U.S. patent application number 13/793300 was filed with the patent office on 2013-10-24 for game system, computer-readable non-transitory storage medium, game processing method and game apparatus.
This patent application is currently assigned to NINTENDO CO., LTD.. The applicant listed for this patent is NINTENDO CO., LTD.. Invention is credited to Junichi MASUDA, Toru NAGIHASHI.
Application Number | 20130281185 13/793300 |
Document ID | / |
Family ID | 49380595 |
Filed Date | 2013-10-24 |
United States Patent
Application |
20130281185 |
Kind Code |
A1 |
MASUDA; Junichi ; et
al. |
October 24, 2013 |
GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, GAME
PROCESSING METHOD AND GAME APPARATUS
Abstract
In a game system including a single or a plurality of game
apparatuses, a first game execution unit executes a first game in
accordance with an instruction of a player inputted via an input
unit. A second game execution unit executes a second game in
accordance with an instruction of the player inputted via the input
unit. The second game execution unit sets a new game mode of a
first degree of difficulty so as to be accessible in the second
game in response to an execution result of the first game having
satisfied a predetermined condition.
Inventors: |
MASUDA; Junichi; (Tokyo,
JP) ; NAGIHASHI; Toru; (Tokyo, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
NINTENDO CO., LTD. |
Kyoto |
|
JP |
|
|
Assignee: |
NINTENDO CO., LTD.
Kyoto
JP
|
Family ID: |
49380595 |
Appl. No.: |
13/793300 |
Filed: |
March 11, 2013 |
Current U.S.
Class: |
463/23 |
Current CPC
Class: |
A63F 13/10 20130101;
A63F 13/88 20140902; A63F 13/50 20140902; A63F 13/69 20140902; A63F
13/42 20140902 |
Class at
Publication: |
463/23 |
International
Class: |
A63F 13/10 20060101
A63F013/10 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 19, 2012 |
JP |
2012-095897 |
Apr 19, 2012 |
JP |
2012-095900 |
Claims
1. A game system including a single or a plurality of game
apparatuses, the game system comprising: at least one input unit; a
first game execution unit which executes a first game in accordance
with an instruction of a player inputted via the input unit; and a
second game execution unit which executes a second game in
accordance with an instruction of the player inputted via the input
unit, wherein the second game execution unit includes a second
setting unit which sets a new game mode of a first degree of
difficulty so as to be accessible in the second game in response to
an execution result of the first game having satisfied a
predetermined condition.
2. The game system according to claim 1, wherein the first game
execution unit includes: a first determination unit which
determines whether the execution result of the first game satisfies
the predetermined condition; a first data output enabling unit
which enables output of predetermined first data indicating that
the execution result of the first game satisfies the predetermined
condition in response to the execution result of the first game
having satisfied the predetermined condition; and a first data
output unit which outputs the first data, and the second game
execution unit includes a first data input unit which receives the
first data, and the second setting unit sets the game mode of the
first degree of difficulty which is accessible in the first game so
as to be inaccessible in the second game when the first data is yet
to be received, and sets the game mode of the first degree of
difficulty so as to be accessible in the second game in response to
the first data having been received.
3. The game system according to claim 2, wherein the first data
output unit transmits a signal representing the first data via
wireless communication, thereby outputting the first data, and the
first data input unit receives the signal via wireless
communication, thereby receiving the first data.
4. The game system according to claim 1, wherein the game mode of
the first degree of difficulty is a game mode of a lower degree of
difficulty than a game mode which is accessible in the second game
when the execution result of the first game does not satisfy the
predetermined condition.
5. The game system according to claim 1, wherein the game mode of
the first degree of difficulty is a game mode of a higher degree of
difficulty than a game mode which is accessible in the second game
when the execution result of the first game does not satisfy the
predetermined condition.
6. The game system according to claim 1, wherein the predetermined
condition is to clear the first game.
7. The game system according to claim 1, wherein the first game
execution unit includes a first display control unit which causes a
display device to display a setting change screen for urging a user
to select whether or not to use the game mode of the first degree
of difficulty, and the first display control unit causes the
display device to display the setting change screen in a different
display mode in accordance with whether the game mode of the first
degree of difficulty is set so as to be accessible by the second
setting unit.
8. The game system according to claim 1, wherein the first game
execution unit further includes a first setting unit which sets a
new game mode of a second degree of difficulty so as to be
accessible in the first game in response to an execution result of
the second game having satisfied a second predetermined
condition.
9. The game system according to claim 1, wherein the game system
comprises: a first game apparatus which includes the input unit and
the first game execution unit and; a second game apparatus which
includes the input unit and the second game execution unit.
10. The game system according to claim 1, comprising: a first
storage medium having stored therein a first game program for
causing the game apparatus to function as the first game execution
unit; and a second storage medium having stored therein a second
game program for causing the game apparatus to function as the
second game execution unit, wherein the game apparatus can
selectively access to one of the first storage medium and the
second storage medium.
11. The game system according to claim 1, wherein the first game
and the second game are different versions of a same game
title.
12. A computer-readable non-transitory storage medium having stored
therein a game program to be executed in a game system including a
single or a plurality of game apparatuses and comprising at least
one input unit, the game program causing a computer of the game
apparatus to execute: a first game execution process of executing a
first game in accordance with an instruction of a player inputted
via the input unit; and a second game execution process of
executing a second game in accordance with an instruction of the
player inputted via the input unit, wherein the second game
execution process includes a second setting process of setting a
new game mode of a first degree of difficulty so as to be
accessible in the second game in response to an execution result of
the first game having satisfied a predetermined condition.
13. A game processing method performed in a game system including a
single or a plurality of game apparatuses and comprising at least
one input unit, the game processing method comprising: executing a
first game process in accordance with an instruction of a player
inputted via the input unit; and executing a second game process in
accordance with an instruction of the player inputted via the input
unit, wherein the second game process includes a second setting
process of setting a new game mode of a first degree of difficulty
so as to be accessible in the second game process in response to an
execution result of the first game having satisfied a predetermined
condition.
14. A game apparatus comprising: an input unit; a first game
execution unit which executes a first game in accordance with an
instruction of a player inputted via the input unit; and a second
game execution unit which executes a second game in accordance with
an instruction of the player inputted via the input unit, wherein
the second game execution unit includes a second setting unit which
sets a new game mode of a first degree of difficulty so as to be
accessible in the second game in response to an execution result of
the first game having satisfied a predetermined condition.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The disclosures of Japanese Patent Application No.
2012-095897 and Japanese Patent Application No. 2012-095900, filed
on Apr. 19, 2012, are incorporated herein by reference.
FIELD
[0002] The technology shown here relates to a game system, a
computer-readable non-transitory storage medium, a game processing
method and a game apparatus.
BACKGROUND AND SUMMARY
[0003] Conventionally, a technology for incorporating a play result
of one game into another game is known.
[0004] An objective of the present technology is to provide a game
system, a computer-readable non-transitory storage medium, a game
processing method and a game apparatus which are novel. More
particularly, the objective of the present technology is to
provide, for example, a game system, a computer-readable
non-transitory storage medium, a game processing method and a game
apparatus which can provide a game that will not make a player
easily get bored.
[0005] The above objective can be attained by, for example,
exemplary configurations below.
[0006] A first exemplary configuration is a game system including a
single or a plurality of game apparatuses. The game system
comprises: at least one input unit; a first game execution unit
which executes a first game in accordance with an instruction of a
user inputted via the input unit; and a second game execution unit
which executes a second game in accordance with an instruction of
the user inputted via the input unit. The second game execution
unit includes a second setting unit which sets a new game mode of a
first degree of difficulty so as to be accessible in the second
game in response to an execution result of the first game having
satisfied a predetermined condition.
[0007] The first game execution unit may include: a first
determination unit which determines whether the execution result of
the first game satisfies the predetermined condition; a first data
output enabling unit which enables output of predetermined first
data indicating that the execution result of the first game
satisfies the predetermined condition in response to the execution
result of the first game having satisfied the predetermined
condition; and a first data output unit which outputs the first
data, and the second game execution unit may include a first data
input unit which receives the first data. The second setting unit
may set the game mode of the first degree of difficulty which is
accessible in the first game so as to be inaccessible in the second
game when the first data is yet to be received, and set the game
mode of the first degree of difficulty so as to be accessible in
the second game in response to the first data having been
received.
[0008] The first data output unit may transmit a signal
representing the first data via wireless communication, thereby
outputting the first data, and the first data input unit may
receive the signal via wireless communication, thereby receiving
the first data.
[0009] The game mode of the first degree of difficulty may be a
game mode of a lower degree of difficulty than a game mode which is
accessible in the second game when the execution result of the
first game does not satisfy the predetermined condition.
[0010] The game mode of the first degree of difficulty may be a
game mode of a higher degree of difficulty than a game mode which
is accessible in the second game when the execution result of the
first game does not satisfy the predetermined condition.
[0011] The predetermined condition may be to clear the first
game.
[0012] The first game execution unit may include a first display
control unit which causes a display device to display a setting
change screen for urging the user to select whether or not to use
the game mode of the first degree of difficulty. The first display
control unit may cause the display device to display the setting
change screen in a different display mode in accordance with
whether the game mode of the first degree of difficulty is set so
as to be accessible by the second setting unit.
[0013] The first game execution unit may further include a first
setting unit which sets a new game mode of a second degree of
difficulty so as to be accessible in the first game in response to
an execution result of the second game having satisfied a second
predetermined condition.
[0014] The game system may comprise: a first game apparatus which
includes the input unit and the first game execution unit; and a
second game apparatus which includes the input unit and the second
game execution unit.
[0015] The game system may comprise: a first storage medium having
stored therein a first game program for causing the game apparatus
to function as the first game execution unit; and a second storage
medium having stored therein a second game program for causing the
game apparatus to function as the second game execution unit. The
game apparatus may be able to selectively access to one of the
first storage medium and the second storage medium.
[0016] The first game and the second game may be different versions
of a same game title.
[0017] A second exemplary configuration is a computer-readable
non-transitory storage medium having stored therein a game program
to be executed in a game system including a single or a plurality
of game apparatuses and comprising at least one input unit. The
game program causes a computer of the game apparatus to execute: a
first game execution process of executing a first game in
accordance with an instruction of a user inputted via the input
unit; and a second game execution process of executing a second
game in accordance with an instruction of the user inputted via the
input unit. The second game execution process includes a second
setting process of setting a new game mode of a first degree of
difficulty so as to be accessible in the second game in response to
an execution result of the first game having satisfied a
predetermined condition.
[0018] The game program may be stored in any computer-readable
storage medium (e.g., a flexible disk, a hard disk, an optical
disk, a magneto-optical disc, a CD-ROM, a CD-R, a magnetic tape, a
semiconductor memory card, a ROM, a RAM, and the like).
[0019] A third exemplary configuration is a game processing method
performed in a game system including a single or a plurality of
game apparatuses and comprising at least one input unit. The game
processing method comprises: executing a first game process in
accordance with an instruction of a user inputted via the input
unit; and executing a second game process in accordance with an
instruction of the user inputted via the input unit. The second
game process includes a second setting process of setting a new
game mode of a first degree of difficulty so as to be accessible in
the second game process in response to an execution result of the
first game having satisfied a predetermined condition.
[0020] A fourth exemplary configuration is a game apparatus
comprising: an input unit; a first game execution unit which
executes a first game in accordance with an instruction of a player
inputted via the input unit; and a second game execution unit which
executes a second game in accordance with an instruction of the
player inputted via the input unit. The second game execution unit
includes a second setting unit which sets a new game mode of a
first degree of difficulty so as to be accessible in the second
game in response to an execution result of the first game having
satisfied a predetermined condition.
[0021] According to the present technology, by satisfying a
predetermined condition in a first game, a new game mode of a first
degree of difficulty becomes accessible in a second game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG. 1 is a block diagram illustrating a non-limiting
example of a configuration of a hand-held game apparatus 10;
[0023] FIG. 2 is a block diagram illustrating a non-limiting
example of a configuration of a game system;
[0024] FIG. 3 is a diagram illustrating a non-limiting example of
an image displayed on a hand-held game apparatus 10a;
[0025] FIG. 4 is a diagram illustrating a non-limiting example of
an image displayed on the hand-held game apparatus 10a;
[0026] FIG. 5 is a diagram illustrating a non-limiting example of
an image displayed on the hand-held game apparatus 10a;
[0027] FIG. 6 is a diagram illustrating a non-limiting example of
an image displayed on the hand-held game apparatus 10a;
[0028] FIG. 7 is a diagram illustrating a non-limiting example of
obtaining conditions of respective keys in a game of a version
A;
[0029] FIG. 8 is a diagram illustrating a non-limiting example of
obtaining conditions of respective keys in a game of a version
B;
[0030] FIG. 9 is a diagram illustrating a non-limiting example of
an image displayed on the hand-held game apparatus 10a;
[0031] FIG. 10 is a diagram illustrating a non-limiting example of
a program and information stored in a main memory 15a of the
hand-held game apparatus 10a;
[0032] FIG. 11 is a diagram illustrating a non-limiting example of
possessed key information;
[0033] FIG. 12 is a diagram illustrating a non-limiting example of
selectable option information; and
[0034] FIG. 13 is a flow chart illustrating a non-limiting example
of processing executed by a processor 13.
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS
[0035] Hereinafter, an exemplary embodiment of the present
technology will be described.
[0036] In FIG. 1, a hand-held game apparatus 10 includes an input
device 11, a display device 12, a processor 13, an internal storage
unit 14, a main memory 15, and an infrared communication device
16.
[0037] The input device 11 is operated by a user and outputs a
signal based on an operation by the user. The input device 11 is,
for example, a cross switch, a push button, or a touch panel.
[0038] The display device 12 displays an image generated by the
hand-held game apparatus 10 on a screen. Typically, the display
device 12 is a liquid crystal display.
[0039] The internal storage unit 14 stores a computer program
executed by the processor 13. Typically, the internal storage unit
14 is a flash EEPROM.
[0040] The main memory 15 temporarily stores the computer program
and information.
[0041] The infrared communication device 16 is used for conducting
infrared communication with another hand-held game apparatus. The
infrared communication device 16 transmits/receives an infrared
signal to/from the other hand-held game apparatus.
[0042] The processor 13 executes predetermined processing in
accordance with the computer program stored in the internal storage
unit 14 or an external storage unit 17.
[0043] In the exemplary embodiment, a game system including two
hand-held game apparatuses 10a, 10b as shown in FIG. 2 will be
described. In the following description, components of the
hand-held game apparatus 10a are denoted respectively by the
reference numerals shown in FIG. 1 each with a suffix letter "a"
while components of the hand-held game apparatus 10b are denoted
respectively by the reference numerals shown in FIG. 1 each with a
suffix letter "b," as appropriate, thereby discriminating between
the components of the hand-held game apparatus 10a and the
components of the hand-held game apparatus 10b.
[0044] Each of the hand-held game apparatus 10a and the hand-held
game apparatus 10b has a configuration similar to that of the
hand-held game apparatus 10 shown in FIG. 1. An external storage
unit 17a is attached to the hand-held game apparatus 10a while an
external storage unit 17b is attached to the hand-held game
apparatus 10b. The hand-held game apparatus 10a and the hand-held
game apparatus 10b conduct infrared communication using the
infrared communication device 16, thereby transmitting/receiving
"keys" described below.
[0045] In the external storage unit 17a, a game program of a
version A of one game title is stored. Meanwhile, in the external
storage unit 17b, a game program of a version B of the game title
is stored. The version A and the version B are basically the same
in story line but different from each other in some points. For
example, both of the version A and the version B are role-playing
games set in basically the same game world. However, in the version
A, a town called "A town" is located at a predetermined position in
the game world while, in the version B, a town called "B town" is
located at the predetermined position in the game world instead of
the "A town." The "A town" and the "B town" not only have different
names from each other but also have located therein different
non-player characters, faculties, and the like.
[0046] Next, an outline of an operation of the hand-held game
apparatus 10 will be described.
[0047] The hand-held game apparatus 10 executes a predetermined
game (e.g., the role-playing game described above) based on the
game program stored in the external storage unit 17. The user can
call up a "key-related menu" screen at any timing during a game
play. The "key-related menu" screen can be called up in both of the
game program of the version A and the game program of the version
B. In the following description, a case of the hand-held game
apparatus 10a will be described.
[0048] FIG. 3 shows an example of the "key-related menu" screen
displayed on a display device 12a based on an instruction of the
user (hereinafter, referred to as user A for the sake of
convenience) of the hand-held game apparatus 10a. On the
"key-related menu" screen, three options 20a to 20c and a cursor 21
are displayed.
[0049] When the user A selects the options 20a of "change setting"
in FIG. 3, a "change setting" screen shown in FIG. 4 is displayed.
On the "change setting" screen, three options 20d to 20f and the
cursor 21 are displayed.
[0050] When the user A selects the option 20d of "change degree of
difficulty" in FIG. 4, a "change degree of difficulty" screen shown
in FIG. 5 is displayed. On the "change degree of difficulty"
screen, four options 20g to 20j and the cursor 21 are displayed.
Further, on the "change degree of difficulty" screen, a mark 22
indicating an option currently being selected and marks 23a and 23b
each indicating an unselectable option are also displayed. In FIG.
5, the marks 23a and 23b each indicating an unselectable mode are
displayed on the option 20g of "difficult mode" and the option 20i
of "easy mode," respectively. Accordingly, these modes cannot be
selected at this time point. In order for these modes to become
selectable, a "difficult mode key" and an "easy mode key" described
below need to be obtained, respectively.
[0051] It should be noted that immediately after start of the game
of the version A (that is, immediately after start from the
beginning but not from the middle of the game having been resumed),
a "normal mode" is being selected and the "difficult mode" and the
"easy mode" are still unselectable) as shown in FIG. 5. Similarly,
also immediately after start of the game of the version B, the
"normal mode" is being selected and the difficult mode" and the
easy mode" are still unselectable.
[0052] When the "difficult mode" is selected, a level of a
particular enemy character in the game world is higher than in the
"normal mode," which makes the enemy character less easy to defeat.
When the "easy mode" is selected, the level of the particular enemy
character is lower than in the "normal mode," which makes the enemy
character easier to defeat. An experience point (value which
affects growth of a player character) obtained when the particular
enemy character is defeated in the "difficult mode" is greater than
that in the "normal mode." Meanwhile, an experience point obtained
when the particular enemy character is defeated in the "easy mode"
is the same as that in the "normal mode."
[0053] When the user A selects the option 20e of "switch towns" in
FIG. 4, a "switch towns" screen shown in FIG. 6 is displayed. On
the "switch towns" screen, three options 20k to 20m and the cursor
21 are displayed. Further, on the "switch towns" screen, the mark
22 indicating an option currently being selected and a mark 23c
indicating an unselectable option are also displayed. In FIG. 6,
the mark 23c indicating an unselectable mode is displayed on the
option 201 of "B town." Accordingly, the "B town" cannot be
selected at this time point. In order for the "B town" to become
selectable, a "B town key" described below needs to be
obtained.
[0054] It should be noted that the "A town" is being selected and
the "B town" is still unselectable as shown in FIG. 6 immediately
after the start of the game of version A. Meanwhile, the "B town"
is being selected and the "A town" is still unselectable
immediately after the start of the game of the version B.
[0055] Next, methods of obtaining respective various keys such as
the above-described "difficult mode key" and the like will be
described with reference to FIG. 7 and FIG. 8.
[0056] In the exemplary embodiment, four keys which are the "easy
mode key," the "difficult mode key," an "A town key," and the "B
town key" are provided. However, in the game of the version A, only
the "easy mode key" and the "A town key" can be obtained while only
the difficult mode key" and the "B town key" can be obtained in the
game of the version B.
[0057] For example, in the game of the version A, the "easy mode
key" can be obtained when a condition A1 (for example, the game is
cleared (that is, a main objective of the game is attained)) is
satisfied while the "A town key" can be obtained when a condition
A2 (for example, a particular enemy character is defeated) is
satisfied as shown in FIG. 7. However, the other keys (the
"difficult mode key" and the "B town key") cannot be obtained by
just playing the game of the version A.
[0058] Meanwhile, in the game of the version B, the "difficult mode
key" can be obtained when a condition B1 (for example the game is
cleared (that is, a main objective of the game is attained) is
satisfied while the "B town key" can be obtained when a condition
B2 (for example, a particular enemy character is defeated) is
satisfied as shown in FIG. 8. However, the other keys (the "easy
mode key" and the "A town key") cannot be obtained by just playing
the game of the version B.
[0059] A player A of the hand-held game apparatus 10a can obtain
the "easy mode key" by satisfying the above described condition A1
in the game of the version A. Once the "easy mode key" is obtained,
in the game of the version A, the mark 23b (FIG. 5) displayed on
the "change degree of difficulty" screen is deleted and the option
20i of "easy mode" can be selected as shown in FIG. 9.
[0060] Similarly, the player A of the hand-held game apparatus 10a
can obtain the "A town key" by satisfying the above described
condition A2 in the game of the version A. It should be noted that,
in the game of the version A, the option 20k of "A town" is
selectable from the start as shown in FIG. 6. Accordingly, no
particular change is made on a content of the "switch towns" screen
even if the "A town key" is obtained.
[0061] In order to make an option which is unselectable in an
initial state selectable, in addition to the method of satisfying a
predetermined condition in the game and thereby obtaining a
corresponding key as described above, there is provided a method of
receiving a corresponding key from another hand-held game apparatus
10. Hereinafter, the method will be described in detail.
[0062] When the user A selects the option 20b of "transmit/receive
key" in FIG. 3, the hand-held game apparatus 10a transmits/receives
a key to/from another hand-held game apparatus via an infrared
communication device 16a. For example, in FIG. 2, a key possessed
in the hand-held game apparatus 10a is transmitted to the hand-held
game apparatus 10b by an infrared signal and simultaneously a key
possessed in the hand-held game apparatus 10b is transmitted to the
hand-held game apparatus 10a by an infrared signal.
[0063] For example, when the "difficult mode key" is possessed in
the hand-held game apparatus 10b, the hand-held game apparatus 10a
receives the "difficult mode key" from the hand-held game apparatus
10b. In the hand-held game apparatus 10a, once the "difficult mode
key" is received, the mark 23a (FIG. 5) is deleted and thereafter
the option 20g of "difficult mode" can be selected.
[0064] Similarly, when the "B town key" is possessed in the
hand-held game apparatus 10b, the hand-held game apparatus 10a
receives the "B town key" from the hand-held game apparatus 10b. In
the hand-held game apparatus 10a, once the "B town key" is
received, the mark 23c (FIG. 6) is deleted and thereafter the
option 201 of "B town mode" can be selected.
[0065] Next, an operation of the hand-held game apparatus 10a will
be described in detail with reference to FIG. 10 to FIG. 13.
[0066] FIG. 10 shows an example of a program and information stored
in a main memory 15a of the hand-held game apparatus 10a.
[0067] A game program D1 is a computer program for causing a
processor 13a to execute the game of the version A. The game
program D1 is read from the external storage unit 17a and loaded
into the main memory 15a.
[0068] Game data D2 is data necessary for executing the game and
includes data of towns (town data of the A town, town data of the B
town, and the like) located in the game world.
[0069] Possessed key information D3 is information indicating which
key is possessed. FIG. 11 shows a specific example of the possessed
key information D3. In FIG. 11, a possession flag is set to "0"
with respect to a key which is not possessed while a possession
flag is set to "1" with respect to a key which is possessed.
[0070] Selectable option information D4 is information indicating
which option is selectable. FIG. 12 shows a specific example of the
selectable option information D4. In FIG. 12, a
selectable/unselectable flag is set to "0" with respect to an
unselectable option while a selectable/unselectable flag is set to
"1" with respect to a selectable option.
[0071] Next, a flow of processing executed by the processor 13a of
the hand-held game apparatus 10a based on the game program D1 will
be described with reference to a flow chart of FIG. 13.
[0072] Upon start of execution of the game program D1, the
processor 13a firstly performs an initialization process in step
S10 of FIG. 13. In the initialization process, for example, a
process of setting respective possession flags of all of the keys
to "0" as shown in FIG. 11 and a process of setting respective
selectable/unselectable flags of the "easy mode," the "difficult
mode," and the "B town" to "0" and setting a
selectable/unselectable flag of the "A town" to "1" as shown in
FIG. 12, and the like are performed. It should be noted that when
the game having been suspended in the middle of the game is
resumed, these flags are set in accordance with a content of save
data saved when the game was suspended.
[0073] In step S11, the processor 13a performs a game process. The
game process includes, for example, a process of controlling the
player character in accordance with a signal from the input device
11, a process of controlling a non-player character based on a
predetermined algorithm, a process of causing a predetermined event
in the game world, a process of generating a game image and
outputting the game image to the display device 12, and the
like.
[0074] In step S12, the processor 13a determines whether a result
of the game process satisfies a predetermined condition (the
condition A1 or the condition A2). Then, when the predetermined
condition is satisfied, the processor 13a proceeds the processing
to step S13. Otherwise, the processor 13a proceeds the processing
to S15.
[0075] In step S13, the processor 13a updates the possessed key
information D3. Specifically, the processor 13a changes a
possession flag of a key corresponding to the satisfied condition
to "1." For example, the processor 13a changes the possession flag
of the "easy mode key" to "1" when the condition A1 is satisfied
and changes the possession flag of the "A town key" to "1" when the
condition A2 is satisfied.
[0076] In step S14, the processor 13a updates the selectable option
information D4. Specifically, the processor 13a changes a
selectable/unselectable flag of an option corresponding to a newly
obtained key to "1." For example, when the "easy mode key" is
obtained, the processor 13a changes the selectable/unselectable
flag of the "easy mode" to "1." It should be noted that because the
selectable/unselectable flag of the "A town" is initially set to
"1," the selectable/unselectable flag of the "A town" remains "1"
when the "A town key" is obtained.
[0077] In step S15, the processor 13a determines whether a screen
for changing settings (specifically, the "change degree of
difficulty" screen (FIG. 5) or the "switch towns" screen (FIG. 6))
has been called up by the user. Then, when the screen for changing
the settings has been called up, the processor 13a proceeds the
processing to step S16. Otherwise, the processor 13a proceeds the
processing to S18.
[0078] In step S16, the processor 13a displays the screen for
changing the settings (FIG. 5, FIG. 6) based on the selectable
option information D4. Specifically, with respect to options whose
selectable/unselectable flags are set to "0" in the selectable
option information D4, the processor 13a displays the marks (23a to
23c) each indicating that the option is unselectable,
respectively.
[0079] In step S17, the processor 13a changes the settings of the
game in accordance with an option selected by the user. For
example, when the "easy mode" is selected by the user, the
processor 13a sets a level of a particular enemy character of the
game world so as to be lower than in the "normal mode" so that the
particular enemy character is easier to defeat. Further, for
example, when the "B town" is selected by the user, the processor
13a changes the town located at the predetermined position in the
game world from the "A town" to the "B town." That is, the
processor 13a changes the town data in the game data D2 which is
used during the game process from the town data of the "A town" to
the town data of the "B town."
[0080] In step S18, the processor 13a determines whether a key
transmission/reception instruction has been issued by the user.
Then, when the key transmission/reception instruction has been
issued, the processor 13a proceeds the processing to step S19.
Otherwise, the processor 13a proceeds the processing to S22.
[0081] In step S19, the processor 13a transmits a key whose
possession flag is set to "1" in the possessed key information D3
to the other hand-held game apparatus 10b via the infrared
communication device 16.
[0082] In step S20, the processor 13a receives a key possessed by
the other hand-held game apparatus 10b via the infrared
communication device 16.
[0083] In step S21, the processor 13a updates the selectable option
information D4 based on the received key. Specifically, the
processor 13a changes a selectable/unselectable flag of an option
corresponding to the received key to "1" in the selectable option
information D4. For example, when the "difficult mode key" is
received from the other hand-held game apparatus 10b, the processor
13a changes the selectable/unselectable flag of the "difficult
mode" to "1."
[0084] In step S22, the processor 13a determines whether or not to
end the game. Then, when the processor 13a determines to end the
game, the processor 13a saves save data (data for later resuming
the game from where the game was suspended) in an internal storage
unit 14a, the external storage unit 17a, or the like, as
appropriate, and ends the execution of the game program D1. The
save data includes the possessed key information D3 and the
selectable option information D4. When the processor 13a determines
not to end the game, the processor 13a returns the processing to
step S11.
[0085] FIG. 10 to FIG. 13 show the program, the information, the
flow chart related to the game of the version A. It should be noted
that a program, information, and a flow chart related to the game
of the version B are basically the same as those related to the
game of the version A. However, those related to the game of the
version B are different from those related to the game of the
version A at least in the following points.
That the selectable/unselectable flag of the "A town" is set to "0"
and the selectable/unselectable flag of the "B town" is set to "1"
in step S10. That it is determined whether the condition B1 or the
condition B2 is satisfied in step S12.
[0086] As described above, according to the exemplary embodiment, a
setting item which cannot be selected by simply playing one of the
game of the version A and the game of the version B can become
selectable by receiving a key which is obtained by playing the game
of the other version. Accordingly, transmission/reception of keys
between users who own games of different versions is promoted and
thereby communication between the users can be activated.
[0087] Further, according to the exemplary embodiment, in the
initial state, the "A town" is located at a particular position in
the game world in the game of the version A. Meanwhile, in the game
of the version B, the "B town" is located instead of the "A town"
at the particular position in the game world which is basically the
same as the game world of the version A. However, according to the
exemplary embodiment, for example, by receiving the "B town key,"
the "B town" can be caused to appear also in the game world of the
game of the version A. Similarly, by receiving the "A town key,"
the "A town" can be caused to appear also in the game world of the
game of the version B. Accordingly, for example, a user who owns
the game program of the version A can receive the "B town key" from
another user who owns the game program of the version B, and
thereby use the "B town" in the game of the version A without
purchasing the game program of the version B. Further, as for a
user who owns both of the game program of the version A and the
game program of the version B, when the user desires to use the "B
town" in the middle of playing the game of the version A, the user
can call up the screen for changing the settings and cause the "B
town" to appear in the game world easily. Thus, there is no need
for the user to switch between the external storage units 17a, 17b
which store the game programs of the respective versions and to
start up the game program of the other version, which is convenient
for the user.
[0088] Further, according to the exemplary embodiment, the
"difficult mode" cannot be selected by normal game play in the game
of the version A while the "easy mode" cannot be selected by normal
game play in the game of the version B. However, according to the
exemplary embodiment, for example, the "difficult mode" can be
selected also in the game of the version A by receiving the
"difficult mode key." Similarly, the "easy mode" can be selected
also in the game of the version B by receiving the "easy mode key."
Accordingly, for example, even after the user who owns the game
program of the version A has cleared the game of the version A, the
user can receive the difficult mode key" from another user who owns
the game program of the version B, and thereby try the "difficult
mode" in the game of the version A. Further, even when the user who
owns the game program of the version B finds the "normal mode" of
the game of the version B too difficult and cannot advance the
game, the user can receive the "easy mode key" from another user (a
friend who is a good game player, a family member, and the like)
who owns the game program of the version A, and thereby change the
game of the version B to the "easy mode" and advance the game.
[0089] It is noted that the above exemplary embodiment is only for
illustrative purposes and numerous other modifications can be
devised.
[0090] For example, in the above exemplary embodiment, the
hand-held game apparatus 10 is used. However, the present
technology is not limited thereto, and any information processor
(e.g., a stationary game apparatus, a mobile phone, a smartphone, a
desk top computer, a notebook computer, and the like) may be
used.
[0091] Further, in the exemplary embodiment, key
transmission/reception is performed via infrared communication.
However, the exemplary embodiment is not limited thereto, and the
key transmission/reception may be performed via wireless
communication based on any method, may be performed via a
communication cable, or may be performed via a server apparatus on
a network. Further, instead of transmitting/receiving a key, a
password or save data may be used. For example, a character string
(password) corresponding to a key possessed by the hand-held game
apparatus 10b may be displayed on a display device 12b of the
hand-held game apparatus 10b, and the displayed character string
may be inputted to the hand-held game apparatus 10a via an input
device 11a of the hand-held game apparatus 10a. Further, for
example, the possessed key information D3 included in the save data
saved in the hand-held game apparatus 10b may be read out by the
processor 13a of the hand-held game apparatus 10a.
[0092] Further, in the exemplary embodiment, the two hand-held game
apparatuses 10a, 10b are used. However, the exemplary embodiment is
not limited thereto, and only the single hand-held game apparatus
10a may be used and the game of the version A and the game of the
version B may be alternately played by switching between the two
external storage units 17a, 17b.
[0093] Further, in the exemplary embodiment, keys are
transmitted/received between the games (game programs) of the
different versions of the same title. However, the exemplary
embodiment is not limited thereto, and keys may be
transmitted/received between games (game programs) of different
titles.
[0094] Further, in the exemplary embodiment, with respect to
unselectable options, the marks (23a to 23c) indicating that the
options are unselectable are displayed, respectively in the screen
for changing the settings (FIG. 5, FIG. 6). However, the exemplary
embodiment is not limited thereto, and the user may be informed of
an unselectable option by any other method. For example, an
unselectable item may be grayed out or hidden.
[0095] Further, in the exemplary embodiment, an example in which
the degree of difficulty of the game and the towns are changed has
been described. However, the exemplary embodiment is not limited
thereto. For example, not only the towns but also any faculty or
area located in the game world may be changed.
[0096] Further, in the above exemplary embodiment, the plurality of
processes shown in FIG. 13 are executed by a single computer (the
processor 13a). However, in another embodiment, the plurality of
processes may be shared and executed by a plurality of computers.
Further, in another embodiment, a part of or all of the plurality
of processes may be realized by a dedicated circuit.
[0097] Further, in the above exemplary embodiment, the plurality of
processes shown in FIG. 13 are executed in a single information
processor (the hand-held game apparatus 10a). However, in another
embodiment, the plurality of processes may be shared and executed
by a plurality of information processors (e.g., the hand-held game
apparatus 10a and a server apparatus).
[0098] Further, in the exemplary embodiment, the game program D1 is
loaded into the main memory 15a from the external storage unit 17a.
In another exemplary embodiment, the game program D1 may be loaded
into the main memory 15a from the internal storage unit 14a. Still,
in another exemplary embodiment, the game program D1 may be
received from the hand-held game apparatus 10b or the server
apparatus and loaded into the main memory 15a.
* * * * *