in a shooting game in which stages are cleared sequentially, if the CPU 101 determines that it is difficult to clear a certain stage (eg, it took longer than the reference clear time), the CPU 101 It is considered that there has been a practice instruction (corresponding to the interruption instruction above), and the game is practiced by returning to a predetermined period. Players can focus on areas they are not good at. Therefore, according to the present invention, an opportunity to help raise the player's arm can be provided.
 ゲーム装置200の全部又は一部としてコンピュータを動作させるためのプログラムを、メモリカード、CD-ROM、DVD、MO(Magneto Optical disk)などのコンピュータ読み取り可能な記録媒体に格納して配布し、これを別のコンピュータにインストールし、上述の手段として動作させ、あるいは、上述の工程を実行させてもよい。 A program for operating a computer as all or part of the game apparatus 200 is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (MagnetoeOptical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
 さらに、インターネット上のサーバ装置が有するディスク装置等にプログラムを格納しておき、例えば、搬送波に重畳させて、コンピュータにダウンロード等するものとしてもよい。 Furthermore, the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
 なお、本願については、日本国特許願 特願2008-319597号を基礎とする優先権を主張し、当該基礎出願の内容をすべて本願にとりこむものとする。 As for the present application, the priority based on Japanese Patent Application No. 2008-319597 is claimed, and the contents of the basic application are all incorporated herein.
 以上説明したように、本発明によれば、ゲーム中断前後でプレイヤーがゲームの繋がりを容易に把握できるようにするために好適なゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラムを提供することができる。 As described above, according to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for enabling a player to easily grasp the game connection before and after the game is interrupted. be able to.
100 情報処理装置
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
200 ゲーム装置
201 状態記憶部
202 履歴記憶部
203 操作受付部
204 更新部
205 表示部
206 再開制御部
301 左ボタン
302 下ボタン
303 上ボタン
304 右ボタン
400 画面(ゲーム画面)
401~404 静止マーク
410A~410D 踏み位置指示マーク
420 点数
430 ゲージ(ダンスメーター)
510,520,530,540 曲線
515,525 点
900 バッファメモリ
1201~1203,1401~1403 踏み位置指示マーク
1501 画像(履歴画像)
1710,1720,1730,1740 曲線
1715,1725 点
1810,1820,1830 曲線
1840,1850 点
1910 ダイアログボックス
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 Controller 106 External Memory 107 DVD-ROM Drive 108 Image Processing Unit 109 Audio Processing Unit 110 NIC
200 game device 201 state storage unit 202 history storage unit 203 operation reception unit 204 update unit 205 display unit 206 restart control unit 301 left button 302 down button 303 up button 304 right button 400 screen (game screen)
401 to 404 Stationary marks 410A to 410D Step position indication mark 420 Points 430 gauge (dance meter)
510, 520, 530, 540 Curve 515, 525 Point 900 Buffer memory 1201 to 1203, 1401 to 1403 Step position indication mark 1501 Image (history image)
1710, 1720, 1730, 1740 Curves 1715, 1725 Points 1810, 1820, 1830 Curves 1840, 1850 Points 1910 Dialog box

Claims (9)

  1.  ゲームの進行を中断させ再開させることが可能なゲーム装置(200)であって、
     当該ゲームの現在の状態を記憶する状態記憶部(201)と、
     当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)と、
     当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)と、
     前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)と、
     当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)と、
     を備え、
     前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
     ことを特徴とするゲーム装置(200)。
    A game device (200) capable of interrupting and resuming the progress of a game,
    A state storage unit (201) for storing the current state of the game;
    While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
    While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
    An update unit (204) for updating the state of the game stored in the state storage unit (201) based on the received operation instruction;
    When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the interruption of the game;
    With
    When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
    A game device (200) characterized by that.
  2.  請求項1に記載のゲーム装置(200)であって、
     前記状態記憶部(201)に記憶されるゲームの状態に基づいた状態画像を表示する表示部(205)を更に備える、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 1,
    A display unit (205) for displaying a state image based on the state of the game stored in the state storage unit (201);
    A game device (200) characterized by that.
  3.  請求項2に記載のゲーム装置(200)であって、
     前記表示部(205)は、当該ゲームが中断された後に再開される場合、前記履歴記憶部(201)に記憶されるゲームの状態の履歴のうち当該所定期間内に含まれるゲームの状態の履歴を取得し、当該取得されたゲームの状態の履歴に含まれるゲームの状態に基づいた履歴画像を順に更に表示する、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 2,
    When the display unit (205) is resumed after the game is interrupted, the game state history included in the predetermined period of the game state history stored in the history storage unit (201) And sequentially displaying history images based on the game states included in the acquired game state history,
    A game device (200) characterized by that.
  4.  請求項3に記載のゲーム装置(200)であって、
     前記表示部(205)は、当該履歴画像よりも当該状態画像を相対的に強調して表示する、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 3,
    The display unit (205) displays the state image relatively emphasized rather than the history image.
    A game device (200) characterized by that.
  5.  請求項1に記載のゲーム装置(200)であって、
     当該ゲームの状態は、前記受け付けられる操作指示に応じて変化する数値パラメータを用いて表され、
     前記所定の判断基準は、当該ゲームの再開から当該所定期間が経過したときの当該数値パラメータと、当該ゲームが中断したときの当該数値パラメータとを用いて定められる、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 1,
    The state of the game is represented using numerical parameters that change according to the accepted operation instruction,
    The predetermined determination criterion is determined using the numerical parameter when the predetermined period has elapsed from the resumption of the game and the numerical parameter when the game is interrupted.
    A game device (200) characterized by that.
  6.  請求項1に記載のゲーム装置(200)であって、
     当該ゲームの状態は、前記受け付けられる操作指示に応じて変化する数値パラメータを用いて表され、
     前記所定の判断基準は、当該ゲームの再開から当該所定期間が経過するまでの当該数値パラメータの履歴と、当該ゲームの中断から当該所定期間分の当該数値パラメータの履歴とを用いて定められる、
     ことを特徴とするゲーム装置(200)。
    A game device (200) according to claim 1,
    The state of the game is represented using numerical parameters that change according to the accepted operation instruction,
    The predetermined determination criterion is determined using a history of the numerical parameter from the resumption of the game until the predetermined period elapses, and a history of the numerical parameter for the predetermined period from the interruption of the game.
    A game device (200) characterized by that.
  7.  状態記憶部(201)と履歴記憶部(202)を有し、ゲームの進行を中断させ再開させることが可能なゲーム装置(200)にて実行されるゲーム処理方法であって、
     前記状態記憶部(201)には、当該ゲームの現在の状態が記憶され、
     前記履歴記憶部(202)には、当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴が記憶され、
     当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付ステップと、
     前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新ステップと、
     当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御ステップと、
     を備え、
     前記再開制御ステップでは、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
     ことを特徴とするゲーム処理方法。
    A game processing method executed by a game device (200) having a state storage unit (201) and a history storage unit (202) and capable of interrupting and resuming the progress of the game,
    The state storage unit (201) stores the current state of the game,
    The history storage unit (202) stores a history of game states stored in the state storage unit (201) while the game is not interrupted.
    An operation receiving step for receiving an operation instruction from the player while the game is not interrupted;
    An updating step for updating the state of the game stored in the state storage unit (201) based on the accepted operation instruction;
    When the game is resumed after being suspended, a resume control step for resuming the game from a predetermined period before the game is suspended;
    With
    In the restart control step, when the predetermined period has elapsed since the game was restarted, the state of the game based on the operation instruction received within the predetermined period is stored in the state storage unit (201). When it is determined that the state is superior to the state based on a predetermined determination criterion, the state of the game stored in the state storage unit (201) is the state of the game based on the operation instruction received within the predetermined period. Update with
    The game processing method characterized by the above-mentioned.
  8.  ゲームの進行を中断させ再開させることが可能なコンピュータを、
     当該ゲームの現在の状態を記憶する状態記憶部(201)、
     当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)、
     当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)、
     前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)、
     当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)、
     として機能させ、
     前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
     ように機能させるプログラムを記憶することを特徴とする、コンピュータ読み取り可能な情報記録媒体。
    A computer that can suspend and resume the game,
    A state storage unit (201) for storing the current state of the game;
    While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
    While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
    An update unit (204) that updates the state of the game stored in the state storage unit (201) based on the received operation instruction,
    When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the game is interrupted,
    Function as
    When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
    A computer-readable information recording medium characterized by storing a program that functions as described above.
  9.  ゲームの進行を中断させ再開させることが可能なコンピュータを、
     当該ゲームの現在の状態を記憶する状態記憶部(201)、
     当該ゲームが中断していない間、前記状態記憶部(201)に記憶されるゲームの状態の履歴を記憶する履歴記憶部(202)、
     当該ゲームが中断していない間、プレイヤーからの操作指示を受け付ける操作受付部(203)、
     前記受け付けられた操作指示に基づいて、前記状態記憶部(201)に記憶されるゲームの状態を更新する更新部(204)、
     当該ゲームを中断した後に再開する場合、当該ゲームの中断の所定期間前から当該ゲームを再開する再開制御部(206)、
     として機能させ、
     前記再開制御部(206)は、当該ゲームが再開されてから当該所定期間が経過すると、当該所定期間内に受け付けられた操作指示に基づくゲームの状態が、前記状態記憶部(201)に記憶されるゲームの状態より優れていると所定の判断基準に基づいて判断される場合に、前記状態記憶部(201)に記憶されるゲームの状態を、当該所定期間内に受け付けられた操作指示に基づくゲームの状態で更新する、
     ことを特徴とするプログラム。
    A computer that can suspend and resume the game,
    A state storage unit (201) for storing the current state of the game;
    While the game is not interrupted, a history storage unit (202) that stores a history of game states stored in the state storage unit (201),
    While the game is not interrupted, an operation reception unit (203) that receives operation instructions from the player,
    An update unit (204) that updates the state of the game stored in the state storage unit (201) based on the received operation instruction,
    When restarting after interrupting the game, a restart control unit (206) for restarting the game from a predetermined period before the game is interrupted,
    Function as
    When the predetermined period has elapsed since the game was restarted, the restart control unit (206) stores the game state based on the operation instruction received within the predetermined period in the state storage unit (201). The game state stored in the state storage unit (201) based on an operation instruction received within the predetermined period when it is determined that the game state is superior to the game state based on a predetermined criterion. Update with game status,
    A program characterized by that.
PCT/JP2009/070666 2008-12-16 2009-12-10 Game device, game processing method, information recording medium, and program WO2010071070A1 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CN2009801504008A CN102245272B (en) 2008-12-16 2009-12-10 Game device, game processing method, information recording medium, and program
US13/139,939 US20110300948A1 (en) 2008-12-16 2009-12-10 Game device, game processing method, information recording medium, and program
KR1020117015609A KR101213233B1 (en) 2008-12-16 2009-12-10 Game device, game processing method, and information recording medium

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2008319597A JP4848000B2 (en) 2008-12-16 2008-12-16 GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
JP2008-319597 2008-12-16

Publications (1)

Publication Number Publication Date
WO2010071070A1 true WO2010071070A1 (en) 2010-06-24

Family

ID=42268740

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2009/070666 WO2010071070A1 (en) 2008-12-16 2009-12-10 Game device, game processing method, information recording medium, and program

Country Status (6)

Country Link
US (1) US20110300948A1 (en)
JP (1) JP4848000B2 (en)
KR (1) KR101213233B1 (en)
CN (1) CN102245272B (en)
TW (1) TWI396578B (en)
WO (1) WO2010071070A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2022132981A1 (en) * 2020-12-16 2022-06-23 Faeth Therapeutics, Inc. Methods for modulation of and sensitization to serine and glycine limitation

Families Citing this family (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5502026B2 (en) * 2011-06-07 2014-05-28 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
KR101291890B1 (en) * 2011-09-20 2013-07-31 주식회사 엔씨소프트 Apparatus and method of game controlling with touch screen
US8954890B2 (en) 2012-04-12 2015-02-10 Supercell Oy System, method and graphical user interface for controlling a game
GB2501145A (en) 2012-04-12 2013-10-16 Supercell Oy Rendering and modifying objects on a graphical user interface
US8814674B2 (en) 2012-05-24 2014-08-26 Supercell Oy Graphical user interface for a gaming system
JP5902609B2 (en) * 2012-12-28 2016-04-13 株式会社コナミデジタルエンタテインメント Game device, game interruption control method, and computer program
US9089777B2 (en) * 2013-01-09 2015-07-28 Blizzard Entertainment, Inc. Restoring gameplay by replaying past inputs
CN106390450A (en) * 2016-09-23 2017-02-15 广东小天才科技有限公司 A game state update method, device and system
CN106648757B (en) * 2016-11-29 2021-02-02 维沃移动通信有限公司 Data processing method of virtual reality terminal and virtual reality terminal
CN110624240B (en) * 2018-06-25 2023-10-13 腾讯科技(上海)有限公司 Operation control method and device for online game, terminal equipment and medium
CN110639200B (en) * 2019-09-29 2023-03-31 网易(杭州)网络有限公司 Auxiliary game running method and device and electronic equipment
WO2022269319A1 (en) * 2021-06-23 2022-12-29 Sensetime International Pte. Ltd. Methods, apparatuses, systems, devices and storage media for processing abnormal event

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH06282450A (en) * 1993-03-29 1994-10-07 Sega Enterp Ltd Backup method for game program and game device using the same
JP2001038049A (en) * 1999-07-30 2001-02-13 Sega Corp Game device
JP3731781B2 (en) * 1997-07-26 2006-01-05 株式会社ナムコ GAME DEVICE AND STORAGE MEDIUM CONTAINING A PROGRAM RELATED TO THE GAME DEVICE
JP2007236696A (en) * 2006-03-09 2007-09-20 Nintendo Co Ltd Game device and game program

Family Cites Families (35)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US2871580A (en) * 1956-06-21 1959-02-03 George W Forrand Dance instruction device
US2913835A (en) * 1956-11-19 1959-11-24 Joseph F Montine Charting and teaching dance steps
AU690910B2 (en) * 1993-08-10 1998-05-07 Katayama, Midori Method for teaching the body gesture
AU683095B2 (en) * 1993-12-27 1997-10-30 Kabushiki Kaisha Ace Denken Image displaying game machine and image display controlling method
US5507485A (en) * 1994-04-28 1996-04-16 Roblor Marketing Group, Inc. Golf computer and golf replay device
US5558339A (en) * 1994-05-05 1996-09-24 Perlman; Stephen G. Network architecture to support recording and playback of real-time video games
US5826578A (en) * 1994-05-26 1998-10-27 Curchod; Donald B. Motion measurement apparatus
CN1114456C (en) * 1994-06-28 2003-07-16 世嘉企业股份有限公司 Game device and method of replaying game
US5584779A (en) * 1995-04-10 1996-12-17 Wendy S. Knecht Step exercising system and method
TW346612B (en) * 1996-06-05 1998-12-01 Sega Enterprises Kk Image processor, image processing method, game machine and recording medium
US6336891B1 (en) * 1997-12-08 2002-01-08 Real Vision Corporation Interactive exercise pad system
JP2951948B1 (en) * 1998-07-01 1999-09-20 コナミ株式会社 Game system and computer-readable storage medium storing program for executing the game
JP3003851B1 (en) * 1998-07-24 2000-01-31 コナミ株式会社 Dance game equipment
JP3017986B1 (en) * 1998-11-26 2000-03-13 コナミ株式会社 Game system and computer-readable storage medium
JP2000288238A (en) 1999-04-02 2000-10-17 Konami Co Ltd Game system
JP3338005B2 (en) * 1999-08-10 2002-10-28 コナミ株式会社 Music game communication system
JP3496874B2 (en) * 2000-02-23 2004-02-16 コナミ株式会社 GAME DEVICE, GAME DEVICE CONTROL METHOD, INFORMATION STORAGE MEDIUM, GAME DISTRIBUTION DEVICE, AND GAME DISTRIBUTION METHOD
JP2001269431A (en) * 2000-03-24 2001-10-02 Yamaha Corp Body movement state-evaluating device
US6503086B1 (en) * 2000-04-25 2003-01-07 Michael M. Golubov Body motion teaching system
JP2002066128A (en) * 2000-08-31 2002-03-05 Konami Co Ltd Game device, game processing method, and information recording medium
US6604008B2 (en) * 2001-06-08 2003-08-05 Microsoft Corporation Scoring based upon goals achieved and subjective elements
US7060000B2 (en) * 2001-10-11 2006-06-13 Carlson Carl A Game and exercise device and method
US20040043367A1 (en) * 2002-08-30 2004-03-04 Aileen Chou Dancing machine having stepped stages
US20040053657A1 (en) * 2002-09-12 2004-03-18 Fiden Daniel P. Gaming machine with history display
US20050153265A1 (en) * 2002-12-31 2005-07-14 Kavana Jordan S. Entertainment device
US20050026668A1 (en) * 2003-05-08 2005-02-03 Tarantino Elia Rocco Sequential multi-hand poker game
JP2006167092A (en) * 2004-12-15 2006-06-29 Seiko Epson Corp Image inspection method, program thereof and recording medium with the program recorded thereon
JP3884043B2 (en) * 2005-02-28 2007-02-21 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP4128587B2 (en) * 2006-01-19 2008-07-30 株式会社スクウェア・エニックス GAME DEVICE, RANKING INFORMATION CREATION METHOD, PROGRAM, AND RECORDING MEDIUM
JP4333680B2 (en) 2006-02-20 2009-09-16 株式会社セガ game machine
WO2008148020A2 (en) * 2007-05-25 2008-12-04 Thinking Moves, Llc Method and system of purposeful movement to a steady beat
JP4308283B2 (en) * 2007-06-29 2009-08-05 株式会社スクウェア・エニックス Server device, mobile phone, opponent selection system and method, program, and recording medium
US20090082112A1 (en) * 2007-09-26 2009-03-26 Jvl Corporation Multiple sequence video game
US20090111077A1 (en) * 2007-10-31 2009-04-30 Buchheim Karen A Computerized system and method using a symbolic language for dance
JP4826923B2 (en) 2008-05-02 2011-11-30 株式会社セガ Game device

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH06282450A (en) * 1993-03-29 1994-10-07 Sega Enterp Ltd Backup method for game program and game device using the same
JP3731781B2 (en) * 1997-07-26 2006-01-05 株式会社ナムコ GAME DEVICE AND STORAGE MEDIUM CONTAINING A PROGRAM RELATED TO THE GAME DEVICE
JP2001038049A (en) * 1999-07-30 2001-02-13 Sega Corp Game device
JP2007236696A (en) * 2006-03-09 2007-09-20 Nintendo Co Ltd Game device and game program

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2022132981A1 (en) * 2020-12-16 2022-06-23 Faeth Therapeutics, Inc. Methods for modulation of and sensitization to serine and glycine limitation

Also Published As

Publication number Publication date
CN102245272B (en) 2013-12-25
US20110300948A1 (en) 2011-12-08
KR20110099301A (en) 2011-09-07
KR101213233B1 (en) 2012-12-18
JP4848000B2 (en) 2011-12-28
CN102245272A (en) 2011-11-16
TW201036676A (en) 2010-10-16
JP2010142270A (en) 2010-07-01
TWI396578B (en) 2013-05-21

Similar Documents

Publication Publication Date Title
JP4848000B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
US8360836B2 (en) Gaming device, game processing method and information memory medium
JP5346850B2 (en) GAME DEVICE, GAME PROCESSING METHOD, AND PROGRAM
JP3579042B1 (en) GAME DEVICE, GAME METHOD, AND PROGRAM
JP5264959B2 (en) GAME SYSTEM, GAME SYSTEM CONTROL METHOD, AND PROGRAM
JP5502026B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
US20120122580A1 (en) Game device, game device control method and information recording medium storing program
JP2012187207A (en) Game apparatus, control method of game apparatus and program
US8253005B2 (en) Selecting device, selecting method, and information recording medium
US8496516B2 (en) Game device, tempo announcement method, information recording medium and program
JP4847997B2 (en) GAME DEVICE, OPERATION EVALUATION METHOD, AND PROGRAM
JP5189561B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
KR20100051746A (en) Audio processing device, audio processing method, information recording medium, and program
JP5406604B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP4361592B1 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP5535127B2 (en) Game device and program
JP2011172707A (en) Game device, game processing method and program
JP4071130B2 (en) Control device, character control method, and program
WO2012169239A1 (en) Game device, game device control method, information recording medium, and program
JP4825273B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP2006187414A (en) Program, information memory medium and game system
WO2011010596A1 (en) Game device, game control method, information storage medium, and program
JP2006149648A (en) Game device, its control method and program

Legal Events

Date Code Title Description
WWE Wipo information: entry into national phase

Ref document number: 200980150400.8

Country of ref document: CN

121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09833373

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

ENP Entry into the national phase

Ref document number: 20117015609

Country of ref document: KR

Kind code of ref document: A

WWE Wipo information: entry into national phase

Ref document number: 13139939

Country of ref document: US

122 Ep: pct application non-entry in european phase

Ref document number: 09833373

Country of ref document: EP

Kind code of ref document: A1