GAME APPARATUS, GAME RESTART METHOD, GAME SYSTEM AND COMPUTER-READABLE NON-TRANSITORY INFORMATION RECORDING MEDIUM FOR RECORDING PROGRAMS

A memory is capable of recording multiple pieces of game information. A transitioner stores in-play game information in the memory and transitions to a suspended state when, for example, a detector detects that a top case of a game apparatus has been closed. A receiver receives a prescribed operation (for example, pressing of a side switch and/or the like) input along with a command (for example, the top case of the game apparatus being opened) to return from the suspended state. A selector selects game information recorded in the memory based on the contents of the received prescribed operation. And a restarter reads the selected game information from the memory and restarts the game after returning from the suspended state.

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Description
CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of Japanese Patent Application 2011-045759, filed on Mar. 2, 2011, the entire disclosure of which is incorporated by reference herein.

TECHNICAL FIELD

This application relates generally to a game apparatus, a game restart method, a game system and a computer-readable non-transitory information recording medium for recording programs that can restart a game from a suspended state by specifying desired data.

BACKGROUND ART

Mobile devices such as portable game apparatuses and portable information terminals and the like have become widely popular. Such mobile devices are powered by batteries, enabling games and the like to be played even when away from home.

In addition, such mobile devices typically have a suspend function (and resume function) enabling a game and/or the like being played to be halted and preserved in that form. For example, with folding (clamshell-type) mobile devices, when the player closes the top case midway through a game, the device transitions to a suspended state and data (game information and/or the like) is preserved with low power consumption. When the top case is again opened after this, the game can be reinstated from the suspended state and can be restarted using the preserved data. With straight-type mobile devices, the transition to a suspended state and reinstating from the suspended state are possible through a specified button operation.

With this kind of mobile device, because game resumption and halting are accomplished by closing or opening the top case, it is possible to play a game and/or the like to effectively utilize a small wait time and/or the like.

As prior art of a mobile device using this kind of suspend function, an invention of a portable computer in which operability is not diminished even when the top case is in a closed state and the device is carried has been disclosed (for example, see Japanese Patent No. 4459946 (Paragraphs 8-18, FIG. 2).

SUMMARY Problem Overcome by the Invention

As stated above, the suspend function of a mobile device is extremely easy for a player to use.

However, when a third party touches a mobile device in such a suspended state, not only is the player data used, but data contents could be altered. In addition, when the game being played is one in which an arbitrary character is selected from among multiple characters, the problem exists that even when the suspend function is used, the character switching operation is complex.

To resolve such problems, development of a game apparatus that can prevent a third party from using player data and that can allow the played character to be changed when restarting a game from a suspended state has been sought.

In consideration of the foregoing, it is an object of the present invention to provide a game apparatus, game restart method, game system and computer-readable, non-transitory information recording medium on which programs are recorded that can restart a game from a suspended state by specifying desired data.

Problem Resolution Means

The game apparatus according to a first aspect of the present invention is comprised of a memory, a transitioner, a receiver, a selector and a restarter.

First, the memory is for example composed of non-volatile memory and/or the like, and can record multiple pieces of game information. In addition, when the top case of the game apparatus is closed, the transitioner for example stores in-play game information in the memory and transitions to a suspended state (a state with the game suspended and the game information and/or the like preserved). The receiver receives instructions on returning from the suspended state (for example, the top case of the game apparatus being opened), and also receives designated input operations (for example, a side switch of the game apparatus being depressed). The selector selects game information stored in the memory based on the operation contents of the received operation. For example, when the top case is opened while a side switch is depressed, the selector selects game information in accordance with the depressed side switch. Furthermore, the restarter reads the selected game information from the memory and restarts the game by reinstating the device from the suspended state. In other words, the game is restarted using the game information desired by the player (for example, game information that was in play before and/or game information in which the character being played has been switched).

That is to say, when the top case is opened, the operation of a side switch and/or the like can be received, and game information is read in accordance with that operation content. Accordingly, when the device returns from a suspended state, the game can be restarted with game information desired by the player selected. In this case, even if a third party touches the game apparatus in a suspended state, because the third party would only simply open the top case, game information preserved by the player would not be used. In addition, if the person opening the apparatus is the player, by opening the top case while intentionally depressing a side switch and/or the like, game information from the previous time playing or game information with a character switch can be appropriately selected.

In the case of a game apparatus that is not a folding type (clamshell type) but is a straight type, for example depressing the power button can be used as an instruction to return from the suspended state, and in accordance with the operation content of that power button along with another depressed button, the game information can be read from the memory and the game restarted.

As a result, it is possible to restart the game while specifying desired data from a suspended state.

The above game apparatus further has a top case that can be freely opened and closed, and an operator capable of operation even when the top case is in a closed state;

and further comprising a detector for detecting whether the top case is open or closed;

wherein the transitioner transitions to the suspended state when the top case is closed;

the receiver receives operations from the operator at the point in time when the top case is opened; and

the selector selects from the memory game information corresponding to the received operation contents of the operator.

In this case, restarting and interrupting a game are accomplished by the opening and closing of the top case, and at restart, game information corresponding to that operation content is selected by operating an operator (for example, a side switch). Consequently, the player can restart the game while selecting the desired game information.

In the above-described game apparatus, the transitioner may obtain operation contents of the operator (for example, a side switch) at the point in time when the top case is closed and stores current game information in the memory, linked to this operation content.

In this case, in-play game information can be stored in the memory and made to correspond to the operation contents the player selected.

In the above-described game apparatus, when the receiver has not received an operation (for example, when the top case is simply opened) or has received a different operation (for example, when a different switch is accidentally pressed), the selector may select predetermined game information recorded in the memory.

At this time, when the top case is simply opened or when the top case is opened while a different switch and/or the like is pressed, the designated game information is selected. In other words, even if a third party who does not know the operation contents touches the game apparatus in a suspended state, a game using the designated game information is started, so game information stored by the player is not used.

The above-described game apparatus further comprises a manager for managing historical information including the date-time or frequency when the selector has selected the predetermined game information;

wherein when the receiver has received the prescribed operation and the restarter has restarted the game selected by the selector, the historical information managed by the manager may be displayed.

In this case, when an appropriate player has restarted the game, the play contents of third parties are displayed as historical information, so it can be understood that the third party played.

The information processing apparatus according to a second aspect of the present invention comprises a memory, a transitioner, a receiver, a selector and a restarter.

First, the memory is for example composed of non-volatile memory and/or the like, and can record multiple pieces of application information. In addition, when the top case of the application apparatus is closed, or when a prescribed interrupt button is pressed, the transitioner, for example, stores in-execution application information in the memory and transitions to a suspended state (a state with the application suspended and the application information and/or the like preserved). The receiver receives instructions on returning from the suspended state (for example, the top case of the game apparatus being opened), and also receives designated input operations (for example, a side switch of the image processing apparatus being depressed or a button being pressed simultaneously with an interrupt button when suspended). The selector selects application information stored in the memory based on the operation contents of the received operation. For example, when the top case is opened while a side switch is depressed, the selector selects application information in accordance with the depressed side switch. Furthermore, the restarter reads the selected game information from the memory and restarts the application by reinstating the device from the suspended state. In other words, the application is restarted using the application information desired by the user (for example, application information that was being executed before or application information in which the user account being executed has been switched).

That is to say, when the top case is opened, the operation of a side switch and/or the like can be received, and application information is read in accordance with that operation content. Accordingly, when the device returns from a suspended state, the application can be restarted with application information desired by the user selected. In this case, even if a third party touches the application apparatus in a suspended state, because the third party would only simply open the top case, application information preserved by the user would not be used. In addition, if the person opening the apparatus is the user, by opening the top case while intentionally depressing a side switch and/or the like, application information from the previous time or application information with the user account switched can be appropriately selected.

In the case of an application apparatus that is not a folding type (clamshell type) but is a straight type, for example depressing the power button can be used as an instruction to return from the suspended state, and in accordance with the operation content of that power button along with another depressed button (for example, an operation button pressed when suspending), the application information can be read from the memory and the application restarted.

As a result, it is possible to restart the application while specifying desired data from a suspended state.

The game restarting method according to a third aspect of the present invention is a game restarting method executed by a game apparatus provided with a memory capable of recording multiple pieces of game information, a transitioner, a receiver, a selector and a restarter; this restarting method comprising a transition procedure, a receiving procedure, a selection procedure and a restarting procedure.

First, in the transition procedure, for example when the top case of the game apparatus is closed, in-play game information is stored in the memory and a transition is made to a suspended state. In the receiving procedure, instructions on returning from the suspended state (for example, the top case of the game apparatus being opened) along with designated input operations (for example, a side switch of the game apparatus being depressed) are received. In the selection procedure, game information stored in the memory is selected based on the operation contents of the received operation. For example, when the top case is opened while a side switch is depressed, in the selection procedure game information is selected in accordance with the depressed side switch. In the restarting procedure, the selected game information is read from the memory and the game is restarted by returning from the suspended state. In other words, the game is restarted using the game information desired by the player (for example, game information that was in play before and/or game information in which the character being played has been switched).

That is to say, when the top case is opened, the operation of a side switch and/or the like can be received, and game information is read in accordance with that operation content, so when the device returns from a suspended state, the game can be restarted with game information desired by the player selected. In this case, even if a third party touches the game apparatus in a suspended state, because the third party would only simply open the top case, game information preserved by the player would not be used. In addition, if the person opening the apparatus is the player, by opening the top case while intentionally depressing a side switch and/or the like, game information from the previous time playing or game information with a character switch can be appropriately selected.

In the case of a game apparatus that is not a folding type but is a straight type, for example depressing the power button can be used as an instruction to return from the suspended state, and in accordance with the operation content of that power button along with another depressed button, the game information can be read from the memory and the game restarted.

As a result, it is possible to restart the game while specifying desired data from a suspended state.

The program according to a fourth aspect of the present invention is composed so as to cause a computer (including electronic devices) to function as a computer-readable non-transitory information recording medium on which a program is recorded.

This program can be recorded on a computer-readable information recording medium such as a compact disc, a flexible disc, a hard disk, an optomagnetic disc, a digital video disc, a magnetic tape, a semiconductor memory and/or the like.

The above-described program can be distributed and sold via a computer communications network, independent of the computer on which this program is executed. In addition, the above-described information recording medium can be distributed and sold independent of that computer.

Efficacy of the Invention

With the present invention, it is possible to restart a game or various types of applications from a suspended state while specifying desired data.

BRIEF DESCRIPTION OF THE DRAWINGS

A more complete understanding of this application can be obtained when the following detailed description is considered in conjunction with the following drawings, in which:

FIG. 1A is a schematic diagram showing the external appearance when an information processing apparatus according to the present preferred embodiment is opened;

FIG. 1B is a schematic diagram showing the external appearance when an information processing apparatus according to the present preferred embodiment is opened;

FIG. 1C is a schematic diagram showing the external appearance when an information processing apparatus according to the present preferred embodiment is closed;

FIG. 2 is a block diagram showing the summary constitution of the information processing apparatus according to the present preferred embodiment;

FIG. 3 is a block diagram for explaining the composition of a game apparatus according to the present preferred embodiment;

FIG. 4 is a schematic diagram for explaining the game information stored in the memory;

FIG. 5A is a schematic drawing showing one example of a game image;

FIG. 5B is a schematic drawing showing another example of a game image;

FIG. 5C is a schematic drawing showing another example of a game image;

FIG. 5D is a schematic drawing showing another example of a game image;

FIG. 6 is a flowchart for explaining the game interrupt process according to the present preferred embodiment;

FIG. 7 is a flowchart for explaining the game restart process according to the present preferred embodiment;

FIG. 8 is a block diagram for explaining the composition of a game apparatus according to another preferred embodiment; and

FIG. 9 is a flowchart for explaining the game restart process according to another preferred embodiment.

DETAILED DESCRIPTION

Below, the preferred embodiments of the present invention are explained. In order to facilitate understanding, preferred embodiments will be explained in which the present invention is applied to a portable game device (game apparatus), but it is possible to similarly apply the present invention to various types of computers, PDAs, mobile phones and other information processing apparatuses. That is to say, the preferred embodiments described below are for explanation and do not limit the scope of the invention of this application. Accordingly, it is possible for one skilled in the art to use the preferred embodiments with each of these elements or all of the elements substituted by equivalent elements, but such embodiments are also included within the scope of the present invention.

Embodiment 1

FIGS. 1A to 1C are schematic diagrams showing the requisite composition of a typical information processing apparatus in which the game apparatus according to the preferred embodiments of the present invention can be realized. This information processing apparatus 1 as one example is a folding-type (clamshell-type) device, and as shown in FIG. 1A has various components incorporated into a top case JC and a bottom case KC.

For example, a first display 18 and/or the like is incorporated into the top case JC. On the other hand, a second display 19 and a touch panel 20 and/or the like are incorporated into the bottom case KC.

In addition, a right switch RS, a left switch LS and a volume switch VS and/or the like are incorporated into the side surface of the bottom case KC.

The top case JC and the bottom case KC have a junction supported by a shaft, and can be opened and closed like a typical notebook personal computer and/or the like. In other words, the top case JC is free to open and close, and as shown in FIG. 1A, the apparatus is used by opening the top case JC and in addition, after use is stored by closing the top case JC, as shown in FIG. 1C. As described below, transition to a suspended state and returning from the suspended state are accomplished by detecting the opening and closing of the top case JC.

The right switch RS, the left switch LS and the volume switch VS function as side switches and can be operated even when the top case JC is in a closed state.

FIG. 2 is a schematic diagram showing the summary composition of this image processing apparatus 1. Below, the image processing apparatus 1 is described with reference to this drawing.

The image processing apparatus 1 is provided with a process controller 10, a connector 11, a cartridge 12, a wireless communicator 13, a communications controller 14, a sound amp 15, a speaker 16, operation keys 17, a first display 18, a second display 19, a touch panel 20 and an open/close sensor 21.

The process controller 10 has a CPU (Central Processing Unit) core 10a, an image processor 10b, a clock circuit 10c, a VRAM (Video Random Access Memory) 10d, a WRAM (Work RAM) 10e, an LCD (Liquid Crystal Display) controller 10f and a touch panel controller 10g.

The CPU core 10a controls the actions of the image processing apparatus 1 as a whole and is connected to and exchanges control signals and data with the various constituent elements. Specifically, with the cartridge 12 fastened to the connector 11, programs and data recorded in a ROM (Read Only Memory) 12a inside the cartridge 12 are read and prescribed processes are executed.

When the above-described top case JC is closed during a game, this CPU core 10a transitions to a suspended state and for example stores game information in a RAM 12b and halts operations. When the top case JC is opened following this, the CPU core 10a returns from this suspended state, reads the game information stored in the RAM 12b and restarts the game.

As described below, multiple pieces of game information can be stored in the RAM 12b.

The image processor 10b processes data read from the ROM 12a inside the cartridge 12 and data processed by the CPU core 10a, and following this stores such in the VRAM 10d.

The clock circuit 10c is a circuit for measuring various times, and measures the current time set in the game apparatus 1 and the elapsed time necessary in the game.

The VRAM 10d is memory for recording information for displays, and records image information processed by the image processor 10b and/or the like.

The WRAM 10e stores work data and/or the like necessary when the CPU core 10a is executing various types of processes in accordance with programs.

The LCD controller 10f controls the first display 18 and the second display 19 and causes prescribed display images to be displayed. For example, the LCD controller 10f converts image information recorded in the VRAM 10d into a display signal with a prescribed synchronous timing and outputs such to the first display 18. In addition, the LCD controller 10f similarly displays prescribed display images on the second display 19.

The touch panel controller 10g acquires coordinates (input coordinates) when the touch panel 20 is pressed by a touch pen or a player's finger.

The connector 11 is a terminal that can be removably connected to the cartridge 12, and when the cartridge 12 is connected, sends and receives prescribed data to and from the cartridge 12.

The cartridge 12 has the ROM 12a and the RAM (Random Access Memory) 12b.

Programs for realizing games and image data, sound data and/or the like incident to the game are recorded in the ROM 12a.

Game information indicating the progress status of the game is recorded in the RAM 12b. For example, when the transition to a suspended state is made midway through a game, the game information at that point is recorded in the RAM 12b. Multiple pieces of game information can be stored in the RAM 12b.

The wireless communicator 13 is a unit for accomplishing wireless communication with wireless communicators 13 in other image processing apparatuses 1, and sends and receives prescribed data via an unrepresented antenna (a built-in antenna and/or the like).

The wireless communicator 13 can also accomplish wireless communication with prescribed wireless access points. In addition, a unique MAC (Media Access Control) address is indexed in the wireless communicator 13.

The communication controller 14 controls the wireless communicator 13 and mediates wireless communication accomplished between the process controller 10 and the process controllers 10 of other image processing apparatuses 1 in accordance with prescribed protocols.

In addition, when the image processing apparatus 1 connects to the Internet via a nearby wireless access point and/or the like, the communication controller 14 mediates wireless communication accomplished between the process controller 10 and the wireless access point and/or the like in accordance with protocol conforming to wireless LAN.

The sound amp 15 amplifies audio signals generated in the process controller 10 and supplies such to the speaker 16.

The speaker 16 is for example a stereo speaker and outputs prescribed music sounds and effects sounds and/or the like in accordance with the audio signals amplified by the sound amp 15.

The operation keys 17 are composed of multiple key switches positioned appropriately on the image processing apparatus 1, and receive prescribed command input in accordance with operation by the user.

The operation keys 17 include side switches such as the above-described right switch RS, left switch LS and volume switch VS. These side switches can be operated even when the top case JC is in a closed state.

The first display 18 and the second display 19 are composed of LCDs and/or the like, are controlled by the LCD controller 10f and appropriately display game images and/or the like.

The second display 19 displays prescribed target images (enemy objects and/or the like) that are the object of input (pressing) on the touch panel 20.

The touch panel 20 is positioned overlapping the second display 19 and detects input by a touch pen or a player's finger.

For example, the touch panel 20 is composed of a resistive membrane-type touch sensor panel and/or the like, detects pressure (depressing) by a touch pen and/or the like, and outputs information (signals and/or the like) in accordance with the coordinates thereof.

The open/close sensor 21 detects opening and closing of the top case JC. In other words, this sensor detects when the open top case JC is closed, and in addition detects when the closed top case JC is opened.

A game apparatus according to the preferred embodiment of the present invention realized by an image processing apparatus 1 having this kind of composition is described below.

Game Apparatus Summary

FIG. 3 is a block diagram showing the summary composition of a game apparatus 100 according to this preferred embodiment. This game apparatus 100 is an apparatus such that a game can be restarted from a suspended state while designating desired game information. Furthermore, in order to explain this characteristic so as to be easy to understand, the game apparatus 100 provides a simulation game that can be enjoyed by selecting an arbitrary character from among three characters, as one example, and enjoying different development for each selected character. The game apparatus 100 is described below with reference to this drawing.

The game apparatus 100 has a memory 110, a detector 120, a receiver 130, a process controller 140 and an image generator 150.

First, the memory 110 records game information indicating the progress state and/or the like of the game. For example, the memory 110 can record different game information in multiple regions.

Specifically, the memory 110 has user regions A1 to A3 and a designated region A4, as shown in FIG. 4. Game information G1 to G3 can be recorded in the user regions A1 to A3, and designated game information G3 is recorded in the designated region A4.

In other words, game information at the time that the transition is made to a suspended state during a game is preserved in the user regions A1 to A3. The storage destination (which of user regions A1 to A3) for the game information is assigned in accordance with the operation contents of the receiver 130, as described below.

The designated region A4 is set so that overwriting is impossible, for example, and predetermined designated game information G4 is recorded therein. This designated game information G4, as one example, is game information for a fishing game differing from a character game.

The aforementioned RAM 12b or the like may function as this memory 110.

Returning to FIG. 3, the detector 120 detects commands to transition to the suspended state and commands to return from the suspended state.

Specifically, opening and closing of the aforementioned top case JC is detected. In other words, by detecting that an open top case JC has been closed, a command to transition to the suspended state is obtained. By detecting that a closed top case JC has been opened, a command to return from the suspended state is obtained.

When this kind of top case JC opening or closing is detected, the detector 120 outputs a transition command signal or a return command signal to the process controller 10.

The aforementioned open/close sensor 21 or the like may function as this kind of detector 120.

The receiver 130 receives operations from the side switches, consisting of the aforementioned right switch RS, left switch LS and volume switch VS.

Specifically, the receiver 130 receives the pressing of one of the side switches input along with the transition to or return from the suspended state (opening or closing of the top case JC).

That is to say, the receiver receives the pressing of a side switch at the time the top case is closed (command to transition to the suspended state) or the pressing of a side switch at the time the top case is opened (command to return from the suspended state). In other words, when the top case JC is opened or closed, the pressing of one out of the right switch RS, the left switch LS and the volume switch VS (or a combination thereof) is received.

Furthermore, the receiver 130 outputs to the process controller 140 a code corresponding to which out of the right switch RS, the left switch LS and the volume switch VS was received.

The aforementioned operation keys 17 or the like may function as this kind of receiver 130.

The process controller 130 controls the game apparatus 100 as a whole. More precisely, this process controller 140 includes a transitioner 141, a selector 142 and a restarter 143. Through this composition, the transition to the suspended state can be made with the game information on characters being played appropriately stored in the memory 110, and in addition play is possible by designating (switching to) the game of the desired character when returning from the suspended state. This composition is explained below.

When during any character game a transition command signal is supplied from the detector 120 and at the same time a code for a side switch is supplied from the receiver 130, the transitioner 141 stores the game information during play in the memory 110 and transitions to the suspended state.

In other words, when the top case JC is closed with any of the side switches pressed, the transition to a suspended state is made. At this time, the transitioner 141 records the game information in one of the regions of the memory 110 (user regions A1 to A3) in accordance with which out of the right switch RS, the left switch LS and the volume switch VS is pressed.

For example, the right switch RS and the user region A1, the left switch LS and the user region A2 and the volume switch VS and the user region A3 can be made to respectively correspond, and game information is recorded in the region corresponding to the depressed side switch.

When the top case JC is closed with none of the side switches pressed, the device does not transition to a suspended state and instead produces a warning sound (error sound) and prompts the player to retry.

When transitioning to the suspended state, it would also be fine to be able to designate the storage destination for the game information from a menu and/or the like without using the side switches.

When a return command signal is supplied from the detector 120 in a suspended state and simultaneously a code for a side switch is supplied from the receiver 130, the selector 142 selects one of the pieces of game information recorded in the memory 110.

That is to say, when the top case JC is opened in a state with one of the side switches pressed, the selector 142 selects one piece of game information G1 to G3 recorded in the user regions A1 to A3 in the memory 110 in accordance with which out of the right switch RS, the left switch LS and the volume switch VS is pressed. In other words, the game information corresponding to the pressed side switch is selected in accordance with the aforementioned correspondence between the side switches and the user regions A1 to A3.

When the top case JC is opened without any of the side switches being pressed, or when the top case JC is opened with a different switch being pressed, the selector 142 selects the designated game information G4 recorded in the designated region A4.

The restarter 143 reads the game information selected by the selector 142 from the memory 110, returns from the suspended state and restarts the game. In other words, when game information is selected from the user regions A1 to A3, the restarter 143 uses that game information to restart the game at the point where the transition was made to the suspended state. When the game information in the designated region A4 is selected, the restarter 143 starts the game (fishing game) that used that game information (designated game information G4).

process controller 140 having this kind of composition can transition to a suspended state after appropriately storing in the memory 110 game information for the character being played. In addition, when returning from the suspended state, it is possible to restart the game by designating (switching to) the desired character.

The aforementioned CPU core 10a and the WRAM 10e and/or the like may function as this kind of process controller 140.

The image generator 150 is controlled by the process controller 140 and generates game display images.

For example, the image generator 150 generates game screens such as those shown in FIGS. 5A to 5D. Of these, FIGS. 5A to 5C show game screens for three characters. As one example, FIG. 5A is a game screen based on the game information (game information G1) of the aforementioned user region A1, FIG. 5B is a game screen based on the game information (game information G2) of the user region A2 and FIG. 5C is a game screen based on the game information (game information G3) of the user region A3.

FIG. 5D is one example of a game screen of a fishing game that differs from the character game. In other words, FIG. 5D is a game screen based on game information (designated game information G4) in the aforementioned designated region A4.

The image generator 150 displays one of the game images of FIGS. 5A to 5D when returning from a suspended state, for example.

In other words, when the player opens the top case JC while pressing one of the side switches, game information is read from the user region A1 to A3 corresponding to the side switch and the game is restarted, so the image generator 150 generates a character game screen such as those shown in FIGS. 5A to 5C.

On the other hand, when a third party simply opens the top case JC without pressing any of the side switches, and in addition when the top case JC is opened with a different switch pressed, the designated game information G4 is read from the memory 110 and the game is started. Accordingly, the image generator 150 generates a game screen for a fishing game such as that shown in FIG. 5D.

The above-described image processor 10b and/or the like may function as this kind of image generator 150.

Overview of Game Apparatus Action

Below, the action of the game apparatus 100 having this kind of composition will be described with reference to the drawings. FIG. 6 is a flowchart showing the flow of the game interrupt process. FIG. 7 is a flowchart showing the flow of the game restart process.

First, with reference to FIG. 6, interruption of a game during play and the game interrupt process for transitioning to a suspended state will be described. This game interrupt process is executed in parallel with the game process during play.

First, the game apparatus 100 waits to execute the succeeding processes until a command to transition to a suspended state is detected (step S201; No); that is to say, until the detector 120 detects that the open top case JC has been closed.

Furthermore, when a command to transition to the suspended state is detected (step S201; Yes), the game apparatus 100 determines whether or not a side switch is being pressed at that time (step S202).

In other words, the transitioner 141 determines whether or not any of the right switch RS, the left switch LS or the volume switch VS is being pressed when the top case JC is closed.

When it is determined that a side switch was not being pressed (step S202; No), the game apparatus emits a warning sound (step S203). Furthermore, the process returns to step S201.

In other words, because no side switch was being pressed when the top case JC was closed, the transitioner 141 emits a warning sound and prompts the player to retry, without transitioning to the suspended state.

On the other hand, when it is determined that a side switch was being pressed (step S202; Yes), the game apparatus 100 stores the game information in the region corresponding to the pressed side switch (step S204).

In other words, because a side switch as being pressed when the top case JC was closed, the transitioner 141 stores the game information in one of the user regions A1 to A3 in the memory 110 in accordance with the side switch that was pressed.

As one example, the right switch RS and the user region A1, the left switch LS and the user region A2 and the volume switch and the user region A3 are made to respectively correspond, and game information is recorded in the region corresponding to the side switch that was pressed.

Then the game apparatus 100 transitions to the suspended sate (step S205). That is to say, the transitioner 141 interrupts the game at that point in time and transitions to the suspended state.

With this kind of game interrupt process, the player can store the game information during play in a designated region (user regions A1 to A3) by closing the top case JC while pressing one of the side switches.

Next, the game restart process for a game returning from the suspended state will be described with reference to FIG. 7. This game restart process is started by a hardware interrupt and/or the like in the suspended state after the above-described game interrupt process.

First, the game apparatus 100 waits to execute the following processes until a command to return from the suspended state is detected (step S301; No). That is to say, the detector 120 waits until it is detected that the closed top case JC is opened.

Then, when a command to return from the suspended state is detected (step S301; Yes), the game apparatus determines whether or not a side switch is being pressed at that time (step S302).

In other words, the selector 142 determines whether or not any of the right switch RS, the left switch LS or the volume switch VS was being pressed when the top case JC was opened. When another switch different from the side switches was being pressed, the determination is that a side switch was not being pressed.

When it is determined that a side switch was being pressed (step S302; Yes), the game apparatus 100 selects the game information in the region corresponding to the side switch that was being pressed (step S303).

In other words, because a side switch was being pressed when the top case JC was opened, the selector 142 selects the game information in the user region A1 to A3 in the memory corresponding to the side switch that was being pressed.

As one example, the right switch RS and the user region A1, the left switch LS and the user region A2 and the volume switch and the user region A3 are made to respectively correspond, and the game information G1 to G3 in the region corresponding to the side switch that was being pressed is selected.

On the other hand, when it is determined that no side switch was being pressed (step S302; No), the game apparatus 100 selects the designated game information (step S304).

In other words, because no side switch was being pressed when the top case JC was opened, the selector 142 selects the designated game information G4 recorded in the designated region A4. As noted above, even when a different switch and/or the like is pressed, it is determined that no side switch was being pressed, so the selector 142 similarly selects the designated game information G4.

The game apparatus 100 reads the selected game information (step S305). In other words, the restarter 143 reads from the memory 110 the game information selected by the selector 142.

Then, the game apparatus 100 returns from the suspended state and restarts the game (step S306). In other words, the restarter 143 uses the selected game information to restart the game when returning from the suspended state.

That is to say, when the player opens the top case JC while pressing one of the side switches, game information corresponding to that side switch is read from the user regions A1 to A3, and for example a character game such as that shown in above-described FIGS. 5A to 5C is restarted. In other words, by intentionally pressing a side switch when opening the top case JC of the game apparatus 100 in a suspended state, the player can restart the game while designating (switching) the character game as in FIGS. 5A to 5C.

In addition, if a third party other than the player simply opens the top case JC without pressing a side switch or opens the top case JC while pressing a different switch and/or the like, a fishing game as shown in above-described FIG. 5D is restarted. In other words, a game using predetermined game information (designated game information G4) is restarted, so the game information stored by the player is not used.

Through this kind of game restart process, the player can restart a game while designating the game information (game information G1 to G3 stored in user regions A1 to A3) corresponding to a side switch by intentionally pressing that side switch while opening the top case JC. In other words, when returning from the suspended state, it is possible to restart the game by designating (switching to) the desired character game.

In addition, with this kind of game restart process, even if a third party tries to restart the game by simply opening the top case JC while not pressing a side switch or opening the top case JC while pressing a different switch and/or the like, the game is started using designated game information (designated game information G4), so the game information stored by the player is not used.

As a result, it is possible to restart a game from a suspended state while designating the desired information.

Another Preferred Embodiment

In the above-described preferred embodiment, the explanation was for the characteristic of a player being able to restart a game from a suspended state while designating the desired data, but it would be fine to also confirm use by a third party. Below, a preferred embodiment to which a function has been added that can confirm use by a third party is described with reference to FIG. 8.

FIG. 8 is a block diagram showing the summary composition of a game apparatus 400 according to another preferred embodiment of the present invention.

As shown in FIG. 8, the game apparatus 400 has a memory 110, a detector 120, a receiver 130, a process controller 440 and an image generator 150.

In other words, the process controller 140 in the game apparatus 100 in above-described FIG. 3 is replaced by another process controller 440. Consequently, the compositions of the memory 110 through the receiver 130 and the image generator 150 are the same as in the above-described game apparatus 100.

The process controller 440 controls the game apparatus 400 as a whole. This process controller 440 includes a transitioner 141, a selector 142, a restarter 143 and a manager 444.

In other words, this composition has the manager 444 added to the process controller 140 in the game apparatus of above-described FIG. 3 Consequently, the compositions of the transitioner 141 through the restarter 143 are the same as in the above-described game apparatus 100.

The manager 444 manages historical information including the accumulated frequency and date and time when the designated game information was selected.

In other words, when returning from a suspended state, when a third party opens the top case JC without pressing a side switch, the selector 142 selects the game information G4 recorded in the designated region A4. Furthermore, the restarter 143 uses that game information G4 to restart a fishing game such as that shown in FIG. 5D.

Consequently, the manager 444 creates historical information including date and time and accumulated frequency and/or the like each time the fishing game using this designated game information G4 is played.

Following this, when the player opens the top case JC while pressing a side switch, the restarter 143 controls the image generator 150 and displays historical information managed by the manager 444.

The action of the game apparatus 400 having this kind of composition is described below with reference to FIG. 9. FIG. 9 is a flowchart showing the flow of the game restart process.

The game restart process of this FIG. 9 has a new process content (steps S501 to S503) added to the game restart process in above-described FIG. 7. Consequently, the process contents in steps S301 to S306 are the same as in the game restart process of FIG. 7. Furthermore, the game restart process of FIG. 9 is started by a hardware interrupt and/or the like in a suspended state after the game interrupt process of above-described FIG. 6.

First, the game apparatus 100 waits to execute the following processes until a command to return from the suspended state is detected (step S301; No), and when a command to return is detected (step S301; Yes), the game apparatus determines whether or not a side switch is being pressed at that time (step S302).

When it is determined that no side switch was being pressed (step S302; No), the game apparatus 100 selects the designated game information (step S304).

Furthermore, the game apparatus appends and records historical information (step S501). That is to say, the manager 444 creates historical information including the present date and time, the accumulated frequency and/or the like, and records this in the memory 110. Following this, the game apparatus 100 proceeds to the process in step S305.

On the other hand, when it is determined in step S302 that a side switch was being pressed (step S302; Yes), the game apparatus 100 selects the designated game information (step S304).

Then, the game apparatus determines whether or not there is recorded historical information (step S502). That is to say, the manager 444 determines whether or not historical information has been recorded in a previous game restart process.

When it is determined that historical information has not been recorded (step S502; No), the game apparatus 100 proceeds to the process in step S305. On the other hand, when it is determined that historical information has been recorded (step S502; Yes), the game apparatus displays that historical information (step S503). In other words, historical information including the date and time and accumulated frequency and/or the like when the fishing game (designated game information G4) was played is displayed.

Furthermore, when the selected game information is read (step S305), the game apparatus 100 returns from the suspended state and restarts the game (step S306). In other words, the restarter 143 uses the selected game information and restarts the game when returning from the suspended state.

Through the game restart process of this FIG. 9, when an appropriate player restarts the game, the play contents of a third party are displayed through historical information, so it can be understood that a third party played.

With the above-described preferred embodiments, the game apparatuses 100 and 400 (information processing apparatus 1) were described for the case of a folding (clamshell-type) device, but this can be suitably applied even to a straight-type game apparatus.

For example, pressing the power button (for example a long press and/or the like) can be used for the command to transition to a suspended state, and in addition, pressing the power button can also be used as the command to return from the suspended state. In this case also, a transition can be made to the suspended state after appropriately storing in the memory 110 game information for characters being played in correspondence with the operation contents of another button pressed along with the power button, and in addition, when returning from the suspended state, play can be resumed after designating (switching to) a game with the desired character.

With the above-described preferred embodiments, a simulation game in which an arbitrary character is selected from among multiple characters and different development can be enjoyed for each selected character was described as one example, but game contents are not limited to this kind of simulation game and can be appropriately altered.

In the above-described first embodiment, the memory is provided in the memory medium of the cartridge and/or the like, and one example was described in which the game apparatus is provided with a transitioner, a receiver, a selector and a restarter, but the present invention is not limited to this kind of embodiment.

The present invention can be realized through a game system composed of a server and a terminal.

For example, it is possible to achieve the effects of the present invention by providing a memory and a selector in the server and providing a transitioner, a receiver and a restarter in the terminal.

The transitioner on the terminal side sends a signal from the pressed side switch to the server when the terminal is transitioned to a suspended state. On the server side, that signal is received and the in-play game information is stored in the applicable user region of the memory.

When the game is restarted, the pressing of a side switch input along with a command to return from the suspended state is received by the receiver on the terminal side. The detected signal received by the receiver is sent to the server, and using the server's selector, game information stored in the memory is selected in accordance with the side switch that was pressed. Then, the selected game information is read by the restarter on the terminal side and the terminal returns from the suspended state and the game is restarted.

In the above-described game system, an example was explained in which the selector was provided on the server side, but the selector may be provided on the terminal side as well.

With this kind of game system, if the present invention is realized, use would be possible on a community-type Web site such as a social networking site (SNS) and/or the like, making it possible for games to be enjoyed among a large number of users.

In addition, through use on a cloud system and/or the like, the burden on the terminal side would be reduced and it would be possible to improve security as well.

Furthermore, it would also be fine to provide multiple servers and to divide roles among the multiple servers in accordance with process contents.

In addition, the present invention was explained for the processes of suspending and restarting games using a game apparatus as an example, but this is not intended to be limiting, for it is possible to also apply the present invention to information processing apparatuses that process application information.

Specifically, an interrupt operation (for example, pressing an interrupt button for each application) and an arbitrary operation input (for example, operation input from a prescribed button A) are received for each application. Furthermore, at this time an arbitrary operation input and in-execution application information (for example, information on the user executing the application and accumulated data relating to the application being executed) are linked together and stored.

Furthermore, a return operation (for example, pressing a restart button for each application) and an operation input by the user are received, the operation input at the time of the restart operation is compared to the operation input at the time of the interrupt operation, and when these operation inputs match, the application information corresponding to that operation input is read from the memory and restarted. When that operation input does not match, the application may be executed from an initial state.

By so doing, it is possible to restart the application from the suspended state while designating desired data.

The case in which arbitrary operation input was made at the interrupt time was explained, but this is not limiting. For example, it would be fine to record application information corresponding to user information without requiring other than an interrupt operation during interruption by assigning specific buttons to each user in advance, and to read the application information for the user corresponding to the input designated button and restart the application by inputting a specific button designated for each user and the return operation at the time of restarting.

INDUSTRIAL APPLICABILITY

As explained above, with the present invention it is possible to provide a game apparatus, a game restart method and a program that can restart a game from a suspended state while designating desired information.

Having described and illustrated the principles of this application by reference to one or more preferred embodiments, it should be apparent that the preferred embodiments may be modified in arrangement and detail without departing from the principles disclosed herein and that it is intended that the application be construed as including all such modifications and variations insofar as they come within the spirit and scope of the subject matter disclosed herein.

Claims

1. A game apparatus comprising:

a memory capable of recording multiple pieces of game information;
a transitioner for storing in-play game information in the memory and transitioning to a suspended state;
a receiver for receiving a prescribed operation input along with commands to return from the suspended state;
a selector for selecting game information recorded in the memory based on operation contents of the received operation; and
a restarter for reading the selected game information from the memory and restarting the game after returning from the suspended state.

2. The game apparatus according to claim 1, further comprising a top case that can be freely opened and closed, and an operator capable of operation even when the top case is in a closed state;

and further comprising a detector for detecting whether the top case is open or closed;
wherein the transitioner transitions to the suspended state when the top case is closed; the receiver receives operations from the operator at the point in time when the top case is opened; and
the selector selects from the memory game information corresponding to the received operation contents of the operator.

3. The game apparatus according to claim 2, wherein the transitioner obtains operation contents of the operator at the point in time when the top case is closed and stores current game information in the memory, linked to this operation content.

4. The game apparatus according to any of claim 1, wherein when the receiver has not received an operation or has received a different operation, the selector selects predetermined game information recorded in the memory.

5. The game apparatus according to claim 4, further comprising a manager for managing historical information including the date-time or frequency when the selector has selected the predetermined game information;

wherein when the receiver has received the prescribed operation and the restarter has restarted the game selected by the selector, the historical information managed by the manager is displayed.

6. An information processing apparatus comprising:

a memory capable of recording multiple pieces of application information;
a transitioner for storing in-execution application information in the memory and transitioning to a suspended state;
a receiver for receiving a prescribed operation input along with a command to return from the suspended state;
a selector for selecting application information recorded in the memory based on operation contents of the received operation; and
a restarter for reading the selected application information from the memory and restarting the application after returning from the suspended state.

7. A game system comprising a server and a terminal;

wherein the server comprises a memory capable of recording multiple pieces of game information; and
the terminal comprises a transitioner for storing in-play game information in the memory of the server and transitioning to a suspended state, and a receiver for receiving a prescribed operation input along with a command to return from the suspended state;
wherein the game system comprises a selector for selecting game information recorded in the memory based on operation contents of the received operation; and
the terminal comprises a restarter for reading the selected game information from the memory and restarting the game after returning from the suspended state.

8. A game restarting method executed by a game apparatus provided with a memory capable of recording multiple pieces of game information, a transitioner, a receiver, a selector and a restarter, comprising:

a transition procedure in which the transitioner stores in-play game information in the memory and transitions to a suspended state;
a receiving procedure in which the receiver receives a prescribed operation input along with a command to return from the suspended state;
a selection procedure in which the selector selects game information recorded in the memory based on operation contents of the received operation; and
a restarting procedure in which the restarter reads the selected game information from the memory and restarts the game after returning from the suspended state.

9. A computer-readable non-transitory information recording medium on which is recorded a program for causing a computer provided with a memory capable of storing multiple pieces of game information to function as:

a transitioner for storing in-play game information in the memory and transitioning to a suspended state;
a receiver for receiving a prescribed operation input along with commands to return from the suspended state;
a selector for selecting game information recorded in the memory based on operation contents of the received operation; and
a restarter for reading the selected game information from the memory and restarting the game by after returning from the suspended state.
Patent History
Publication number: 20120225727
Type: Application
Filed: Feb 29, 2012
Publication Date: Sep 6, 2012
Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD. (Tokyo)
Inventor: Shoji MORI (Minato-ku)
Application Number: 13/408,090
Classifications
Current U.S. Class: Data Storage Or Retrieval (e.g., Memory, Video Tape, Etc.) (463/43)
International Classification: A63F 9/24 (20060101);