| United States Patent Application |
20090011838
|
| Kind Code
|
A1
|
|
Miyamoto; Shigeru
|
January 8, 2009
|
Computer-readable storage medium having game program stored therein, and
game apparatus
Abstract
User saved-data storage means S19 stores user saved-data which is
generated as a result of a game play performed by a user. Digest
saved-data storage means S48 stores a plurality of pieces of digest
saved-data which are previously generated so as to be associated with
predetermined scenes, respectively, in a game. Game start means S14
starts the game process without using the user saved-data and the
plurality of pieces of digest saved-data. Game resuming means S12, S13
starts the game process by using the user saved-data. Digest game start
means S4 starts the game process by using any of the plurality of pieces
of digest saved-data. Saving means S19 generates the user saved-data,
only in the game process started by the game start means or the game
resuming means.
| Inventors: |
Miyamoto; Shigeru; (Kyoto-shi, JP)
|
| Correspondence Name and Address:
|
NIXON & VANDERHYE, P.C.
901 NORTH GLEBE ROAD, 11TH FLOOR
ARLINGTON
VA
22203
US
|
| Assignee Name and Adress: |
NINTENDO CO., LTD.
Kyoto-shi
JP
|
| Serial No.:
|
216171 |
| Series Code:
|
12
|
| Filed:
|
June 30, 2008 |
| U.S. Current Class: |
463/43 |
| U.S. Class at Publication: |
463/43 |
| Intern'l Class: |
A63F 9/24 20060101 A63F009/24 |
Foreign Application Data
| Date | Code | Application Number |
| Jul 4, 2007 | JP | 2007-176669 |
Claims
1. A computer-readable storage medium having stored therein a game program
executed by a computer of a game apparatus for performing a game process
in accordance with a user making an operation input, and starting the
game process by using saved data,the game program causing the computer to
function as:game process means for performing the game process;user
saved-data storage means for storing user saved-data which is generated
in accordance with a user making an operation input during the game
process;digest saved-data storage means for storing a plurality of pieces
of digest saved-data which are previously generated so as to be
associated with predetermined scenes, respectively, in a game;game start
means for starting the game process without using the user saved-data and
the plurality of pieces of digest saved-data;game resuming means for
starting the game process by using the user saved-data;digest game start
means for starting the game process by using any of the plurality of
pieces of digest saved-data; andsaving means for generating the user
saved-data, only in the game process started by one of the game start
means and the game resuming means, and storing the user saved-data in a
user saved-data storage means.
2. The computer-readable storage medium having stored therein the game
program according to claim 1,wherein the program causes the computer to
further function asmoving image storage means for storing a digest moving
image for sequentially displaying moving images associated with a
plurality of scenes, respectively, in the game; andmoving image
reproduction means for reading the digest moving image from the moving
image storage means, and reproducing the digest moving image;wherein the
digest saved-data storage means stores the plurality of pieces of digest
saved-data so as to be associated with reproduction portions at which the
predetermined scenes, respectively, are displayed in the digest moving
image; andwherein the digest game start means starts, when a
predetermined input is made while the digest moving image is being
reproduced, the game process by using digest saved-data among the
plurality of pieces of digest saved-data, the digest saved-data among the
plurality of pieces of digest saved-data being associated with a
reproduction portion, among the reproduction portions, at which the
predetermined input is made.
3. The computer-readable storage medium having stored therein the game
program according to claim 1,wherein the program causes the computer to
further function as scene selection means for displaying a plurality of
pieces of scene information associated with the predetermined scenes,
respectively, in the game so as to allow one of the predetermined scenes
to be selected, andwherein the digest game start means starts the game
process by using one of the plurality of pieces of digest saved-data, the
one of the plurality of pieces of digest saved-data being associated with
the one of the predetermined scenes in the game, the one of the
predetermined scenes having been selected by the scene selection means.
4. The computer-readable storage medium having stored therein the game
program according to claim 1,wherein the program causes the computer to
further function as:connection means for connecting through a network to
a predetermined server in which the plurality of pieces of digest
saved-data are stored; anddigest saved-data reception means for receiving
any of the plurality of pieces of digest saved-data from the
predetermined server through the connection means,wherein the digest game
start means starts the game process by using the digest saved-data
received from the predetermined server by the digest saved-data reception
means.
5. The computer-readable storage medium having stored therein the game
program according to claim 1,wherein the program causes the computer to
further function as time period measurement means for measuring a time
period from a predetermined time point to a time at which the game
process is being currently performed, andwherein the digest game start
means starts the game process by using any of the plurality of pieces of
digest saved-data only when the time period measured by the time period
measurement means represents a value greater than a predetermined value.
6. A computer-readable storage medium having stored therein a game program
executed by a computer of a game apparatus for performing a game process
in accordance with a user making an operation input, and starting the
game process by using saved data,the game program causing the computer to
function as:game process means for performing the game process;moving
image storage means for storing a digest moving image for sequentially
displaying moving images associated with a plurality of scenes,
respectively, in a game; andmoving image reproduction means for reading
the digest moving image from the moving image storage means, and
reproducing the digest moving image;digest saved-data storage means for
storing a plurality of pieces of digest saved-data which are previously
generated so as to be associated with predetermined scenes in the game
and reproduction portions at which the predetermined scenes,
respectively, are displayed in the digest moving image; anddigest game
start means for starting, when a predetermined input is made while the
digest moving image is being reproduced, the game process by using digest
saved-data among the plurality of pieces of digest saved-data, the digest
saved-data among the plurality of pieces of digest saved-data being
associated with a reproduction portion, among the reproduction portions,
at which the predetermined input is made.
7. A game apparatus for performing a game process in accordance with a
user making an operation input, and starting the game process by using
saved data, the game apparatus comprising:game process means for
performing the game process;user saved-data storage means for storing
user saved-data which is generated as a result of a game play performed
by a user;digest saved-data storage means for storing a plurality of
pieces of digest saved-data which are previously generated so as to be
associated with predetermined scenes, respectively, in a game;game start
means for starting the game process without using the user saved-data and
the plurality of pieces of digest saved-data;game resuming means for
starting the game process by using the user saved-data;digest game start
means for starting the game process by using any of the plurality of
pieces of digest saved-data; andsaving means for generating the user
saved-data, only in the game process started by one of the game start
means and the game resuming means, and storing the user saved-data in a
user saved-data storage means.
8. A game apparatus for performing a game process in accordance with a
user making an operation input, and starting the game process by using
saved data, the game apparatus comprising:game process means for
performing the game process;moving image storage means for storing a
digest moving image for sequentially displaying moving images associated
with a plurality of scenes, respectively, in a game;moving image
reproduction means for reading the digest moving image from the moving
image storage means, and reproducing the digest moving image;digest
saved-data storage means for storing a plurality of pieces of digest
saved-data which are previously generated so as to be associated with
predetermined scenes in the game and reproduction portions at which the
predetermined scenes, respectively, are displayed in the digest moving
image; anddigest game start means for starting, when a predetermined
input is made while the digest moving image is being reproduced, the game
process by using digest saved-data among the plurality of pieces of
digest saved-data, the digest saved-data among the plurality of pieces of
digest saved-data being associated with a reproduction portion, among the
reproduction portions, at which the predetermined input is made.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001]The disclosure of Japanese Patent Application No. 2007-176669, filed
on Jul. 4, 2007, is incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002]1. Field of the Invention
[0003]The present invention relates to a computer-readable storage medium
having a game program stored therein and a game apparatus, and more
particularly to a computer-readable storage medium having stored therein
a game program executed by a computer of a game apparatus which performs
a game process in accordance with an operation input from a user so as to
allow a game play, and a game apparatus.
[0004]2. Description of the Background Art
[0005]Conventionally, multiple types of video games have been played by
using video game apparatuses. The video games include a role playing
game, an action adventure game, and an action role playing game.
[0006]In these games, a core story or scenario is previously set, and the
game is played in accordance with the story or the scenario in general.
However, in some of these games, a volume of the story or the scenario is
too large, and therefore a lot of time is needed for clearing the game.
Further, in some cases, various puzzles are set in the scenario, and/or a
skilled action (operation to be performed by a player) and the like are
required, so as to enhance an interest in the game. However, there is a
problem that these puzzles and the like are too difficult, and therefore
the game may be stuck halfway, and the game may not be cleared to the
end. As means for solving the problem, disclosed is a game control method
for lowering the difficulty level of a game by presenting, while the game
is being played, a hint for allowing the game to be continued (for
example, Japanese Laid-Open Patent Publication No. 2002-200351). In the
game control method, in a case where a character that is allowed to
perform a particular action is not in a party (a group to which a player
character operated by a player belongs), a hint message is presented when
a position at which the particular action can be performed is approached.
Therefore, a player may not become stuck with the game, and is allowed to
easily clear the game.
[0007]However, the game control method disclosed in Japanese Laid-Open
Patent Publication No. 2002-200351 described above has the following
problem. Specifically, a user that has sufficient time for playing, to
the end, a large volume of game requiring a lot of time for clearing the
game is allowed to enjoy the large volume of game. However, there is a
problem that a user that does not have sufficient time for the game play
may not enjoy the large volume of game to the end and give up the game
halfway even when the difficulty level of game is lowered by presenting a
hint or the like in the middle of the game.
SUMMARY OF THE INVENTION
[0008]Therefore, an object of the present invention is to provide a
computer-readable storage medium having stored therein a game program for
allowing a player to freely play and enjoy the game to the end, and a
game apparatus.
[0009]Further, another object of the present invention is to provide a
computer-readable storage medium having stored therein a game program for
preventing a player who desires to clear a game by him/herself from
losing his/her interest in the game, and a game apparatus.
[0010]The present invention has the following features to attain the
object mentioned above. The reference numerals, the supplementary
description and the like in the parentheses indicate an exemplary
correspondence with the embodiment described below in order to aid in
understanding the present invention and are not intended to limit, in
anyway, the scope of the present invention.
[0011]A first aspect is directed to a computer-readable storage medium
having stored therein a game program executed by a computer of a game
apparatus for performing a game process in accordance with a user making
an operation input, so as to play a game, and the computer is caused to
function as game process means (S21); user saved-data storage means
(S19); digest saved-data storage means (S48); game start means (S14);
game resuming means (S12, S13); digest game start means (S4), and saving
means (S19). The game process means performs the game process. The user
saved-data storage means stores user saved-data which is generated as a
result of a game play performed by a user. The digest saved-data storage
means stores a plurality of pieces of digest saved-data which are
previously generated so as to be associated with predetermined scenes,
respectively, in the game. The game start means starts the game process
without using the user saved-data and the plurality of pieces of digest
saved-data. The game resuming means starts the game process by using the
user saved-data. The digest game start means starts the game process by
using any of the plurality of pieces of digest saved-data. The saving
means generates the user saved-data, only in the game process started by
one of the game start means and the game resuming means, and stores the
user saved-data in a user saved-data storage means.
[0012]According to the first aspect, it is possible to optionally start
the game even from a scene in the middle of the game, based on the digest
saved-data. Therefore, even a player that does not have a lot of time for
game play may enjoy the game to the end. Further, when the game is
started by using the digest saved-data, the game is not allowed to be
saved, and therefore a player that desires to clear the game by
him/herself may not lose his/her interest in the game.
[0013]In a second aspect based on the first aspect, the program causes the
computer to further function as moving image storage means and moving
image reproduction means. The moving image storage means stores a digest
moving image for sequentially displaying moving images associated with a
plurality of scenes, respectively, in the game. The moving image
reproduction means reads the digest moving image from the moving image
storage means, and reproduces the digest moving image. The digest
saved-data storage means stores the plurality of pieces of digest
saved-data so as to be associated with reproduction portions at which the
predetermined scenes, respectively, are displayed in the digest moving
image. Further, the digest game start means starts, when a predetermined
input is made while the digest moving image is being reproduced, the game
process by using digest saved-data among the plurality of pieces of
digest saved-data, the digest saved-data among the plurality of pieces of
digest saved-data being associated with a reproduction portion, among the
reproduction portions, at which the predetermined input is made.
[0014]According to the second aspect, a player is allowed to know the game
content by viewing the digest moving image, and start the game from a
desired scene in the digest moving image. Therefore, a player that does
not have sufficient time for the game play can fully understand the game
content and easily enjoy the game, so that game can be played to the end.
[0015]In a third aspect based on the first aspect, the program causes the
computer to further function as scene selection means for displaying a
plurality of pieces of scene information associated with the
predetermined scenes, respectively, in the game so as to allow one of the
predetermined scenes to be selected. Further, the digest game start means
starts the game process by using one of the plurality of pieces of digest
saved-data, the one of the plurality of pieces of digest saved-data being
associated with the one of the predetermined scenes in the game, the one
of the predetermined scenes having been selected by the scene selection
means.
[0016]According to the third aspect, it is possible to start the game from
a scene desired by a player. Further, it is possible to smoothly play the
game by using the digest saved-data provided in accordance with the
scenes, respectively.
[0017]In a fourth aspect based on the first aspect, the program causes the
computer to further function as connection means and digest saved-data
reception means. The connection means connects the game apparatus through
a network to a predetermined server in which the plurality of pieces of
digest saved-data are stored. The digest saved-data reception means
receives any of the plurality of pieces of digest saved-data from the
predetermined server through the connection means. Further, the digest
game start means starts the game process by using the digest saved-data
received from the predetermined server by the digest saved-data reception
means.
[0018]According to the fourth aspect, it is possible to acquire the digest
saved-data through the network. Therefore, it is unnecessary to include
the digest saved-data in the game program which is supplied as a product,
or the like, and it is possible to reduce a storage capacity necessary
for a storage medium for the game program, and the like.
[0019]In a fifth aspect based on the first aspect, the program causes the
computer to further function as time period measurement means for
measuring a time period from a predetermined time point to a time at
which the game process is being currently performed. Further, the digest
start means starts the game process by using any of the plurality of
pieces of digest saved-data only when the time period measured by the
time period measurement means represents a value greater than a
predetermined value.
[0020]According to the fifth aspect, it is possible to prevent a player
that desires to clear the game by him/herself from reducing his/her
interest in the game.
[0021]A sixth aspect is directed to a game program executed by a computer
of a game apparatus for performing a game process in accordance with a
user making an operation input, and staring the game process by using
saved data, and the computer is caused to function as: moving image
storage means (S17); moving image reproduction means (S42); digest
saved-data storage means (S48); and digest game start means (S4). The
moving image storage means stores a digest moving image for sequentially
displaying moving images associated with a plurality of scenes,
respectively, in a game. The moving image reproduction means reads the
digest moving image from the moving image storage means, and reproduces
the digest moving image. The digest saved-data storage means stores a
plurality of pieces of digest saved-data which are previously generated
so as to be associated with predetermined scenes, respectively, in the
game. The digest game start means starts the game process by using any of
the plurality of pieces of digest saved-data.
[0022]According to the sixth aspect, a player is allowed to know the game
content by viewing the digest moving image, and start the game from a
desired scene in the digest moving image. Therefore, even a player that
does not have sufficient time for the game play can fully understand the
game content and easily enjoy the game, so that the game can be played to
the end.
[0023]A seventh aspect is directed to a game apparatus for performing a
game process in accordance with a user making an operation input, so as
to play a game, and the game apparatus comprises: game process means
(10); user saved-data storage means (17): digest saved-data storage means
(12); game start means (10); game resuming means (10); digest game start
means (10); and saving means (10, 17). The game process means performs
the game process. The user saved-data storage means stores user
saved-data which is generated as a result of a game play performed by a
user. The digest saved-data storage means stores a plurality of pieces of
digest saved-data which are previously generated so as to be associated
with predetermined scenes, respectively, in the game. The game start
means starts the game process without using the user saved-data and the
plurality of pieces of digest saved-data. The game resuming means starts
the game process by using the user saved-data. The digest game start
means starts the game process by using any of the plurality of pieces of
digest saved-data. The saving means generates the user saved-data, only
in the game process started by one of the game start means and the game
resuming means, and stores the user saved-data in a user saved-data
storage means.
[0024]According to the seventh aspect, the same effect as that of the
first aspect can be obtained.
[0025]An eighth aspect is directed to a game apparatus for performing a
game process in accordance with a user making an operation input, and
starting the game process by using saved data, and the game apparatus
comprises: game process means (10); moving image storage means (12);
moving image reproduction means (10); digest saved-data storage means
(12); and digest game start means (10). The game process means performs
the game process. The moving image storage means stores a digest moving
image for sequentially displaying moving images associated with a
plurality of scenes, respectively, in a game. The moving image
reproduction means reads the digest moving image from the moving image
storage means, and reproduces the digest moving image. The digest
saved-data storage means stores a plurality of pieces of digest
saved-data which are previously generated so as to be associated with
predetermined scenes, respectively, in the game. The digest game start
means starts the game process by using any of the plurality of pieces of
digest saved-data.
[0026]According to the eighth aspect, the same effect as that of the sixth
aspect can be obtained.
[0027]According to the present invention, even a player that does not have
a lot of time for playing a large volume of game, and the like can
sufficiently enjoy the content of the game. Further, when the game is
started by using the digest saved-data, no saving is allowed in the game,
and therefore a player that desires to clear the game by him/herself may
not lose his/her interest in the game.
[0028]These and other objects, features, aspects and advantages of the
present invention will become more apparent from the following detailed
description of the present invention when taken in conjunction with the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0029]FIG. 1 is an external view illustrating a game system 1 according to
an embodiment of the present invention;
[0030]FIG. 2 is a functional block diagram of a game apparatus body 3
shown in FIG. 1;
[0031]FIG. 3 is a perspective view of a controller 7 shown in FIG. 1 as
viewed from the top rear side thereof;
[0032]FIG. 4 is a perspective view of the controller 7 shown in FIG. 3 as
viewed from the bottom front side thereof;
[0033]FIG. 5 is a perspective view illustrating a state where an upper
housing of the controller 7 shown in FIG. 3 is removed;
[0034]FIG. 6 is a perspective view illustrating a state where a lower
housing of the controller 7 shown in FIG. 3 is removed;
[0035]FIG. 7 is a block diagram illustrating a structure of the controller
7 shown in FIG. 3;
[0036]FIG. 8 shows an exemplary game screen used for the present
embodiment;
[0037]FIG. 9 shows an exemplary game screen used for the present
embodiment;
[0038]FIG. 10 shows an exemplary game screen used for the present
embodiment;
[0039]FIG. 11 shows an exemplary game screen used for the present
embodiment;
[0040]FIG. 12 shows an exemplary game screen used for the present
embodiment;
[0041]FIG. 13 shows an exemplary game screen used for the present
embodiment;
[0042]FIG. 14 shows an exemplary game screen used for the present
embodiment;
[0043]FIG. 15 shows an exemplary game screen used for the present
embodiment;
[0044]FIG. 16 shows an exemplary game screen used for the present
embodiment;
[0045]FIG. 17 is a diagram illustrating a memory map of an external main
memory 12 of the game apparatus body 3;
[0046]FIG. 18 is a diagram illustrating an exemplary data structure of a
puzzle table 126;
[0047]FIG. 19 is a diagram illustrating an exemplary data structure of an
approach movie 127;
[0048]FIG. 20 is a diagram conceptually illustrating an exemplary
structure of a digest movie in chronological order;
[0049]FIG. 21 is a diagram illustrating an exemplary data structure of a
digest movie correspondence table 129;
[0050]FIG. 22 is a diagram illustrating an exemplary data structure of a
digest saved-data 130;
[0051]FIG. 23 is a diagram illustrating an exemplary data structure of a
scene table 131;
[0052]FIG. 24 is a diagram illustrating a memory map of a flash memory 17
shown in FIG. 2;
[0053]FIG. 25 is a flow chart showing game process according to the
embodiment of the present invention;
[0054]FIG. 26 is a flow chart showing in detail a game main process of
step S3 shown in FIG. 25;
[0055]FIG. 27 is a flow chart showing in detail an approach movie
reproduction process of step S18 shown in FIG. 26;
[0056]FIG. 28 is a flow chart showing in detail a digest process of step
S5 shown in FIG. 25; and
[0057]FIG. 29 is a flow chart illustrating in detail a scene menu process
of step S7 shown in FIG. 25.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0058]Hereinafter, an embodiment of the present invention will be
described with reference to the drawings. Note that the present invention
is not limited to this embodiment.
[0059](Entire Structure of Game System)
[0060]With reference to FIG. 1, a game system 1 including a game apparatus
according to an embodiment of the present invention will be described.
FIG. 1 is an external view of the game system 1. In the following
description, a stationary game apparatus is taken as an example for
describing a game apparatus and a game program of the present embodiment.
As shown in FIG. 1, the game system 1 includes a television receiver
(hereinafter, simply referred to as a "television") 2, a game apparatus
body 3, an optical disc 4, a controller 7, and a marker section 8. In
this system, the game apparatus body 3 performs game process based on a
game operation using the controller 7.
[0061]In the game apparatus body 3, the optical disc 4 typifying an
information storage medium used for the game apparatus body 3 in an
exchangeable manner is detachably inserted. A game program executed by
the game apparatus body 3 is stored in the optical disc 4. The game
apparatus body 3 has, on the front surface thereof, an insertion opening
for the optical disc 4. The game apparatus body 3 reads and executes the
game program stored in the optical disc 4 which is inserted through the
insertion opening, so as to perform the game process.
[0062]The game apparatus body 3 is connected to the television 2, which is
an exemplary display device, through a connecting cord. A game image
obtained as a result of the game process performed by the game apparatus
body 3 is displayed on the television 2. Further, the marker section 8 is
provided on the periphery (in FIG. 1, on a portion above a screen) of a
screen of the television 2. The marker section 2 includes two markers 8R
and 8L on both ends thereof. Specifically, the marker 8R (as well as the
marker 8L) includes one or more infrared LED, and emits an infrared light
forward from the television 2. The marker section 8 is connected to the
game apparatus body 3, and the game apparatus body 3 is able to control
each infrared LED of the marker section 8 so as to light each infrared
LED up.
[0063]The controller 7 is an input device for providing the game apparatus
body 3 with operation data representing a content of an operation
performed on the controller 7 itself. Radio communication is made between
the controller 7 and the game apparatus body 3. In the present
embodiment, the radio communication between the controller 7 and the game
apparatus body 3 is made by using, for example, the Bluetooth (Registered
Trademark) technology. In another embodiment, connection between the
controller 7 and the game apparatus body 3 may be a wired connection.
[0064](Internal Structure of Game Apparatus Body 3)
[0065]Next, an internal structure of the game apparatus body 3 will be
described with reference to FIG. 2. FIG. 2 is a block diagram
illustrating a structure of the game apparatus body 3. The game apparatus
body 3 includes the CPU 10, a system LSI 11, an external main memory 12,
a ROM/RTC 13, a disk drive 14, an AV-IC 15, and the like.
[0066]The CPU 10, functioning as a game processor, performs game process
by executing the game program stored in the optical disc 4. The CPU 10 is
connected to the system LSI 11. To the system LSI 11, the external main
memory 12, the ROM/RTC 13, the disk drive 14, and the AV-IC 15 as well as
the CPU 10 are connected. The system LSI 11 performs processes for
controlling data transmission between the respective components connected
thereto, generating an image to be displayed, acquiring data from an
external device, and the like. The internal structure of the system LSI
will be described below. The external main memory 12 of a volatile type
stores a program such as a game program read from the optical disc 4 and
a game program read from a flash memory 17, and various data, and the
external main memory 12 is used as a work area and a buffer area for the
CPU 10. The ROM/RTC 13 includes a ROM (so-called a boot ROM)
incorporating a boot program for the game apparatus body 3, and a clock
circuit (RTC: Real Time Clock) for counting a time. The disk drive 14
reads program data, texture data, and the like from the optical disk 4,
and writes the read data into an internal main memory 11e or the external
main memory 12 described below.
[0067]Further, the system LSI 11 includes an input/output processor 11a, a
GPU (Graphics Processor Unit) 11b, a DSP (Digital Signal Processor) 11c,
a VRAM 11d, and the internal main memory 11e. These component 11a, 11b,
11c, 11d, and 11e are connected with each other through an internal bus,
which is not shown.
[0068]The GPU 11b, acting as a part of rendering means, generates an image
in accordance with a graphics command (rendering command) from the CPU
10. More specifically, the GPU 11b generates game image data by
performing a calculation process necessary for displaying a 3D graphics
in accordance with the graphics command, such as a process for coordinate
transformation, from a 3D coordinate to a 2D coordinate, corresponding to
a preprocessing for rendering, and a final rendering process such as
texture mapping. The CPU 10 provides the GPU 11b with an image generation
program necessary for generating the game image data in addition to with
the graphics command. The VRAM 11d stores data (data such as polygon data
and texture data) necessary for executing the graphics command. When an
image is generated, the GPU 11b generates image data by using data stored
in the VRAM 11d.
[0069]The DSP 11c, functioning as an audio processor, generates audio data
by using sound data and sound waveform (tone quality) data stored in the
internal main memory 11e or the external main memory 12. Further, the
internal main memory 11e as well as the external main memory 12 stores
programs and various data, and the internal main memory 11e is also used
as a work area and a buffer area for the CPU 10.
[0070]The image data and the audio data generated as described above are
read by the AV-IC 15. The AV-IC 15 outputs the read image data to the
television 2 through an AV connector 16, and outputs the read audio data
to a speaker 2a incorporated in the television 2. Thus, an image is
displayed on the television 2, and a sound is outputted from the speaker
2a.
[0071]The input/output processor (I/O processor) 11a performs data
transmission to and data reception from the component connected thereto,
and download of data from an external device. The input/output processor
11a is connected to the flash memory 17, a wireless communication module
18, a wireless controller module 19, an extension connector 20, and an
external memory card connector 21. The wireless communication module 18
is connected to an antenna 22, and the wireless controller module 19 is
connected to an antenna 23.
[0072]The input/output processor 11a is connected to a network via the
wireless communication module 18 and the antenna 22, so as to communicate
with another game apparatus and various servers connected to the network.
The input/output processor 11a regularly accesses the flash memory 17,
and detects for data which needs to be transmitted to the network, and
transmits, when the data is detected, the data to the network through the
wireless communication module 18 and the antenna 22. Further, the
input/output processor 11a receives data transmitted from another game
apparatus, and/or download data from a download server, through the
network, the antenna 22, and the wireless communication module 18, and
stores the received data and/or the downloaded data in the flash memory
17. The CPU 10 executes a game program so as to read data stored in the
flash memory 17 and use the data on the game program. The flash memory 17
may store saved data (game result data or intermediate step data) of a
game played by using the game apparatus body 3 in addition to data
transmitted from the game apparatus body 3 to another game apparatus or
the various servers, and data received by the game apparatus body 3 from
another game apparatus or the various servers.
[0073]The input/output processor 11a receives operation data transmitted
from the controller 7 through the antenna 23 and the wireless controller
module 19, and (temporarily) stores the received operation data in a
buffer area of the internal main memory 11e or the external main memory
12.
[0074]Further, the input/output processor 11a is connected to the
extension connector 20 and the external memory card connector 21. The
extension connector 20 is a connector for interface, such as a USB or a
SCSI, and allows communication with the network by connecting thereto a
media such as an external storage media, connecting thereto a peripheral
device such as another controller, and/or connecting thereto a wired
communication connector, without using the wireless communication module
18. The external memory card connector 21 is a connector for connecting
thereto an external storage media such as a memory card. For example, the
input/output processor 11a accesses an external storage media through the
extension connector 20 or the external memory card connector 21 so as to
store data or read data.
[0075]The game apparatus body 3 includes a power button 24, a reset button
25, and an eject button 26. The power button 24 and the reset button 25
are connected to the system LSI 11. When the power button 24 is on, power
is supplied to the respective components of the game apparatus body 3
through an AC adaptor not shown. Further, when the power button 24 which
is on is pressed, mode shifts to low-power standby mode. Also in this
state, current flows through the game apparatus body 3, and therefore the
game apparatus body 3 continues to be connected to a network such as the
Internet. When the power needs to be switched from on to off, the power
button 24 is pressed for a predetermined time period or longer, so that
the power is switched off. When the reset button 25 is pressed, the
system LSI 11 reboots a boot program of the game apparatus body 3. The
eject button 26 is connected to the disk drive 14. When the eject button
26 is pressed, the optical disc 4 is ejected from the disk drive 14.
[0076]Next, with reference to FIGS. 3 and 4, the controller 7 will be
described. FIG. 3 is a perspective view illustrating the controller 7 as
viewed from the top rear side thereof. FIG. 4 is a perspective view
illustrating the controller 7 as viewed from the bottom front side
thereof.
[0077]As shown in FIG. 3 and FIG. 4, the controller 7 has a housing 71 and
an operation section 72 including a plurality of operation buttons
provided on the surface of the housing 71. In the present embodiment, the
housing 71 has a generally parallelepiped shape extending in a
longitudinal direction from front to rear, and the overall size of the
housing 71 has such a size as to be held by one hand of an adult or even
a child, and the housing 71 is formed by, for example, plastic molding.
[0078]At the center of a front part of a top surface of the housing 71, a
cross key 72a is provided. The cross key 72a is a cross-shaped
four-direction push switch, and includes operation portions corresponding
to the four directions (front, rear, right and left), which are
respectively located on cross-shaped projecting portions arranged at
intervals of 90 degrees. The player selects one of the front, rear, right
and left directions by pressing one of the operation portions of the
cross key 72a. Through an operation on the cross key 72a, the player can,
for example, indicate a direction in which a player character or the like
appearing in a virtual game world is to move or indicates an option
selected from a plurality of options.
[0079]Although the cross key 72a is an operation section for outputting an
operation signal in accordance with the aforementioned direction input
operation performed by a player, such an operation section may be
provided in another form. For example, an operation section which
includes four push switches so as to form a cross, and outputs an
operation signal in accordance with a push switch pressed by a player may
be provided. Further, an operation section including not only the four
push switches but also a center switch provided at the center of the
cross may be provided. Alternatively, the cross key 72a may be replaced
with an operation section which includes an inclinable stick (so-called
joystick) projecting from the top surface of the housing 71 and outputs
an operation signal in accordance with the inclining direction of the
stick. Still alternatively, the cross key 72a may be replaced with an
operation section which includes a disc-shaped member horizontally
slidable and outputs an operation signal in accordance with the sliding
direction of the disc-shaped member. Still alternatively, the cross key
72a may be replaced with a touch pad.
[0080]Behind the cross key 72a on the top surface of the housing 71, a
plurality of operation buttons 72b, 72c, 72d, 72e, 72f and 72g are
provided. The operation buttons 72b, 72c, 72d, 72e, 72f and 72g are each
an operation section for outputting a respective operation signal
assigned to the operation buttons 72b, 72c, 72d, 72e, 72f or 72g when a
player presses a head thereof. The operation buttons 72b, 72c, and 72d
are assigned with functions of a first button, a second button, and an A
button, for example. Further, the operation buttons 72e, 72f and 72g are
assigned with functions of a minus button, a home button and a plus
button, for example. The operation buttons 72a, 72b, 72c, 72d, 72e, 72f
and 72g are assigned with respective operation functions in accordance
with the game program executed by the game apparatus body 3. In an
exemplary arrangement shown in FIG. 3, the operation buttons 72b, 72c and
72d are arranged in a line at the center in the front-rear direction on
the top surface of the housing 71. The operation buttons 72e, 72f and 72g
are arranged in a line in the left-right direction between the operation
buttons 72b and 72d on the top surface of the housing 71. The operation
button 72f has a top surface thereof buried in the top surface of the
housing 71, so as not to be inadvertently pressed by the player.
[0081]In front of the cross key 72a on the top surface of the housing 71,
an operation button 72h is provided. The operation button 72h is a power
switch for remote-controlling the power of the game apparatus body 3 to
be on or off. The operation button 72h also has a top surface thereof
buried in the top surface of the housing 71, so as not to be
inadvertently pressed by the player.
[0082]Behind the operation button 72c on the top surface of the housing
71, a plurality of LEDs 702 are provided. The controller 7 is assigned a
controller type (number) so as to be distinguishable from the other
controllers 7. For example, the LEDs 702 are used for informing a player
of the controller type which is currently set to controller 7 that he or
she is using. Specifically, when the controller 7 transmits the
transmission data to the receiving unit 6, one of the plurality of LEDs
702 corresponding to the controller type is lit up.
[0083]On the top surface of the housing 71, a sound hole for externally
outputting a sound from a speaker (speaker 706 shown in FIG. 5), which
will be described below, is provided between the operation buttons 72e,
72f, and 72g and the operation button 72b.
[0084]On a bottom surface of the housing 71, a recessed portion is formed.
As described later in detail, the recessed portion provided on the bottom
surface of the housing 71 is formed at a position at which an index
finger or middle finger of the player is located when the player holds
the controller 7 with one hand so as to face the front surface of the
controller 7 to the markers 8L and 8R. On a slope surface of the recessed
portion, an operation button 72i is provided. The operation button 72i is
an operation section acting as, for example, a B button.
[0085]On a front surface of the housing 71, an image pickup element 743
included in the imaging information calculation section 74 is provided.
The imaging information calculation section 74 is a system for analyzing
image data taken by the controller 7 and detecting for the centroid, the
size and the like of an area having a high brightness in the image data,
and the imaging information calculation section 74 has, for example, a
maximum sampling period of about 200 frames/sec., and therefore can trace
and analyze even a relatively fast motion of the controller 7. The
structure of the imaging information calculation section 74 will be
described later in detail. On a rear surface of the housing 70, the
connector 73 is provided. The connector 73 is, for example, an edge
connector, and is used for, for example, engaging and connecting with a
connecting cable.
[0086]Here, for making the below description specific, a coordinate system
is defined for the controller 7. As shown in FIGS. 3 and 4, an x-axis, a
y-axis and a z-axis, which are orthogonal to each other, are defined for
the controller 7. Specifically, the longitudinal direction of the housing
71 corresponding to the front/rear direction of the controller 7 is
defined as the z-axis direction, and a direction toward the front surface
(the surface on which the imaging information calculation section 74 is
mounted) of the controller 7 is defined as a z-axis positive direction.
The up/down direction of the controller 7 is defined as the y-axis
direction, and a direction toward the top surface (the surface on which
the operation button 72a and the like are provided) of the housing 71 is
defined as a y-axis positive direction. The left/right direction of the
controller 7 is defined as the x-axis direction, and a direction toward
the left side surface (the side surface which is not shown in FIG. 3 but
shown in FIG. 4) of the housing 71 is defined as an x-axis positive
direction.
[0087]With reference to FIGS. 5 and 6, an internal structure of the
controller 7 will be described. FIG. 5 is a perspective view
illustrating, as viewed from the rear surface side of the controller 7, a
state where an upper housing (a part of the housing 71) of the controller
7 is removed. FIG. 6 is a perspective view illustrating, as viewed from
the front surface side of the controller 7, a state where a lower housing
(a part of the housing 71) of the controller 7 is removed. FIG. 6 is a
perspective view illustrating a reverse side of a substrate 700 shown in
FIG. 5.
[0088]As shown in FIG. 5, the substrate 700 is fixed inside the housing
71, and on a top main surface of the substrate 700, the operation buttons
72a, 72b, 72c, 72d, 72e, 72f, 72g and 72h, an acceleration sensor 701,
the LEDs 702, an antenna 754 and the like are provided. These elements
are connected to a microcomputer 751 (see FIGS. 6 and 7) and the like via
lines (not shown) formed on the substrate 700 and the like. The
microcomputer 751 functions as exemplary button data generation means of
the present invention so as to generate operation button data in
accordance with a type of the operation button 72a or the like. This
mechanism is widely known, and, for example, is realized by the
microcomputer 751 detecting for line contact or line disconnection, which
is performed by using a switch mechanism such as a tact switch provided
under a key top. More specifically, for example, when the operation
button is pressed, a current flows by the line contact, and the
microcomputer 751 detects for an operation button connected to a line
through which the current flows, and generates a signal in accordance
with the type of the operation button.
[0089]Further, the wireless module 753 not shown (see FIG. 7) and the
antenna 754 allow the controller 7 to act as a wireless controller. The
quartz oscillator not shown, which is provided in the housing 71,
generates a reference clock of the microcomputer 751 described later. On
the top main surface of the substrate 700, the speaker 706 and an
amplifier 708 are provided. The acceleration sensor 701 is provided on
the substrate 700 to the left of the operation button 72d (that is, near
the edge of the substrate 700 offset from the center thereof). Therefore,
the acceleration sensor 701 can detect for a change of a direction of the
gravitational acceleration and an acceleration containing a centrifugal
force component, based on a rotation of the controller 7 about the
longitudinal direction thereof, so that the game apparatus body 3 uses a
predetermined calculation to determine the rotation of the controller 7
with favorable accuracy based on the acceleration data having been
detected.
[0090]On the other hand, as shown in FIG. 6, at a front edge of a bottom
main surface of the substrate 700, the imaging information calculation
section 74 is provided. The imaging information calculation section 74
includes an infrared filter 741, a lens 742, the image pickup element 743
and an image processing circuit 744 located in order, respectively, from
the front surface of the controller 7 on the bottom main surface of the
substrate 700. At a rear edge of the bottom main surface of the substrate
700, the connector 73 is attached. Further, a sound IC 707 and the
microcomputer 751 are provided on the bottom main surface of the
substrate 700. The sound IC 707, which is connected to the microcomputer
751 and the amplifier 708 via lines formed on the substrate 700 and the
like, outputs a sound signal to the speaker 706 via the amplifier 708
based on the sound data transmitted from the game apparatus body 3.
[0091]On the bottom main surface of the substrate 700, a vibrator 704 is
provided. The vibrator 704 is, for example, a vibration motor or a
solenoid. The vibrator 704 is connected to the microcomputer 751 via
lines formed on the substrate 700 or the like such that the operation of
the vibrator 704 is on or off in accordance with vibration data
transmitted from the game apparatus body 3. The controller 7 is vibrated
by an actuation of the vibrator 704, and the vibration is conveyed to the
player's hand holding the controller 7, and thus a so-called
vibration-feedback game is realized. The vibrator 704 is disposed
slightly toward the front of the housing 71, thereby allowing the housing
71 held by the player to strongly vibrate, that is, allowing the player
to easily feel the vibration.
[0092]Next, with reference to FIG. 7, an internal structure of the
controller 7 will be described. FIG. 7 is a block diagram illustrating
the structure of the controller 7.
[0093]As shown in FIG. 7, the controller 7 includes a communication
section 75 in addition to the operation section 72, the imaging
information calculation section 74, the acceleration sensor 701, the
vibrator 704, the speaker 706, the sound IC 707, and the amplifier 708 as
described above.
[0094]The imaging information calculation section 74 includes the infrared
filter 741, the lens 742, the image pickup element 743 and the image
processing circuit 744. The infrared filter 741 allows only infrared
light to pass therethrough, among light incident on the front surface of
the controller 7. The lens 742 collects the infrared light which has
passed through the infrared filter 741 and outputs the infrared light to
the image pickup element 743. The image pickup element 743 is a
solid-state imaging device such as, for example, a CMOS sensor or a CCD,
and takes an image of the infrared light collected by the lens 742.
Accordingly, the image pickup element 743 takes an image of only the
infrared light which has passed through the infrared filter 741 and
generates image data. The image data generated by the image pickup
element 743 is processed by the image processing circuit 744.
Specifically, the image processing circuit 744 processes the image data
obtained from the image pickup element 743, identifies a spot thereof
having a high brightness, and outputs process result data representing
position coordinates and the size of the identified spot to the
communication section 75. The imaging information calculation section 74
is fixed to the housing 71 of the controller 7 and the imaging direction
of the imaging information calculation section 74 can be changed by
changing the direction of the housing 71. As described later in detail, a
signal can be obtained in accordance with the position and the motion of
the controller 7 based on the process result data outputted by the
imaging information calculation section 74.
[0095]The controller 7 preferably includes a three-axis (x, y, and z-axes)
acceleration sensor 701. The three axis acceleration sensor 701 detects
for a linear acceleration in three directions, i.e., the up/down
direction, the left/right direction, and the forward/backward direction.
Alternatively, a two axis acceleration detection means which detects for
only a linear acceleration along each of the up/down and left/right
directions (or other pair of directions) may be used in another
embodiment depending on the type of control signals used in the game
process. For example, the three axis or the two axis acceleration sensor
701 may be of the type available from Analog Devices, Inc. or
STMicroelectronics N.V. Preferably, the acceleration sensor 701 is of an
electrostatic capacitance (capacitance-coupling) type that is based on
silicon micro-machined MEMS (Micro Electro Mechanical Systems)
technology. However, any acceleration detection means (e.g.,
piezoelectric type or piezoresistance type) now existing or any other
suitable technology later developed may be used to provide the three axis
or two axis acceleration sensor 701.
[0096]As one skilled in the art understands, the acceleration detection
means, as used in the acceleration sensor 701, are capable of detecting
for only acceleration (linear acceleration) along a straight line
corresponding to each axis of the acceleration sensor. In other words, a
direct output of the acceleration sensor 701 is limited to signals
indicative of linear acceleration (static or dynamic) along each of the
two or three axes thereof. As a result, the acceleration sensor 701
cannot directly detect movement along a non-linear (e.g. arcuate) path,
rotation, rotational movement, angular displacement, tilt, position,
attitude or any other physical characteristic.
[0097]However, when a computer such as a processor (for example, the CPU
10) of the game apparatus or a processor (for example, the microcomputer
751) of the controller processes acceleration signals outputted from the
acceleration sensor 701, additional information relating to the
controller 7 can be inferred or calculated (determined), as one skilled
in the art will readily understand from the description herein. For
example, a case where it is anticipated that the computer will process
the acceleration signals outputted from the acceleration sensor of the
controller which is in a static state (that is, a case where it is
anticipated that an acceleration detected by the acceleration sensor will
include only a gravitational acceleration) will be described. When the
controller is actually in the static state, it is possible to determine
whether or not the controller tilts relative to the gravity direction and
to also determine a degree of the tilt, based on the acceleration having
been detected. Specifically, when a state where 1G (gravitational
acceleration) is applied to a detection axis of the acceleration sensor
in the vertically downward direction represents a reference, it is
possible to determine whether or not the controller tilts relative to the
vertically downward direction, based on only whether or not 1G is applied
in the direction of the detection axis of the acceleration sensor.
Further, it is possible to determine a degree to which the controller
tilts relative to the vertically downward direction, based on a magnitude
of the acceleration applied in the direction of the detection axis.
Further, the acceleration sensor capable of detecting an acceleration in
multiaxial directions subjects, to a processing, the acceleration signals
having been detected in the respective axes so as to more specifically
determine the degree to which the controller tilts relative to the
gravity direction. In this case, although the processor may calculate,
based on the output from the acceleration sensor 701, data representing
an angle at which the controller 7 tilts, an approximate degree to which
the controller 7 tilts may be inferred based on the output from the
acceleration sensor 701 without calculating the data representing the
angle of the tilt. Thus, when the acceleration sensor 701 is used in
combination with the processor, the tilt, attitude, or position of the
controller 7 can be determined. On the other hand, in a case where it is
anticipated that the acceleration sensor will be in a dynamic state, an
acceleration based on a movement of the acceleration sensor is detected,
in addition to the gravitational acceleration component. Therefore, when
the gravitational acceleration component is eliminated through a
predetermined process, it is possible to determine, for example, a
direction in which the controller moves. Specifically, when the
controller 7 including the acceleration sensor 701 is dynamically
accelerated and moved with a hand of a user, it is possible to calculate
various movements and/or positions of the controller 7 by processing the
acceleration signals generated by the acceleration sensor 701. Even when
it is anticipated that the acceleration sensor will be in the dynamic
state, the acceleration based on the movement of the acceleration sensor
is eliminated through a predetermined process, whereby it is possible to
determine the tilt of the controller relative to the gravity direction.
In another embodiment, the acceleration sensor 701 may include an
embedded signal processor or another type of dedicated processor for
performing any desired processing of the acceleration signals outputted
by an embedded acceleration detection means prior to outputting signals
to the microcomputer 751. For example, when the acceleration sensor is
intended to detect static acceleration (for example, gravitational
acceleration), the embedded or dedicated processor could convert the
detected acceleration signal to a corresponding tilt angle (or another
preferable parameter).
[0098]In another exemplary embodiment, a gyro-sensor incorporating, for
example, a rotating or vibrating element may be used for a movement
sensor for detecting for a movement of the controller 7. Exemplary MEMS
gyro-sensors that may be used in this embodiment are available from
Analog Devices, Inc. Unlike the acceleration sensor 701, a gyro-sensor is
capable of directly detecting rotation (or angular rate) around at least
one axis defined by the gyroscopic element therein. Thus, due to the
fundamental differences between a gyro-sensor and an acceleration sensor,
corresponding changes need to be made to the processing operations that
are performed on the output signals from these devices depending on which
device is selected for a particular application.
[0099]More specifically, when the tilt or attitude is calculated using a
gyro-sensor instead of the acceleration sensor, significant changes are
necessary. Specifically, when using a gyro-sensor, the value of the tilt
is initialized at the start of the detection. Then, data on the angular
rate which is output from the gyro-sensor is integrated. Next, a change
amount in tilt from the value of the tilt initialized is calculated. In
this case, the calculated tilt corresponds to a value represented by an
angle. In contrast, when the acceleration sensor calculates the tilt, the
tilt is calculated by comparing the value of the gravitational
acceleration of each axial component with a predetermined reference, and
therefore the calculated tilt can be represented as a vector, and an
absolute direction can be determined with an acceleration detection means
without initialization. The type of the value calculated as the tilt is
also very different between a gyro sensor and an acceleration sensor;
i.e., the value is an angle when a gyro sensor is used and is a vector
when an acceleration sensor is used. Therefore, when a gyro sensor is
used instead of an acceleration sensor or vice versa, data on tilt also
needs to be processed through a predetermined conversion taking into
account the fundamental differences between these two devices. Due to the
fact that the nature of the gyro sensor is known to one skilled in the
art, as well as the fundamental differences between the acceleration
detection means and the gyro sensor, further details are not provided
herein. While a gyro-sensor is advantageous in that a rotation can be
directly detected, an acceleration sensor is generally more cost
effective when used in connection with the controller described herein.
[0100]The communication section 75 includes the microcomputer 751, a
memory 752, the wireless module 753 and the antenna 754. The
microcomputer 751 controls the wireless module 753 for wirelessly
transmitting the transmission data while using the memory 752 as a
storage area during the process. Further, the microcomputer 751 controls
operations of the sound IC 707 and the vibrator 704 based on data having
been received from the game apparatus body 3 by the wireless module 753
via the antenna 754. The sound IC 707 processes sound data transmitted
from the game apparatus body 3 via the communication section 75, and the
like. The microcomputer 751 actuates the vibrator 704 in accordance with,
for example, vibration data (for example, a signal for powering the
vibrator 704 ON or OFF) transmitted from the game apparatus body 3
through the communication section 75.
[0101]Data from the controller 7 including an operation signal (key data)
from the operation section 72, acceleration signals (x, y, and z-axis
direction acceleration data: hereinafter, simply referred to as
acceleration data) from the acceleration sensor 701, and the process
result data from the imaging information calculation section 74 are
outputted to the microcomputer 751. The microcomputer 751 temporarily
stores the input data (key data, acceleration data, and process result
data) in the memory 752 as the transmission data which is to be
transmitted to the communication unit 6. The wireless transmission from
the communication section 75 to the communication unit 6 is performed at
regular time intervals, and game process is generally performed at a
cycle of 1/60 sec., and therefore the wireless transmission needs to be
performed at a cycle of a shorter time period. Specifically, the game
process unit is 16.7 ms ( 1/60 sec.), and the transmission interval of
the communication section 75 structured using the Bluetooth (registered
trademark) is, for example, 5 ms. At a timing of the transmission to the
communication unit 6, the microcomputer 751 outputs the transmission data
stored in the memory 752 as a series of operation information to the
wireless module 753. The wireless module 753 uses, for example, the
Bluetooth (registered trademark) technology to modulate the operation
information onto a carrier wave of a predetermined frequency, and
radiates the radio wave signal from the antenna 754. Thus, data from the
controller 7 including the key data from the operation section 72, the
acceleration data from the acceleration sensor 701, and the process
result data from the imaging information calculation section 74 are
modulated onto the radio wave signal by the wireless module 753 and
transmitted from the controller 7. The communication unit 6 of the game
apparatus body 3 receives the radio wave signal, and the game apparatus
body 3 demodulates or decodes the radio wave signal to obtain the series
of operation information (the key data, the acceleration data, and the
process result data). Based on the obtained operation information and the
game program, the CPU 10 of the game apparatus body 3 performs the game
process. In the case where the communication section 75 is structured
using the Bluetooth (registered trademark) technology, the communication
section 75 can have a function of receiving transmission data which is
wirelessly transmitted from another device.
[0102]Next, with reference to FIG. 8 to FIG. 16, an outline of the game
process performed for the present embodiment will be described. FIGS. 8
to 16 each shows an exemplary game screen used for the present
embodiment. A game used for the present embodiment is an action adventure
game. In this game, a player controls a player character in a
three-dimensional virtual space, and plays the game in accordance with a
predetermined story/scenario which has been previously set by a game
developer. Further, multiple "puzzles (tricks)" are set at some locations
in the virtual space. A player solves the multiple "puzzles" so as to
continue the game.
[0103]FIG. 8 is a diagram illustrating a title menu of this game. As the
title menu shown in FIG. 8, three options, "game", "digest", and "scene
menu" are displayed. The "game" is an option for playing the game in a
normal manner. The "digest" is an option for presenting a digest of a
main content (storyline, flow of scenario) of the game from the beginning
through the end. Further, this game is divided, in advance, into "scenes"
based on the flow of the scenario. The "scene menu" is an option for
allowing selection of a predetermined "scene" so as to start the game
play from the selected scene. A player is allowed to select a desired one
from the three options.
[0104]An outline of a process performed when the "game" is selected from
the title menu will be described. When a player selects the "game" from
the title menu, a start menu as shown in FIG. 9 is displayed. Two
options, "start" and "load", are displayed in this menu. When a player
selects "start", the game is played from the beginning. On the other
hand, when a player selects "load", user saved-data described below is
read so as to play the game from a location immediately following a
location at which the game has been previously stopped.
[0105]FIG. 10 shows an exemplary game screen displayed when the game is
started by selecting one of "start" or "load". In FIG. 10, a
three-dimensional virtual game space is displayed on the television 2,
and a player character 101 is also displayed therein. Further, a hint
button 102 is displayed on the upper right portion of the screen. A
player controls a player character 101 on the screen by using the
controller 7 so as to play the game.
[0106]While a player is playing the game, the player encounters the
"puzzle" set in the game as described above. FIG. 11 shows an exemplary
scene in which the "puzzle" is set. In FIG. 11, how to open a door 103 is
set as the "puzzle". Specifically, the player needs to solve the "puzzle"
in some manner so as to open the door 103 and continue the game. Here, in
order to respond to the "puzzle", that is, in order to open the door 103,
it is necessary to press a switch provided at a predetermined position on
a floor.
[0107]In the scene shown in FIG. 11, when a player cannot find how to open
the door 103, a player may press the hint button 102. In this case, as
shown in FIG. 12, a relatively small window 104 is displayed in a portion
of the upper right area of the screen so as to reproduce moving images
(hereinafter, referred to as an approach movie) indicating how to open
the door 103. In FIG. 12, an approach movie representing a state where
the player character 101 moves onto a switch 105 provided on the floor
for opening the door 103, and stands on the switch 105 (that is, presses
the switch 105) is reproduced. By viewing the approach movie, the player
can know how to open the door 103. Therefore, the player moves the player
character 101 to the switch 105 provided on the floor, and causes the
player character 101 to stand thereon, as indicated by the approach
movie, so as to open the door 103, thereby continuing the game.
[0108]As described above, when, for example, a player cannot find how to
solve the puzzle, and therefore does not continue the game, the player is
allowed to press the hint button, so that the approach movie indicating,
for example, how to solve the puzzle for the scene is reproduced. Thus,
the player may play the game to the end without becoming stuck with the
game, and the player may clear the game. Further, the approach movie
indicates, as an actual example, how to solve the puzzle, or the like
(that is, how to solve the puzzle is demonstrated), and therefore the
player may understand how to solve the puzzle, or the like, more easily
as compared to a case where a hint or the like is indicated by using
character information only. Further, the player may enjoy the presented
approach information as it is. Further, only when the hint button is
pressed, how to solve the puzzle is indicated, and therefore a player who
desires to solve the puzzle by him/herself may not reduce his/her
interest in the game as compared to a case where a hint or the like for
indicating how to solve the puzzle is displayed regardless of the user's
intention.
[0109]Next, an outline of a process performed when the "digest" is
selected from the title menu shown in FIG. 8 will be described. When the
"digest" is selected, a digest movie, which has been previously set, is
reproduced. FIG. 13 shows an exemplary game screen displayed when the
"digest" is selected. In FIG. 13, a digest movie is displayed in a movie
area 110, and a scene name 111 representing a current scene is displayed
below the movie area 110. The digest movie includes, for example, a
"played moving image" representing a recorded image of a game screen
obtained by a game developer having actually played the game, an "event
movie" which is inserted in the game as necessary, and the like. For
example, the game is played in accordance with a scenario having a
storyline representing the order of
"forest".fwdarw."cave".fwdarw."tower".fwdarw."temple". In this case, the
content of the digest movie is reproduced as a digest such that the game
starts with a scene of "forest" and advances to
"cave".fwdarw."tower".fwdarw."temple". A player is allowed to know a main
game story and scenario, and a game plot by viewing the digest movie.
[0110]Further, in a case where a player presses a predetermined button,
for example, the operation button 72d while the digest movie is being
reproduced, the player is allowed to play the game from the scene being
reproduced at this time. For example, it is assumed that, when fifteen
minutes has passed from the start of the reproduction of the digest
movie, a played moving image for "temple" corresponding to one of stages
of the game is being reproduced. At this time, when a player presses the
operation button 72d, an inquiry message 112 for inquiring whether or not
the game is to be played from this scene is displayed as shown in FIG.
14. When a player responds positively to the message, the saved data
(hereinafter, referred to as digest saved-data) for digest, which has
been previously set, is read. As described below, the digest saved-data
are saved data which is previously set so as to correspond to the scenes,
respectively, in the game. In a case shown in FIG. 14, based on the
assumption that the game has been played up to the moment immediately
before the temple, the saved data having been previously set is read.
Therefore, a level and various statuses (parameter such as HP) of the
player character are advanced to some degree as compared to those
provided when the game is started. Further, items which may belong to the
player character when the game has been normally played and advanced to
the temple are set as items belonging to the player character.
Specifically, saved data to be used when attacking against the temple is
ready is read. It is possible to start the game from the scene of
"temple" by reading the digest saved-data described above. However, in
this game, data of the game which is started in this manner is not saved.
That is, only the data of the game obtained by a user performing
attacking by him/herself are stored, so that a user who performs
attacking by him/herself may not reduce his/her interest in the game.
Hereinafter, a game play in which the game is started, while the digest
movie is being reproduced, in a state where no data of the game is saved,
is referred to as a game played in a "digest mode". However, data may be
saved in the digest mode when it is unnecessary to consider that the
interest in the game is maintained.
[0111]A difference between the user saved-data and the digest saved-data
will be described. The user saved-data can be "loaded" when the "game" is
selected from the title menu, and the user saved-data is generated and
stored when a player issues an instruction for the saving while playing
the game. On the other hand, the digest saved-data is different from the
user saved-data in that the digest saved-data is previously set based on
the game storyline as described above, and is stored as a part of the
game program in the game disc 4. As described above, the saving is not
allowed in the digest mode, whereas the user saved-data to be stored is
obtained only when a user plays the game from the beginning, and performs
attacking by him/herself.
[0112]As described above, a player is allowed to know the outline of the
game content by viewing the digest movie. Further, when a player desires
to play the game from a certain scene of the digest movie being
reproduced, the player is allowed to start the game from the scene.
Therefore, a player can not only know the entire outline of the game
content but also play the game from a scene desired by the player, so
that the player can more easily enjoy the game. As described above,
saving is not allowed in the "digest mode" during the game play, and
therefore it is possible to prevent a player who desires to clear the
game by him/herself, or a player who desires to thoroughly play the game
from reducing his/her interest in the game. That is, a player who desires
to easily play the game or a player who dose not have a lot of time for
the game is allowed to easily enjoy the game by selecting the "digest"
(or "scene menu" described below). On the other hand, a player who
desires to enjoy the game as much as possible is allowed to thoroughly
enjoy, by selecting the "game", the game including, for example, a trick
event, and a sub-story (elements other than the main game story) which
are not provided in the "digest". Further, data of the game obtained by
his/her own attacking can be stored as saved data.
[0113]Next, an outline of a process performed when the "scene menu" is
selected from the title menu shown in FIG. 8 will be described. FIG. 15
shows an exemplary screen displayed when the "scene menu" is selected. In
FIG. 15, a list 151 indicating scene names is displayed on almost a left
half of the screen (the list 151 can be scrolled because all the scene
names cannot be simultaneously displayed). As described above, the
"scene" is obtained by dividing the scenario of this game. For example,
the scenario of this game includes a scene of "cave", and the "cave"
includes a first aboveground level, a first underground level, and a
second underground level. In this case, the game may be divided into
"scene 1" representing a scene in which the first aboveground level is
attacked and the first underground level is just reached, "scene 2"
representing a scene in which the first underground level is attacked,
and the second underground level is just reached, "scene 3" representing
a scene in which the second underground level is attacked and a location
immediately preceding a deepest portion, of the cave, occupied by a boss
character is just reached, and "scene 4" representing a scene of a fight
against the boss character.
[0114]Further, the digest saved-data correspond to the scenes,
respectively. Furthermore, the corresponding digest saved-data is
reproduced from the opening portion of each scene. In the example of the
cave, the digest saved-data corresponding to "scene 1" is saved data
which is reproduced from the entrance to the cave. Further, the digest
saved-data corresponding to "scene 2" is saved data which is reproduced
from the arrival at the first underground level of the cave. The digest
saved-data corresponding to "scene 3" is saved data which is reproduced
from the arrival at the second underground level of the cave, and the
digest saved-data corresponding to "scene 4" is saved data which is
reproduced from a location immediately preceding a location occupied by
the boss character. A player is allowed to start the game from the
opening portion of a desired scene in the game by loading the digest
saved-data.
[0115]In FIG. 15, when a desired scene name is designated by a cursor, a
moving image 152 representing a content of the scene is reproduced to the
right of the scene names. The content of the moving image 152 represents
a part of the scene designated by the cursor. When a player selects a
desired scene and inputs (for example, presses the operation button 72d)
an instruction for the game start, an inquiry message 161, as shown in
FIG. 16, inquiring whether or not the game is to be played from the
selected scene is displayed. When the player responds positively to the
message, the digest saved-data corresponding to the selected scene is
loaded, and the game can be started in the digest mode from the opening
portion of the scene. As described above, the digest saved-data is set
based on an assumption that the game has been played up to the scene, and
the level of and the items belonging to the player character are set
based on each scene. Therefore, a player can play the game without
feeling unnatural and becoming stuck with the game as compared to a case
where a game is played by using a player character in an initial state (a
state immediately after the game is started).
[0116]Next, a game process performed by the game apparatus body 3 will be
described in detail. Firstly, data to be stored in the external main
memory 12 for the game process will be described. FIG. 17 is a diagram
illustrating a memory map of the external main memory 12 of the game
apparatus body 3. In FIG. 17, the external main memory 12 includes a
program storage area 121, a data storage area 124, and a work area 132.
Data of the program storage area 121 and the data storage area 124 are
stored in the optical disc 16, and is transmitted to and stored in the
external main memory 12 when the game program is executed. For the
convenience of the description, each data is described as a form of table
data. However, the data need not to be stored in a form of table data in
practice, and a process of contents represented by the table may be
stored.
[0117]The program storage area 121 stores a game program to be executed by
the CPU 10, and the game program includes a game main program 122, a
movie reproduction program 123, and the like. The game main program 122
is a program for a process of a flow chart which is shown below in FIG.
25. The movie reproduction program 123 is a program for decoding and
reproducing data representing, for example, a moving image and a sound
having been compressed and encoded. The movie reproduction program 123 is
used for reproducing a moving image file such as the approach movie and
the digest movie described above.
[0118]The data storage area 124 stores data such as game main data 125, a
puzzle table 126, an approach movie 127, a digest movie 128, a digest
movie correspondence table 129, digest saved-data 130, and a scene table
131.
[0119]The game main data 125 represents data necessary for the game
process performed when the "game" is selected from the title menu shown
in FIG. 8. For example, the game main data 125 includes data (position
data, various parameters, and the like) associated with the player
character 101, an opponent character, and the like, appearing in the
game, data (topography data and the like) associated with a virtual game
space, image data, audio data, and the like.
[0120]The puzzle table 126 is data representing correspondences among
locations at which the "puzzles" are set in the game, contents of the
"puzzles", and the approach movies which represent the "puzzles" and
indicate how to solve the "puzzles", respectively. FIG. 18 is a diagram
illustrating an exemplary data structure of the puzzle table 126. The
puzzle table 126 includes a location 1261, a puzzle number 1265, a puzzle
content 1266, an approach movie name 1267, and a scene number 1268.
[0121]The location 1261 represents data indicating a location (area), in
the virtual game space, at which a puzzle is set. The location 1261
further includes an area name 1262, a base point name 1263, and a
specific location name 1264. In the example shown in FIG. 18, a puzzle 1
is set at a house of a village head (the specific location name 1264) of
.largecircle..largecircle. village (the base point name 1263) in
.largecircle..largecircle. area (the area name 1262). The puzzle number
1265 is a number for identifying each "puzzle", and the puzzle content
1266 is data representing a specific content of each "puzzle". For
example, the content, such as a content that a predetermined switch needs
to be pressed so as to open a door, and a content that a predetermined
enemy needs to be eliminated so as to transfer to another world, are
defined in the puzzle content 1266. The approach movie name 1267
represents a name of the approach movie corresponding to each "puzzle".
The scene number 1268 is a number for identifying a scene in which each
"puzzle" is set. The scene number 1268 corresponds to a scene number 1311
of the scene table 131 described below.
[0122]Returning to FIG. 17, the approach movie 127 represents the approach
movie described above. FIG. 19 is a diagram illustrating an exemplary
data structure of the approach movie 127. An approach movie name 1271
represents a name for identifying each approach movie, and corresponds to
the approach movie name 1267 of the puzzle table 126. A movie content
1272 represents a specific movie content. For example, the movie content
1272 represents video/audio data which are compressed and encoded based
on a predetermined standard such as MPEG-2.
[0123]Returning to FIG. 17, the digest movie 128 is a movie reproduced
when the "digest" is selected from the title menu shown in FIG. 8. FIG.
20 is a diagram conceptually illustrating an exemplary structure of the
digest movie. The time shown in FIG. 20 is represented by
"hour:minute:second". The digest movie shown in FIG. 20 indicates that a
video into which a course from the start of the game to arrival at
.largecircle..largecircle. village is digested is reproduced from the
start of the reproduction to 0:01:00. Further, it is indicated that a
video representing a state where puzzle 1 is solved in
.largecircle..largecircle. village is reproduced from 0:01:00 to 0:02:00.
A video (event movie) representing an event which happens in
.largecircle..largecircle. village is reproduced from 0:02:00 to 0:03:30.
The order in which the scenes of the game are reproduced is based on a
flow of the story/scenario which is previously set by a developer.
[0124]Returning to FIG. 17, the digest movie correspondence table 129 is a
table for defining correspondence between a portion, of a video of the
digest movie, to be reproduced, and the digest saved-data 130 described
below. Specifically, the digest movie correspondence table 129 is a table
in which the digest saved-data 130 to be read in response to the
instruction for start being issued during reproduction of the digest
movie are defined so as to correspond to the scenes, respectively, of the
digest movie. FIG. 21 is a diagram illustrating an exemplary data
structure of the digest movie correspondence table 129. The digest movie
correspondence table 129 includes a reproduction from-time 1291 and a
reproduction to-time 1292, and a digest saved-data name 1293.
[0125]The reproduction from-time 1291 and the reproduction to-time 1292
are data indicating a time range representing an elapsed time from the
start of the reproduction of the digest movie. For example, when the
reproduction from-time 1291 represents "0:01:00" and the reproduction
to-time 1292 represents "0:02:00", the time range is a range from a time
at which one minute has passed from the start of the reproduction of the
digest movie to a time immediately preceding a time at which two minutes
passes from the start of the reproduction of the digest movie. The digest
saved-data name 1293 represents data used for designating the digest
saved-data to be read when an instruction for game play is issued in a
time range from the reproduction from-time 1291 to the reproduction
to-time 1292. Although in the present embodiment the range of the digest
movie is defined by using the elapsed time from the start of the
reproduction, the present invention is not limited thereto. The range may
be defined by using a frame number of the reproduced moving image.
[0126]Returning to FIG. 17, the digest saved-data 130 represents saved
data which is previously set in accordance with the flow of the game.
FIG. 22 is a diagram illustrating an exemplary data structure of the
digest saved-data 130. The digest saved-data name 1301 is a name for
uniquely identifying each digest saved-data, and corresponds to the
digest saved-data name 1293 of the digest movie correspondence table 129.
The data content 1302 represent a specific content of the saved data. The
data content 1302 includes data representing a level of the player
character, items belonging to the player character, a current location
thereof in the virtual game space, an event scene having been cleared,
and the like, based on each scene.
[0127]Returning to FIG. 17, the scene table 131 represents a table for
defining each scene in the game. The scene table 131 represents data
mainly used in the "scene menu" screen as shown in FIG. 15. FIG. 23 is a
diagram illustrating an exemplary data structure of the scene table 131.
The scene table 131 is a collection of a scene number 1311, a start point
1312, an end point 1313, digest saved-data name 1314, and an introduction
movie 1315. The scene number 1311 is a number for identifying each scene.
The start point 1312 and the end point 1313 represent data indicating a
range of each scene in the game (scenario). In the example shown in FIG.
23, a scene from the start of the game to clearing of puzzle 1 is defined
as one scene (corresponding to scene number "001"). The digest saved-data
name 1314 corresponds to the digest saved-data name 1301 of the digest
saved-data 130. The introduction movie 1315 represents movie data
(corresponding to a moving image 122 shown in FIG. 15) for introducing a
content of each scene. The opening portion of each scene is stored as the
movie data.
[0128]Returning to FIG. 17, the work area 132 is an area for storing
various data, flags and the like, which are temporarily used in the game
process. Specifically, progress information 133 and the like are stored
in the work area 132. The progress information 133 represents data
associated with the progress state of the game being currently played by
a player, and includes a puzzle number 134, a scene number 135, and the
like. The puzzle number 134 represents data indicating whether or not a
"puzzle" as described above is set at a location, in the virtual space,
at which the player character is currently positioned, and in a scene, in
the game, in which the player character currently appears, and
indicating, when the "puzzle" is set, the location corresponding to the
"puzzle". The puzzle number 134 corresponds to the puzzle number 1265 of
the puzzle table 126. Further, when the hint button 102 is pressed, the
data is referred to so as to retrieve the approach movie corresponding to
the "puzzle". The scene number 135 represents data corresponding to the
scene number 1311 of the scene table 131, and represents data indicating
a scene being currently played by a player. In addition to the above
data, the work area 132 stores various data, flags, and the like which
are temporarily used during the game process.
[0129]Next, data stored in the flash memory 17 will be described. FIG. 24
is a diagram illustrating a memory map of the flash memory 17 shown in
FIG. 2. As described above, the flash memory 17 is a non-volatile memory,
and the data described below are not eliminated but held even when the
game apparatus body 3 is powered off. In FIG. 24, the flash memory 17
stores user saved-data 171 and the like. The data may be transferred to
and stored in the external main memory 12 when the game program is
executed.
[0130]The user saved-data 171 is data representing a progress state of a
game. In the game process started by selecting the "game" from the title
menu, the saved data is generated or updated by, for example, an
instruction for saving being issued from a player. The progress
information 172 included in the user saved-data 171 corresponds to the
progress information 133, in the work area 132, stored as a part of the
user saved-data 171.
[0131]Next, the game process performed by the game apparatus body 3 will
be described with reference to FIGS. 25 to 29. When the game apparatus
body 3 is powered on, the CPU 10 of the game apparatus body 3 executes a
boot program stored in the ROM/RTC 13, so as to initialize the respective
units such as the main memory 33. The game program stored in the optical
disc 4 is loaded to the main memory 33, and the CPU 10 starts the
execution of the game program. The flow chart shown in FIG. 25 is a flow
chart showing the game process performed after the process steps
described above are completed.
[0132]In FIG. 25, when the execution of the game program is started, the
title menu (refer to FIG. 8) is firstly displayed. Then, an input
(selection of a menu option) from a player is received (step S1). When
the input from the player is received, a selected option is then
determined. Initially, whether or not the "game" is selected is
determined (step S2). When a result of the determination indicates that
the "game" is selected (YES in step S2), a game main process (step S3) is
performed as described below.
[0133]On the other hand, when it is determined that the "game" is not
selected (NO in step S2), whether or not the "digest" is selected is then
determined (step S4). When a result of the determination indicates that
the "digest" is selected (YES in step S4), a digest process (step S5) is
performed as described below.
[0134]On the other hand, when it is determined in step S4 that the
"digest" is not selected (NO in step S4), whether or not the "scene menu"
is selected is then determined (step S6). When a result of the
determination indicates that the "scene menu" is selected (YES in step
S6), a scene menu process (step S7) is performed as describe below.
[0135]On the other hand, when it is determined that the "scene menu" is
not selected (NO in step S6) or when steps S3, S5, or S7 described above
is completed, whether or not the game process is to be ended is
determined (step S8). When the determination represents YES, the game
process according to the present embodiment is ended, and when the
determination represents NO, the process is returned to step S1 and the
game process is repeated.
[0136]Next, the game main process of step S3 will be descried in detail.
FIG. 26 is a flow chart showing in detail the game main process of step
S3. As shown in FIG. 26, the start menu as shown in FIG. 9 is displayed,
and an input from a player is received (step S11).
[0137]Next, whether or not a player selects the "load" from the start menu
is determined (step S12). When a result of the determination indicates
that the player selects the "load" (YES in step S12), predetermined user
saved-data is read in accordance with a player's operation (step S13).
Thereafter, the game is started, and a game screen is displayed (step
S15).
[0138]On the other hand, when it is determined in step S12 that the player
does not select the "load" (NO in step S12), whether or not the player
selects the "start" from the start menu is then determined (step S14). A
result of the determination indicates that the player selects the "start"
(YES in step S14), a process step of step S15 is performed without
reading user saved-data. Specifically, the game is started from an
initial state having been previously set, and the game screen is
displayed. As a result, a game screen including the hint button 102 as
shown in FIG. 10 is displayed. On the other hand, when it is determined
that the player does not select the "start" (NO in step S14), the process
is returned to step S11, and the process is repeated.
[0139]When the game is started, reception of an input (operation) from a
player is started (step S16). When an input from a player is made,
whether or not the content of the input represents an operation of
pressing the hint button 102 is determined (step S17). When a result of
the determination indicates that the content of the input represents the
operation of pressing the hint button 102 (YES in step S17), an approach
movie reproduction process is performed as described below (step S20). On
the other hand, when it is determined that the hint button 102 is not
pressed (NO in step S17), whether or not the content of the input from a
player represents an operation for saving a game is then determined (step
S18). When a result of the determination indicates that the content of
the input from the player represents the operation for saving the game
(Yes in step S18), a saving process is performed (step S19). In the
saving process, a process for generating or updating the user saved-data
171 is performed based on the progress information 133 and the like. On
the other hand, when it is determined in step S18 that the content of the
input from the player does not represent the operation for saving the
game (NO in step S18), another game process is performed based on the
content of the input from the player (step S21). In this process, a game
process other than the approach movie reproduction process is performed,
for example, various processes for the general game process, such as a
process for moving the player character 101 or a process for causing the
player character 101 to perform attacking, based on the input from the
player, are performed. At this time, the scene number 135 of the progress
information 133 is updated as necessary so as to indicate a scene being
currently played by a player. Further, when the player character 101
moves to a scene, in the virtual game space, in which the "puzzle" is set
(whether or not the player character 101 has moved is determined based on
the location 1261 and the scene number 1268), the puzzle number 1265
corresponding to the puzzle is read from the puzzle table 126, and copied
and set to the puzzle number 134 of the progress information 133.
Further, when the player character 101 leaves the scene in which the
"puzzle" is set, a NULL value is set to the puzzle number 134. Thus,
whether or not a player is currently trying to solve the "puzzle" is
determined based on whether or not "NULL" is set to the puzzle number 134
of the progress information 133. The other various game processes
(processes for movement, fighting, conversation, and the like) are not
directly relevant to the present invention, and the description thereof
is not given.
[0140]Next, the approach movie reproduction process of step S18 will be
described in detail with reference to a flow chart shown in FIG. 27. In
FIG. 27, firstly, whether or not a scene in which the "puzzle" is set is
displayed to a player is determined. Specifically, the puzzle number 134
is read from the progress information 133 of the work area 132 (step
S31). Whether or not the puzzle number 134 indicates "NULL" is determined
(step S32). When the result of the determination indicates that the
puzzle number 134 indicates "NULL" (YES in step S32), that is, when the
player character is not in the scene in which the "puzzle" is set, a
process for indicating that no hint is provided is performed (step S33),
and the approach movie process is ended. In another embodiment, the
puzzle number is determined for each frame, and when the puzzle number
134 indicates "NULL", the hint button 102 may not be displayed.
[0141]On the other hand, when it is determined in step S32 that the puzzle
number 134 does not indicate "NULL" (NO in step S32), a player character
may be in a scene in which a "puzzle" is set. Therefore, a process for
retrieving the approach movie name 1267 from the puzzle table 126 based
on a value set to the puzzle number 134 is performed (step S34).
Specifically, firstly, the puzzle table 126 is accessed so as to retrieve
the puzzle number 1265 corresponding to the value of the puzzle number
134 of the progress information 133. The approach movie name 1267 of the
puzzle number 1265 having been retrieved is acquired.
[0142]Next, the movie content 1272 is read from the approach movie 127
based on the approach movie name 1267 (step S35). Next, the window 104
(refer to FIG. 12) for reproducing the approach movie is generated, and a
process for reproducing the movie content 1272 is performed by using the
window. That is, the approach movie is reproduced (step S36).
[0143]Subsequently, whether or not the reproduction of the movie content
1272 is completed is determined (step S37). When a result of the
determination indicates that the reproduction has not been completed (NO
in step S37), the process is returned to step S36, and the process for
reproducing the movie content 1272 is continued. When the reproduction of
the movie content 1272 is completed (YES in step S37), the approach movie
reproduction process is ended.
[0144]Returning to FIG. 26, after the process step of step S20 or step S21
is performed, whether or not the game main process is to be ended is
determined (step S22). When the determination represents YES, the game
main process is ended, and when the determination represents NO, the
process is returned to step S15, and the process is repeated. This is the
end of the game main process.
[0145]Next, the digest process of step S5 will be described in detail with
reference to a flow chart shown in FIG. 28. In FIG. 28, firstly, the
digest movie 128 is read from the external main memory 12 (step S41).
[0146]Next, a screen for digest as shown in FIG. 13 is generated, and the
process for reproducing the digest movie is performed (step S42). The
reception of an input from a player is simultaneously started.
[0147]Next, whether or not a player presses a predetermined button, such
as the operation button 72d, while the digest movie is being reproduced
is determined (step S43). Hereinafter, the input is referred to as a
digest start instruction, and starting a game from halfway while the
digest movie is being reproduced is referred to as a digest start. When a
result of the determination indicates that the digest start instruction
is not issued (NO in step S43), whether or not the reproduction of the
digest movie is completed is then determined (step S44). When the
reproduction of the digest movie has not been completed (NO in step S44),
the process is returned to step S42, and the reproduction of the digest
movie is continued.
[0148]On the other hand, when the digest start instruction is issued (YES
in step S43), an inquiry screen, as shown in FIG. 14, for inquiring
whether or not the digest start is to be made is then displayed, and the
input from the player is received (step S45). At this time, the
reproduction of the digest movie is stopped. When the player makes an
input in response to the screen, whether or not the input content
indicates an instruction for "digest start" (for example, whether or not
"YES" is selected on the screen shown in FIG. 14) is determined (step
S46). When a result of the determination indicates that the input content
does not indicate an instruction for "digest start" (NO in step S46), the
process is returned to step S42, and the reproduction of the digest movie
is continued. On the other hand, when a result of the determination
indicates that the input content indicates an instruction for "digest
start" (YES in step S46), a reproduction position at which the digest
movie is being currently reproduced is detected (step S47). An elapsed
time from the start of the reproduction of the digest movie is acquired,
and the reproduction position at which the digest movie is being
currently reproduced is detected based on the elapsed time.
[0149]Next, the digest saved-data corresponding to the detected
reproduction position is retrieved and read (step S48). Specifically, the
digest movie correspondence table 129 is accessed, so as to retrieve the
digest saved-data name 1293 satisfying a condition that the acquired
elapsed time (that is, the current reproduction position) is greater than
or equal to the reproduction from-time 1291 and smaller than the
reproduction to-time 1292. In the example shown in FIG. 21, when, for
example, the digest start is made when four minutes has passed from the
reproduction start, "digest saved-data 04" is detected. The data content
1302 is read, as a part of the progress information 133 of the work area
132, from the digest saved-data 130, based on the digest saved-data name
1293.
[0150]Next, the game process in the digest mode described above is started
based on the digest saved-data having been read (step S49). That is, the
game process is performed in a state where no saving is allowed. In other
words, in the digest mode, when an operation for saving is performed
while the game is being played, nothing is performed and information that
no saving is allowed is displayed, or a display for saving is not
performed so as to prevent a user from performing an operation for
saving.
[0151]Next, whether or not an instruction for ending a game in the digest
mode is issued is determined (step S50). When no instruction for ending
is issued (NO in step S50), the process is returned to step S39, and the
game process in the digest mode is continued. When the instruction for
ending is issued (YES in step S50), the digest process is ended.
[0152]Next, the scene menu process of step S7 will be described in detail
with reference to a flow chart shown in FIG. 29. In FIG. 29, firstly, the
scene table 131 is read from the external main memory 12 (step S61).
[0153]Next, a screen (refer to FIG. 15) for listing and displaying the
scenes in the game is generated based on the scene table 131 (step S62).
The list screen is displayed, and an input from a user is received (step
S63). At this time, when the list screen is initially displayed, a cursor
is designating scene 001 displayed at the top of the screen. Further, the
introduction movie 1315 for introducing the opening portion of the scene
designated by the cursor is read and reproduced.
[0154]When a user makes an input on the list screen, whether or not the
input content represents an input for selecting one of the scenes is
determined (step S64). When a result of the determination indicates that
no scene is selected (NO in step S64), whether or not an instruction for
ending the scene menu is inputted is subsequently determined (step S65).
When a result of the determination indicates that no instruction for
ending is issued (NO in step S65), the process is returned to step S63,
and when the instruction for ending is issued (YES in step S65), the
scene menu process is ended.
[0155]On the other hand, when it is determined in step 64 that one of the
scenes is selected (YES in step S64), an inquiry screen as shown in FIG.
16 is then displayed, and an input from a player is received (step S66).
When a player makes an input in response to the inquiry screen, whether
or not the input content indicates an instruction for "game start" (for
example, whether or not "YES" is selected on the screen shown in FIG. 16)
is determined (step S67). When a result of the determination indicates
that the input content does not indicate an instruction for "game start"
(NO in step S67), the process is returned to step S63, and the list
screen is displayed. On the other hand, when the input content indicates
an instruction for "game start" (YES in step S67), the digest saved-data
name 1314 corresponding to the selected scene is acquired from the scene
table 131. The data content 1302 is retrieved from the digest saved-data
130 based on the digest saved-data name 1314, and is read as a part of
the progress information 133 of the work area 132 (step S68).
[0156]Next, similarly to the process of step S49, the game process is
started in the digest mode based on the digest saved-data having been
read (step S69).
[0157]Next, whether or not the instruction for ending the game in the
digest mode is issued is determined (step S70). When no instruction for
ending is issued (NO in step S70), the process is returned to step S59,
and the game process in the digest mode is continued. When the
instruction for ending is issued (YES in step S70), the scene menu
process is ended.
[0158]As described above, in the present embodiment, when a player cannot
find how to solve the "puzzle" which is set in the game, the player is
allowed to view, in the scene, moving images for indicating how to solve
the puzzle when the player desires to. Therefore, a player that cannot
find how to solve the "puzzle" may not become stuck with the game, and
reduction, due to the puzzle being unsolved, in motivation for clearing
the game may be prevented. Thus, a player unaccustomed to a game or a
player that does not have a lot of time for game play is allowed to play
and clear the game to the end. Further, how to solve the "puzzle" is
indicated as "moving images" by using an actual example in which the
puzzle is actually solved, and therefore a player knows, for certain, how
to actually move (operate) the player character. Therefore, for example,
a player that cannot know, from a hint represented by only character
information, how to solve the puzzle may not become stuck with the game,
and may be allowed to play the game to the end.
[0159]Further, a content (the scenario or the story) of the game can be
roughly known from the digest movie, and further the game can be played
from a desired scene in the digest movie. Thus, even when the game is
started from the middle of the digest, a player knows the flow of the
preceding story or the like, and therefore a state where a player does
not know the storyline preceding the middle of the story can be prevented
and the player is allowed to play the game in natural manner. Thus, even
a player that does not have a lot of time for playing a large volume of
game can easily enjoy the large volume of game. Further, also when the
game is started from the middle of the digest movie or the game is
started from halfway by selecting the "scene menu", a player may enjoy
playing the game without becoming stuck with the game because the digest
saved-data in which parameters of the player character and the like are
previously set in accordance with each scene is read for the game play.
[0160]An image quality of the approach movie may be reduced as compared to
a general game screen. For example, when a frame rate of a general game
screen is set to 60 fps, a frame rate of the approach movie may be set to
15 fps. Further, the resolution of the approach movie may be set so as to
be reduced. That is, the "visual quality" of the approach movie may be
set so as to be degraded as compared to an actual game screen. Thus, a
player is prevented from being satisfied by viewing, in the approach
movie, a scene in which the puzzle is solved. A player that desires to
view, with increased image quality, the scene in which the puzzle is
solved may think that the player needs to operate and play the game by
him/herself, so that the player may keep his/her motivation for the game
play.
[0161]Further, while the approach movie is being reproduced, the game
process may be temporarily stopped, or a player may be allowed to operate
the player character. Further, when the game process is temporarily
stopped, the approach movie may be displayed full-screen.
[0162]Further, in the embodiment described above, when the hint button 102
is pressed in the scene in which the "puzzle" is set, the approach movie
is reproduced. Also when the hint button is pressed at a location other
than a specific location in which the "puzzle" is set, the approach movie
corresponding to the "puzzle" set at the specific location which is
closest to the location, in the virtual game space, at which the hint
button is pressed, may be reproduced.
[0163]Further, instead of reproducing the moving images, the approach
movie may be provided such that operation data representing the same
movement as a movement of the player character in the approach movie is
previously generated, and the player character is moved in a window for
reproducing the approach movie, based on the operation data. The size of
a file can be reduced as compared to a case where a moving image file is
reproduced.
[0164]Moreover, the content of the approach movie may represent, as moving
images, a content (game approach information) useful for continuing the
game in addition to a method for solving a predetermined puzzle (trick).
For example, the content of the approach movie may be moving images for
indicating how to fight against a boss character which is eliminated only
by attacking a predetermined weak point. Further, for example, the
content of the approach movie may be moving images indicating rocks to be
pressed, and the order in which the rocks are to be pressed, so as to
jump over a valley in which a lot of rocks to be pressed are scattered.
In other words, any approach movie representing game approach information
for preventing the game from becoming stuck may be used. When such
approach information represents an actual movement of a player character,
a player may not become stuck with the game. As a result, a player
unaccustomed to a game or a player that does not have a lot of time for
game play may smoothly play the game, and continue to play a large volume
of game to the end so as to clear the game.
[0165]Further, the use of the digest saved-data may not be allowed for a
certain initial time period (immediately after the game is purchased).
For example, although the digest saved-data cannot be used immediately
after the game is purchased, a plurality of pieces of the digest
saved-data may be gradually used in accordance with a time period in
which the game has been played. In this case, the digest saved-data are
set so as not to be used when the game is shipped. The flash memory 17 of
the game apparatus body 3 purchased by a player stores the total
cumulative time period obtained by adding the time periods in which the
game has been played. The total cumulative time period during which the
game has been played is read from the flash memory 17 every time the game
is started, and when the total cumulative time period during which the
game has been played is greater than a predetermined time period, the use
of the digest saved-data may be allowed. Thus, the ending portion of the
game cannot be played from the beginning, so that a player may not reduce
his/her interest in the game, and when a user, who cannot continue the
game, almost gives up the game halfway, the use of the digest saved-data
is allowed, thereby enhancing the motivation of the player. The use of
the digest saved-data may be allowed when a predetermined time period has
passed from the release date of the game, or from a date on which the
game is played for the first time as well as the use of the digest
saved-data may be allowed based on the total time period during which the
game has been played. Thus, the digest saved-data can be used regardless
of the play time of each player, and therefore, when a predetermined time
period has passed, a player who desires to clear the game by him/herself
at first but has stopped playing the game halfway, or the like, is
allowed to use the digest saved-data for playing the game to the end.
Further, most of the users may desire to clear the game by him/herself
immediately after the release date, and therefore when the increased
number of the users have cleared the game, the digest saved-data can be
used, so that a user who desires to clear the game by him/herself may not
lose his/her interest in the game.
[0166]Further, the "digest" is set so as not to be selected from the title
menu shown in FIG. 8 for a certain initial time period. Only when the
predetermined time period as described above has passed, the "digest" may
be selected from the title menu shown in FIG. 8.
[0167]Further, the digest saved-data may not be stored in the optical disc
4, and may be distributed through the network. In this case, a server for
storing and distributing the digest saved-data is provided. The game
apparatus body 3 is allowed to access the server by using the wireless
communication module 18 of the game apparatus body 3 through, for
example, the Internet. The digest saved-data may be downloaded from the
server, and stored in the flash memory 17. Alternatively, the digest
saved-data may not be stored in the flash memory 17, and may be used only
when the game apparatus body 3 is connected to the network. For example,
when the "scene menu" is selected from the title menu shown in FIG. 8,
the game apparatus body 3 may be automatically connected to the network.
The digest saved-data is acquired from the server, and the screen as
shown in FIG. 15 may be displayed based on the digest saved-data. Also in
this case, the ending portion of the game is not allowed to be played
from the beginning, so that a player may not reduce his/her interest in
the game.
[0168]Further, when the digest saved-data is distributed from the server,
the distribution time may be set such that the digest saved-data is
sequentially distributed after a predetermined time period has passed
from the release date of the game. Thus, the digest saved-data can be
distributed regardless of the play time of each player, and, therefore,
for example, even a player who desires to clear the game by him/herself
at first but has stopped playing the game halfway, can download the
digest saved-data from the server after the predetermined time period has
passed, so that the player may play the game to the end. Further, the
digest saved-data is distributed after a predetermined time period has
passed from the release date, and therefore it is easier to play the game
to the end.
[0169]Further, only when a player clears the game at least once, the use
of the digest saved-data may be allowed. Thus, it is possible to prevent
a player who has cleared the game by him/herself from reducing his/her
interest in the game. Further, before the predetermined time period as
described above has passed, the digest saved-data may be used only when
the game has been cleared, and after the predetermined time period as
described above has passed, the digest saved-data may be used even when
the game has not been cleared. Thus, a user who desires to clear the game
by him/herself is allowed to have an advantage that the user is allowed
to view the digest at any time, and play a desired scene.
[0170]Further, the "approach movie" described above as well as the digest
saved-data may be distributed through the network. Also in this case, the
"approach movie" may be downloaded only when a predetermined time period
based on the play time or the like has passed. Thus, a player who has
become stuck with the game and has given up clearing the game may play
the game again.
[0171]Furthermore, the flash memory 17 or the like stores an operation
history of a game play of each player, and each player may be allowed to
create his/her own "approach movie" based on the operation history. The
"approach movie" created by each player may be uploaded to the server.
When the hint button 102 is pressed, the server may be accessed so as to
view the "approach movies" created by various players. Thus, when, for
example, a plurality of methods may be considered as a method for
approaching a scene in the game, a plurality of approach methods
including an approach method for which a skilled operation is required, a
method in which an approach is made in a relatively easy operation, and
the like may be viewed. It is possible to provide each player with
information about an approach method which meets, for example, a skill of
the each player for game play. As a result, a player may be prevented
from becoming stuck with the game for increased certainty. Further, when
it is possible to create and upload his/her own "approach movie", a
player can enjoy introducing his/her skill in the game approach to
another player, and the game becomes more enjoyable.
[0172]Further, each player may be allowed to edit the moving images in
various manners when creating his/her own "approach movie" (for example,
character representing comments or the like of the player may be included
and simultaneously displayed in the moving images). Thus, it is possible
to create and upload the "approach movie" based on the individual
character of each player in addition to simple creation and upload of the
"approach movie". As a result, it is possible to view various "approach
movies" based on the individual character of each player, thereby
enhancing interest in the game.
[0173]Furthermore, the game apparatus of the present embodiment is
similarly applied as a game apparatus incorporating a monitor, and a
personal computer and a workstation functioning as a game apparatus by
executing the game program, and the like.
[0174]While the invention has been described in detail, the foregoing
description is in all aspects illustrative and not restrictive. It is
understood that numerous other modifications and variations can be
devised without departing from the scope of the invention.
* * * * *