WO2010071070A1 - Dispositif de jeu, procédé de traitement de jeu, support d'enregistrement d'informations, et programme - Google Patents

Dispositif de jeu, procédé de traitement de jeu, support d'enregistrement d'informations, et programme Download PDF

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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
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Prior art keywords
game
state
storage unit
history
predetermined period
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PCT/JP2009/070666
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English (en)
Japanese (ja)
Inventor
将史 竹廣
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株式会社コナミデジタルエンタテインメント
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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/zh
Priority to US13/139,939 priority patent/US20110300948A1/en
Priority to KR1020117015609A priority patent/KR101213233B1/ko
Publication of WO2010071070A1 publication Critical patent/WO2010071070A1/fr

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    • 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.

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  • 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

L'invention concerne un dispositif de jeu (200) comprenant : une unité de mémoire d'état (201) qui enregistre un état du jeu en cours ; une unité de mémoire d'historique (202) qui enregistre un historique de l'état du jeu ; une unité de réception d'opération (203) qui reçoit une entrée de commande d'un joueur ; une unité de mise à jour (204) qui change l'état du jeu en fonction de l'entrée de commande reçue et met à jour l'état du jeu en cours ; une unité d'affichage (205) qui affiche une image d'état (251) en fonction de l'état du jeu en cours et une image d'historique (252) en fonction de l'historique de l'état du jeu ; et une unité de commande de reprise (206). Quand une instruction de reprise d'un jeu est reçue après une interruption du jeu, l'unité de commande de reprise (206) reprend le jeu au moment qui précède l'heure du jeu interrompu selon une période prédéfinie. L'unité de commande de reprise (206) compare l'historique de l'état du jeu à l'état du jeu après la reprise et évalue le joueur en fonction de l'historique du meilleur état de jeu.
PCT/JP2009/070666 2008-12-16 2009-12-10 Dispositif de jeu, procédé de traitement de jeu, support d'enregistrement d'informations, et programme WO2010071070A1 (fr)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CN2009801504008A CN102245272B (zh) 2008-12-16 2009-12-10 游戏装置、游戏处理方法、信息记录介质以及程序
US13/139,939 US20110300948A1 (en) 2008-12-16 2009-12-10 Game device, game processing method, information recording medium, and program
KR1020117015609A KR101213233B1 (ko) 2008-12-16 2009-12-10 게임장치, 게임처리방법 및 정보기록매체

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JP2008319597A JP4848000B2 (ja) 2008-12-16 2008-12-16 ゲーム装置、ゲーム処理方法、ならびに、プログラム
JP2008-319597 2008-12-16

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US (1) US20110300948A1 (fr)
JP (1) JP4848000B2 (fr)
KR (1) KR101213233B1 (fr)
CN (1) CN102245272B (fr)
TW (1) TWI396578B (fr)
WO (1) WO2010071070A1 (fr)

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

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