GAME PROGRAM, GAME SYSTEM, AND GAME CONTROL METHOD

The game system allows players to select and start from multiple game parts, addressing the challenge of new players finding mid-chapter starts confusing, while providing flexibility for all players to progress through the game from various points.

JP7664963B2Active Publication Date: 2025-04-18NINTENDO CO LTD +1
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Patent Information

Application Number
JP2023064670
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-12
Publication Date
2025-04-18
Estimated Expiration
2043-04-12

AI Technical Summary

Technical Problem

Existing game systems do not allow players to start a game from a selected game part, especially for new players who may find the content confusing when starting from a mid-chapter point.

Method used

A game program and system that allow players to select and start from multiple pre-determined game starting points, including the option to progress through the game from different starting points as the game progresses, regardless of whether the previous game part is cleared or not.

Benefits of technology

Enables players to start and continue playing the game from various points, improving accessibility for new players and offering flexibility for experienced players, while maintaining game progression and content integrity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enable a virtual game to be played from a plurality of predetermined game start points even when the virtual game is played for the first time, and further enable the virtual game to be played from another game start point as the virtual game progresses.SOLUTION: A game device 10 includes a processor 20, and the processor displays a main menu screen (100) when a game is started. A player determines a second mode on the main menu screen, and when a story is determined, a game start point selection screen (250) is displayed. The player selects and determines a start point of a game part that can be selected of a plurality of game parts constituting a scenario on the game start point selection screen, and starts to play a virtual game. When the game part being played is cleared, a next game part is made playable.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game system, and a game control method, and more particularly to a game program, a game system, and a game control method that enable a player to start a game from the starting point of a game part selected by the player. [Background technology]

[0002] An example of this type of information processing device is disclosed in Non-Patent Document 1. Non-Patent Document 1 discloses a game that has multiple chapters, and the player can start the game from the chapter of their choice. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] https: / / www.ace-attorney.com / great1-2 / ja / blog / blog1.html Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game disclosed in Non-Patent Document 1, all chapters are set to be selectable from the first time the game is played, so that a player playing the game for the first time can select chapters whose contents would be incomprehensible if the player started the game from that chapter.

[0005] Therefore, a primary object of the present invention is to provide a novel game program, a novel game system, and a novel game control method.

[0006] Another object of the present invention is to provide a game program, a game system, and a game control method that allow a player to play a game from a plurality of predetermined game start points even when playing the game for the first time, and that allow the player to play the game from other game start points as the game progresses. [Means for solving the problem]

[0007] (Configuration 1) Configuration 1 is a game program executed on an information processing device, which displays on a computer of the information processing device a selection screen including a selection UI corresponding to a player's operation input from among a first type of selection UI corresponding to each of the game parts that can be played by the player after the previous game part is cleared, and a plurality of second types of selection UI corresponding to each of the game parts that can be selected by the player regardless of whether the previous game part has been cleared, for a game in which a scenario is divided into multiple consecutive game parts and a game start point is set at the beginning of each of the multiple game parts, and starts the game from the game start point of the game part that corresponds to the selection UI selected based on the player's operation input from among the selection UIs included on the selection screen.

[0008] According to configuration 1, the game can be played from a plurality of predetermined game start points even when the game is played for the first time, and other game start points can also be selected as the game progresses. (Configuration 2) In configuration 2, in configuration 1, the computer further selects a second type of selection UI based on the player's operation input, and when the game part corresponding to the selected selection UI is cleared, starts the game from the next game starting point without returning to the selection screen.

[0009] (composition 3 ) composition 3 Configuration 1 or configuration 2The computer further determines, in accordance with the player's operation input, either a first game start method or a second game start method as a method for starting the game, and if the first game start method is determined, displays a selection screen and starts the game from the game start point of the game part corresponding to the selection UI selected based on the player's operation input, and if the second game start method is determined, starts the game from the game start point of the first game part of the scenario.

[0010] composition 3 According to the method, it is possible to select either the first game starting method or the second game starting method and play.

[0011] (composition 4 ) composition 4 is configured 3 In the above, when the second game starting method is determined, the computer further starts the game from the game starting point of the first game part of the scenario without displaying the selection screen.

[0012] composition 4 According to the method, when the second game start method is selected, the game can be played without selecting a game part. Therefore, a player who wants to play using the second game start method can start the game immediately.

[0013] (composition 5 ) composition 5 is configured 3 or 4 In the game, the selection screen includes a first type of selection UI corresponding to a game part in which the previous game part has been cleared in a game started by a first game start method, and a game part in which the previous game part has been cleared in a game started by a second game start method.

[0014] composition 5According to the first game starting method, it is possible to start playing from a game part that is a continuation of a game part that was cleared by the second game starting method.

[0015] (composition 6 ) composition 6 is configured 3 Consists of 5 In any of the above, when a save instruction to save game save data is given by the player during game execution, if the game has been started by a first game starting method, the computer displays a first save screen including a plurality of first type save slots, and stores the first type save slot selected by the player's operation input in association with the game save data, and if the game has been started by a second game starting method, the computer displays a second save screen including a plurality of second type save slots, and stores the second type save slot selected by the player's operation input in association with the game save data.

[0016] composition 6 According to this, it is possible to avoid accidentally overwriting save data from a different method of starting the game.

[0017] (composition 7 ) composition 7 is configured 6and when the player issues a load instruction to load save data, the computer displays either a first loading screen including a first type of save slot or a second loading screen including a second type of save slot, and when the first loading screen is displayed, the computer resumes the game based on the save data corresponding to the selected first type of save slot in response to a selection operation input by the player, and when the second loading screen is displayed, the computer resumes the game based on the save data corresponding to the selected second type of save slot in response to a selection operation input by the player, and when the second loading screen is displayed, the computer resumes the game based on the save data corresponding to the selected second type of save slot in response to a selection operation input by the player, and In response to a screen switching operation input, a first loading screen is displayed.

[0018] composition 7 According to the article, switchable loading screens are provided for each method of starting the game, making it easy to find the desired save slot or save data.

[0019] (composition 8 ) composition 8 is configured 7 The computer is further made to display a first loading screen if the last stored save data is save data for a game started by a first game starting method, and to display a second loading screen if the last stored save data is save data for a game started by a second game starting method.

[0020] composition 8 According to the method, a loading screen will be displayed showing the game start method that is most likely to be selected, making it easy to find the desired save slot or save data.

[0021] (composition 9 ) composition 9 is configured 7The computer is further caused to display a first loading screen if the last executed game was started by the first game starting method, and to display a second loading screen if the last executed game was started by the second game starting method.

[0022] composition 9 According to the method, a loading screen will be displayed showing the game start method that is most likely to be selected, making it easy to find the desired save slot or save data.

[0023] (composition 10 ) composition 10 is configured 7 The computer is further made to display a first loading screen if the last loaded save data is save data related to a game started by a first game starting method, and to display a second loading screen if the last loaded save data is save data related to a game started by a second game starting method.

[0024] composition 10 According to the method, a loading screen will be displayed showing the game start method that is most likely to be selected, making it easy to find the desired save slot or save data.

[0025] (composition 11 ) composition 11 is configured 7 Consists of 10In any of the above, the plurality of first type save slots include a first type auto save slot that is a save slot corresponding to save data for auto save, and the plurality of second type save slots include a second type auto save slot that is a save slot corresponding to save data for auto save, and the computer further causes, when an event occurs during execution of a game to save the game save data, the first type auto save slot and the game save data to be associated and automatically stored if the game is being executed after being started by the first game start method, and the second type auto save slot and the game save data to be associated and automatically stored if the game is being executed after being started by the second game start method.

[0026] composition 11 According to the above, when save data is automatically stored, it is stored in association with an automatic save slot according to the game start method of the game being executed, so that it is possible to avoid storing save data in association with an incorrect save slot.

[0027] (composition 12 ) composition 12 is configured from configuration 1 11 In any of the above, the selection screen includes information about the game part corresponding to the selection UI.

[0028] composition 12 According to this, it is easy to find the desired game starting point.

[0029] (composition 13 ) composition 13 is configured 12 In the above, the information about the game part includes at least one of the number of the game part corresponding to the selection UI and the title of the game part.

[0030] composition 13 According to this, it is easy to find the desired game starting point.

[0031] (composition 14 ) composition 14 is configured 12 In the game part information, the information about the game part includes at least one of a description of the game part corresponding to the selection UI selected in response to an operation input by the player and an image related to the game part corresponding to the selection UI.

[0032] composition 14 According to the present invention, since a detailed description of the game part corresponding to the selected selection UI is provided, it is possible to easily determine whether the selected game part is the desired game part.

[0033] (composition 15 ) composition 15 is configured from configuration 1 14 In any of the above, the computer further displays a selection screen that does not include a plurality of second type selection UIs when at least one predetermined game part including the first game part of the scenario has not been cleared, and displays a selection screen that includes a plurality of second type selection UIs when the predetermined game part has been cleared.

[0034] composition 15 According to the method, when a predetermined game part has been cleared, a selection screen including a plurality of second types of selection UIs is displayed, so that game content that is desired to be presented to the player can be included in the predetermined game part before the second game start method is executed.

[0035] (composition 16 ) composition 16 is configured from configuration 1 14In any of the above, the computer further displays a selection screen including a plurality of second type selection UIs as selection UIs that the player cannot select when at least one predetermined game part including the first game part of the scenario has not been cleared, and displays a selection screen including a plurality of second type selection UIs as selection UIs that the player can select when the predetermined game part has been cleared.

[0036] composition 16 According to the method, when a predetermined game part has been cleared, a selection screen including a plurality of second types of selection UIs is displayed, so that game content that is desired to be presented to the player can be included in the predetermined game part before the second game start method is executed.

[0037] composition 17 is configured 3 Consists of 14 In any of the above, the computer further displays a mode selection screen including a first mode selection UI corresponding to the first game start method and a second mode selection UI corresponding to the second game start method, and determines either the first game start method or the second game start method as a method for starting the game in accordance with a player's operation input, and displays a mode selection screen not including the first mode selection UI when at least one predetermined game part including the first game part of the scenario has not been cleared, and displays a selection screen including the first mode selection UI when the predetermined game part has been cleared.

[0038] (composition 18 ) composition 18is a game system including a processor, wherein the processor, for a game in which a scenario is divided into a plurality of consecutive game parts and a game start point is set at the beginning of each of the plurality of game parts, displays at least one selection screen including a first type of selection UI corresponding to each of the game parts that can be played by the player after the previous game part is cleared among the plurality of game parts, and a plurality of second types of selection UI corresponding to each of the game parts that can be selected by the player regardless of whether the previous game part has been cleared, and starts the game from the game start point of the game part that corresponds to a selection UI selected based on an operation input by the player among the selection UIs included on the selection screen.

[0039] (composition 19 ) composition 19 is a game control method for a computer that executes game processing for a game in which a scenario is divided into a plurality of consecutive game parts and a game start point is set at the beginning of each of the plurality of game parts, the game control method including: (a) a step of displaying a selection UI corresponding to a plurality of predetermined game parts among the plurality of game parts, and a selection UI corresponding to a plurality of playable game parts that are different from the plurality of predetermined game parts; (b) a step of starting the game from the game start point corresponding to the selected selection UI; and (c) a step of setting, after a game part is cleared, a game part that is different from the predetermined game part and is one game part after the cleared game part that is not playable, as playable.

[0040] composition 18 and configuration 19 In this case, as in configuration 1, even when playing the game for the first time, it is possible to play the game from multiple predetermined game starting points, and as the game progresses, it becomes possible to play the game from other game starting points as well. [Effects of the Invention]

[0041] According to this invention, even when playing a game for the first time, the game can be played from a plurality of predetermined game start points, and as the game progresses, the game can be played from other game start points as well.

[0042] The above and other objects, features and advantages of the present invention will become more apparent from the following detailed description of the preferred embodiments with reference to the drawings. [Brief explanation of the drawings]

[0043] [Figure 1] FIG. 1 is a block diagram showing a non-limiting example of the electrical configuration of a game device. [Figure 2] FIG. 2 is a diagram showing a non-limiting example of a main menu screen displayed on the display device of the game device shown in FIG. [Figure 3] FIG. 3 is a diagram showing a non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a first non-limiting example of a story selection screen displayed on the display device of the game device shown in FIG. [Figure 5] FIG. 5 is a diagram showing a second non-limiting example of a story selection screen displayed on the display device of the game device shown in FIG. [Figure 6] FIG. 6 is a diagram showing a first non-limiting example of a game starting point selection screen displayed on the display device of the game device shown in FIG. [Figure 7] FIG. 7 is a diagram showing a second non-limiting example of a game starting point selection screen displayed on the display device of the game device shown in FIG. [Figure 8] FIG. 8 is a diagram showing a first non-limiting example of a loading screen displayed on the display device of the game device shown in FIG. [Figure 9] FIG. 9 is a diagram showing a second non-limiting example of a loading screen displayed on the display device of the game device shown in FIG. [Figure 10] FIG. 10 is a diagram showing a first non-limiting example of a save screen displayed on the display device of the game device shown in FIG. [Figure 11] FIG. 11 is a diagram showing a second non-limiting example of the save screen displayed on the display device of the game device shown in FIG. [Figure 12] FIG. 12 is a diagram showing a non-limiting example of a memory map of the RAM built into the game device shown in FIG. [Figure 13] FIG. 13 is a flowchart showing a first part of a non-limiting example of the overall processing of a virtual game by a processor built into the game device shown in FIG. [Figure 14] FIG. 14 is a flowchart showing a second part of the overall processing of a virtual game by a processor built into the game device shown in FIG. 1, and follows FIG. [Figure 15] FIG. 15 is a flowchart showing a third part of the overall processing of a virtual game by a processor built into the game device shown in FIG. 1, and follows FIG. [Figure 16] FIG. 16 is a flowchart showing a fourth part of the overall processing of a virtual game by the processor built into the game device shown in FIG. 1, and follows FIG. [Figure 17] FIG. 17 is a flowchart showing a fifth part of the overall processing of a virtual game by a processor built into the game device shown in FIG. 1, and follows FIG. [Figure 18] FIG. 18 is a flowchart showing a first part of a non-limiting example of a load process of the processor built into the game device shown in FIG. [Figure 19] FIG. 19 is a flowchart showing a second part of a non-limiting example of the load processing of the processor built into the game device shown in FIG. 1, and is subordinate to FIG. [Figure 20] FIG. 20 is a flow chart showing a non-limiting example of the saving process of the processor built into the game device shown in FIG. [Figure 21] FIG. 21 is a diagram showing another non-limiting example of the game starting point selection screen displayed on the display device of the game device shown in FIG. DETAILED DESCRIPTION OF THE INVENTION

[0044] 1, a game device 10, which is a non-limiting example of an information processing device, includes a processor 20, to which are connected a RAM 22, a flash memory 24, a communication module 26, an input device 30, a display driver 32, and a D / A converter 34. A display device 36 is connected to the display driver 32, and a speaker 38 is connected to the D / A converter 34.

[0045] The processor 20 is responsible for overall control of the game device 10. Specifically, the processor 20 is a SoC (System-on-a-chip) that incorporates the functions of a CPU and a GPU. The RAM 22 is a volatile storage medium and is used as a work memory and buffer memory for the processor 20. The flash memory 24 is a non-volatile storage medium and is used to store various application programs and to store (save) various data. For example, application programs and necessary data are read from the flash memory 24 and stored in the RAM 22.

[0046] However, the applications include various information processing applications such as manual display applications, game applications, document creation applications, email applications, drawing applications, writing practice applications, language training applications, and learning applications.

[0047] The communication module 26 has a function of connecting to a wireless LAN, for example, in accordance with the IEEE 802.11.b / g standard. Therefore, for example, the processor 20 uses the communication module 26 to transmit and receive data to and from other devices via an access point and a network such as the Internet. For example, the other devices may be computers such as a server or other game devices 10. However, the communication module 26 can also be used to transmit and receive data directly to and from other devices.

[0048] However, communication module 26 may have a function for performing short-range wireless communication, rather than a function for connecting to a wireless LAN. Specifically, communication module 26 has a function for transmitting and receiving infrared signals to and from other devices using a predetermined communication method (e.g., infrared), and a function for performing wireless communication with the same type of game device according to a predetermined communication protocol (e.g., multilink protocol). In this case, for example, processor 20 can use communication module 26 to directly transmit and receive data with other game devices of the same type. However, instead of infrared short-range wireless communication, short-range wireless communication according to other wireless communication standards such as Bluetooth (registered trademark) may be performed.

[0049] The input device 30 is, for example, a game controller equipped with various push buttons, keys, or switches provided on the game device 10, and is used by a user or player (hereinafter referred to as "player") for various operations such as menu selection and application instructions. For example, the game controller is provided with an A button, a B button, an X button, a Y button, an L button, an R button, a cross button (and / or a slide stick), etc. However, in the case of a portable game device 10, the input device 30 may also be provided with a touch panel in addition to the push buttons, keys, or switches.

[0050] The display driver 32 is used to display various images such as menu images and game images on the display device 36 under the direction of the processor 20. Although not shown, the display driver 32 has a built-in video RAM.

[0051] The D / A converter 34 converts the audio data provided by the processor 20 into an analog audio signal and outputs it to a speaker 38. The audio data is data about sounds generated by characters or objects, sound effects, background music, and other music.

[0052] 1 is merely an example, and the electrical configuration of the game device 10 is not limited to this. For example, the communication module 26 may be omitted.

[0053] Furthermore, the input device 30 may be a game controller provided separately from the main unit 10a of the game apparatus 10, and may be communicatively connected to the processor 20 via a wired or wireless connection. In this case, the game apparatus 10 forms a game system in which the main unit 10a and the input device 30 are communicatively connected.

[0054] Furthermore, in addition to the input device 30, the display device 36 may also be provided separately from the main unit 10b of the game apparatus 10 and communicatively connected to the processor 20 via a wired or wireless connection. In this case, the game apparatus 10 constitutes a game system in which the main unit 10b, the input device 30, and the display device 36 are communicatively connected. The display device 36 may be a stationary monitor such as an LCD or EL display.

[0055] Furthermore, the game device 10 may be not only a portable or stationary game console, but also other information processing devices such as a PC, tablet terminal, wearable terminal, mobile phone, or smartphone that also function as a game console.

[0056] FIG. 2 shows a non-limiting example of a main menu screen 100 displayed on the display device 36 of the game device 10 shown in FIG.

[0057] When a player instructs execution of a game application for a virtual game of this embodiment, a main menu screen 100 is displayed on the display device 36. The virtual game of this embodiment is a game that progresses according to a scenario and is composed of a plurality of consecutive game parts (e.g., chapters). An order is set for all game parts from the beginning to the end of the scenario. A game part refers to a section that starts at a certain point in the scenario and ends at another certain point. Also, in this embodiment, the scenario is divided into a plurality of game parts. As an example, the scenario is divided into five stories (i.e., episodes): story 0, story 1, story 2, story 3, and story 4. Each story is composed of a plurality of consecutive game parts. The number of game parts in each story may be the same or different. Naturally, the number of game parts that make up each story is less than the total number of game parts that make up the game scenario.

[0058] However, before the main menu screen 100 is displayed, a movie relating to the scenario of the virtual game may be displayed on the display device 36.

[0059] 2 is a screen for determining how to start a virtual game and how to resume the virtual game. In the virtual game of this embodiment, multiple game start methods ("Start from the beginning" and "Select") and game resume methods ("Continue from where you left off") are provided.

[0060] "Select" is a game start method for starting the game in the first mode, and is a start method (corresponding to the "first start method") for starting play of the virtual game from the starting point of the game part selected by the player (corresponding to the "game start point").

[0061] "From the beginning" is a game start method that starts the game in the second mode, and is a start method that starts playing the virtual game from the start point of the first game part of the scenario without selecting the start point of the game part (equivalent to the "second start method").

[0062] "Continue" loads saved game data for the first or second mode (also called "save data") and resumes playing the virtual game from the saved point using the loaded game data for the first or second mode.

[0063] Here, the game data in the first mode refers to the game data generated and updated when a virtual game is played in the first mode, and the game data in the second mode refers to the game data generated and updated when a virtual game is played in the second mode, and the same applies below.

[0064] The main menu screen 100 has three buttons 102, 104, and 106 for selecting either a method for starting the virtual game or resuming the virtual game. Button 102 is a user interface (hereinafter referred to as "selection UI"; the same applies below) for selecting the second mode. Button 104 is a selection UI for selecting the first mode. Button 106 is a selection UI for selecting to resume playing the virtual game from a saved point.

[0065] If there is no saved game data, the button 106 may be made inoperable or hidden.

[0066] The main menu screen 100 also has a cursor 110. The cursor 110 is a rectangular frame of the same shape and size as the buttons 102-106. In the example shown in FIG. 2, the cursor 110 is pointing to the button 102. That is, the button 102, i.e., the second mode, is selected. The cursor 110 is moved by operating the up button or the down button of the cross button of the input device 30. Therefore, the other button 104 or the button 106 can be selected. By operating the A button of the input device 30, it is decided to play a virtual game in the selected game mode.

[0067] When the A button is operated while the cursor 110 is pointing at the button 102, i.e., while the second mode is selected, the second mode is determined as the game mode. In other words, it is determined that the virtual game will be played from the beginning. Here, the beginning of the virtual game means the start point of the first game part of episode 0.

[0068] FIG. 3 is a non-limiting example of a game screen 150 at the start of the first game part of episode 0. A player character 152 and a non-player character 154 are displayed on the game screen 150 in FIG. 3. The background is omitted. The player progresses through the virtual game according to the scenario by moving the player character 152, having the player character 152 talk with the non-player character 154, having the player character 152 examine objects placed in the virtual space, having the player character 152 acquire items placed in the virtual space, and having the player character 152 use items that the player character 152 possesses.

[0069] In the second mode, a game part becomes playable by the player after the previous game part is cleared. In other words, in the second mode, clearing the currently played game part unlocks the next game part in the sequence. Therefore, when the first game part of episode 0 is cleared, the second game part of episode 0 becomes playable. Similarly, each game part from the third game part of episode 0 onwards becomes playable in sequence. When the last game part of episode 0 is cleared, episode 0 is cleared, and the first game part of episode 1 becomes playable. Furthermore, when the last game part of episode 1 is cleared, episode 1 is cleared, and the first game part of episode 2 becomes playable. The same applies to episodes 3 and beyond. When all game parts up to the last game part of the final episode, i.e., episode 4, are cleared, the virtual game is cleared.

[0070] 2, when button 104 is pointed to by cursor 110, that is, when the first mode is selected, and button A of input device 30 is operated, the first mode is determined as the game mode. In other words, it is determined that the virtual game will be played from the start point of one game part selected from the start points of one or more game parts selectable by the player among the multiple game parts constituting the scenario of the virtual game, regardless of whether the previous game part has been cleared or not. For this reason, a screen for determining the start points of the story and game parts (or game parts) is displayed on display device 36. In this embodiment, after the story is determined, the start point of the game part (i.e., the game start point) is determined.

[0071] 4 shows a non-limiting example of a screen for selecting and deciding on a story (hereinafter referred to as a "story selection screen") 200. FIG. 5 shows another non-limiting example of the story selection screen 200.

[0072] 4 and 5, story selection screen 200 has a plurality of buttons 202, 204, 206, 208, and 210 on the left side, and display areas 230 and 232 on the right side. Also provided on story selection screen 200 is cursor 220. Cursor 220 is a rectangular frame of the same shape and size as each of buttons 202-210.

[0073] Each of the buttons 202-210 is a selection UI for selecting a story. The display area 230 is an area for displaying an image corresponding to the game screen 150 at the start of the first game part of the story corresponding to the button indicated by the cursor 220 (i.e., "any of the buttons 202-210"; the same applies to the story selection screen 200). However, the display area 230 may sequentially display images corresponding to the game screen 150 at the start of one or more playable game parts among the multiple game parts constituting the story corresponding to the button indicated by the cursor 220. The display area 232 is an area for displaying information about the story corresponding to the button indicated by the cursor 220. In this embodiment, the information about the story includes a character string of the story corresponding to the button indicated by the cursor 220 ("Episode 1" in FIG. 4, "Episode 0" in FIG. 5) and an explanatory content of the story (e.g., a synopsis). In FIGS. 4 and 5, the display of the synopsis is indicated by displaying multiple dots. However, instead of displaying the story string, or together with the story string, it is also possible to display the character string of the title given to this story.

[0074] 4 and 5 are merely examples, and are not necessarily limited to the story selection screen 200. For example, the story character string in the display area 232 does not have to be displayed.

[0075] The story selection screen 200 not only displays buttons 202-210 for selecting a story, but also displays an image corresponding to the game screen 150 at the start of the first game part of the story corresponding to the selected button, and displays a synopsis of the story, allowing the player to know information about the story and at least the first game part of that story. This makes it easy for the player to select a story.

[0076] 4, all stories are selectable, i.e., playable, and all stories from story 0 to story 4 are unlocked. Therefore, all of buttons 202-210 are selectable.

[0077] However, in the virtual game of this embodiment, episodes 1 and beyond cannot be played until episode 0 is cleared, and episodes 1 to 4 are not unlocked. Therefore, in the example of story selection screen 200 shown in FIG. 5, button 202 is selectable, but buttons 204 to 210 are not selectable. In story selection screen 200 shown in FIG. 5, images of keys are displayed on buttons 204 to 210, and buttons 204 to 210 cannot be turned on. This is just one example, and it may be indicated that buttons 204 to 210 are not unlocked until episode 0 is cleared by graying out buttons 204 to 210 or by not displaying buttons 204 to 210.

[0078] In the virtual game of this embodiment, episodes 1 and beyond are not unlocked until episode 0 is cleared. In other words, episode 0 must be cleared. Therefore, episode 0 can include the content of the virtual game that the player wants to present to the player. The content of the virtual game includes descriptions of the characters that appear in the virtual game and instructions on how to control them. Therefore, the player can learn about the content of the virtual game while playing the virtual game.

[0079] Furthermore, in this embodiment, since episodes 1 and beyond are not unlocked until episode 0 is cleared, button 104 may be grayed out or hidden on main menu screen 100 so that button 104 cannot be selected until episode 0 is cleared.

[0080] Furthermore, Episode 0 is a prologue consisting of at least one (four in this embodiment) predetermined game part, including the first game part of the scenario. Therefore, the content of the virtual game that you want to present to the player can be included in the prologue.

[0081] Furthermore, the scenario does not have to be divided into multiple stories (episodes), and instead of making the first game part of each of episodes 1 to 4 playable in the first mode, it may be possible to play game parts in a predetermined order from the beginning. For example, the first, eleventh, and twenty-first game parts may be set to be playable from the beginning.

[0082] Furthermore, in this embodiment, when the second mode is selected, the virtual game begins to be played from the first game part of the scenario without requiring the player to select the start point of the game part. However, when the second mode is selected, a game start point selection screen may be displayed that includes only the selection UI corresponding to the first game part of the scenario, and the game may begin based on the selection of that selection UI.

[0083] On the story selection screen 200, the cursor 220 is moved by operating the up button or the down button of the cross button of the input device 30. Therefore, on the story selection screen 200 shown in Fig. 4, another button 202, button 206, button 208, or button 210 can be selected. Also, on the story selection screen 200 shown in Fig. 5, another button 204, button 206, button 208, or button 210 can be selected.

[0084] By operating the A button of the input device 30, it is determined that the start point of the game part at which the play of the virtual game begins in the determined story is selected and determined.

[0085] Furthermore, when the story selection screen 200 is displayed, operating the B button of the input device 30 stops the story selection and decision and returns to the main menu. In other words, the story selection screen 200 is hidden and the main menu screen 100 is displayed.

[0086] Fig. 6 shows a non-limiting example of the game starting point selection screen 250. Fig. 7 shows another non-limiting example of the game starting point selection screen 250. As shown in Figs. 6 and 7, the game starting point selection screen 250 has a display area 252 and a display area 254.

[0087] Display area 252 is an area for displaying the character string of the determined story ("Episode 2" in FIGS. 6 and 7), the character string of the number for the game part that includes the selected starting point ("First Game Part" in FIG. 6, "Second Game Part" in FIG. 7), and the synopsis for the game part that includes the selected starting point. In FIGS. 6 and 7, the display of the synopsis is indicated by displaying multiple dots in display area 252.

[0088] The display area 254 is an area for displaying one or more buttons 260 corresponding to one or more selectable starting points. A reduced image of the game screen 150 at the starting point is displayed on each of the one or more buttons 260. The game starting point selection screen 250 also has a cursor 270 for selecting a button 260. The cursor 270 is a rectangular frame of the same shape and size as the button 260. However, since only one button 260 is provided in FIG. 6, the button 260 is pointed to by the cursor 270.

[0089] Furthermore, on the game starting point selection screen 250, an image 280 relating to a game part including a starting point corresponding to the button 260 pointed to by the cursor 270 is displayed behind the display areas 252 and 254. As an example, the image 280 is an image corresponding to the game screen 150 for the starting point corresponding to the button 260 pointed to by the cursor 270.

[0090] When the button 260 indicated by the cursor 270 is changed, a character string of a number (for example, X) for the game part including the start point corresponding to the changed button 260, i.e., the currently selected start point (i.e., the Xth game part) and a synopsis of the game part including the currently selected start point are displayed in the display area 252, and an image 280 relating to the game part including the currently selected start point is also displayed. In other words, the game start point selection screen 250 is updated.

[0091] The background of display area 252 and display area 254 is made semi-transparent, so that the portion of image 280 behind display area 252 and display area 254 is also visible.

[0092] In the first mode, as in the second mode, a certain game part becomes playable by the player after the previous game part is cleared. Furthermore, in the first mode, once episode 0 is cleared, episodes 1 and beyond are unlocked. At this time, only the first game part of each of episodes 1 to 4 becomes playable. Therefore, the game start point selection screen 250 shown in FIG. 6 is displayed on the display device 36 when episode 2 is selected on the story selection screen 200 after all game parts of at least episode 0 have been cleared. Furthermore, the game start point selection screen 250 shown in FIG. 7 is displayed on the display device 36 when episode 2 is selected on the story selection screen 200 after the first game part of episode 2 has been cleared.

[0093] 7, by operating the left button or the right button on the cross button of the input device 30, the cursor 270 can be moved and another button 260 can be selected. When the cursor 270 is moved, it is changed to an image 280 of the start point corresponding to the button 260 indicated by the cursor 270 after the movement.

[0094] When the A button of the input device 30 is operated while the game start point selection screen 250 is displayed, a virtual game starts from the start point corresponding to the button 260 pointed to by the cursor 270. However, when the virtual game starts, the game screen 150 of the start point corresponding to the button 260 pointed to by the cursor 270 is displayed on the display device 36.

[0095] On the game start point selection screen 250, information about the game part including the start point corresponding to the button 260 includes the summary of the game part, the game part number, and an image corresponding to the game screen 150 of the start point (the image displayed on the button 260 and the image 280), so that the player can easily find the desired start point.

[0096] However, instead of displaying the character string of the number of the game part that includes the start point corresponding to button 260, or together with the character string of the game part number, the game start point selection screen 250 can also display the character string of the title given to the game part that includes this start point. The game start point selection screen 250 can also display a virtual in-game date (which may also include the time) that corresponds to the start point. Furthermore, if a game part that is only a movie is provided, it can also display information indicating whether or not it is a game part related to a movie.

[0097] 6 and 7, an image 280 corresponding to the game screen 150 for the start point corresponding to the button 260 pointed to by the cursor 270 is displayed, but this is not limited to this. The image 280 may be an image of a character that appears for the first time in the game part that includes the start point corresponding to the button 260 pointed to by the cursor 270, or an image corresponding to another game screen 150 displayed in this game part.

[0098] Furthermore, when the game starting point selection screen 250 is displayed, pressing the B button of the input device 30 returns to the story selection and confirmation screen. In other words, the game starting point selection screen 250 is hidden, and the story selection screen 200 is displayed.

[0099] 2, when the A button of the input device 30 is operated while the cursor 110 is pointing to the button 106, it is determined that the virtual game will be resumed from the saved point. In other words, it is determined that the selected game data from the saved game data will be loaded and the virtual game will be played from the saved point. Therefore, a screen for loading the saved game data is displayed on the display device 36.

[0100] Figure 8 shows a non-limiting example of a loading screen 300 for loading game data for a first mode. Figure 9 shows a non-limiting example of a loading screen 350 for loading game data for a second mode.

[0101] When it is decided to resume play of the virtual game from the saved point, the process of loading the game data begins, and the loading screen 300 or the loading screen 350 corresponding to the game mode of the previously saved game data is displayed on the display device 36. In other words, when the loading process begins, the loading screen 300 or the loading screen 350 corresponding to the game mode of the previously saved game data is displayed.

[0102] At this time, a cursor is displayed in the save slot associated with the previously saved game data. When loading screen 300 is displayed, cursor 330 is displayed in save slot 310, 312, 314, 316, 318, or 320 associated with the previously saved game data. Cursor 330 is a rectangular frame of the same shape and size as each of save slots 310-320. When loading screen 350 is displayed, cursor 380 is displayed in save slot 360, 362, 364, 366, 368, or 370 associated with the previously saved game data. Cursor 380 is a rectangular frame of the same shape and size as each of save slots 360-370.

[0103] For this reason, information indicating whether the screen displayed the last time game data was saved was loading screen 300 or loading screen 350, i.e., data indicating the save slot in which game data was last saved (either 410-420 or 460-470, described below), is included, for example, in the system file of the virtual game and stored in flash memory 24. Therefore, when loading screen 300 or loading screen 350 is displayed, the data included in the system file indicating the save slot in which game data was last saved is referenced.

[0104] Here, the system file refers to data on records of the virtual game and settings in the virtual game. Examples of data on records of the virtual game include data on cleared game parts (game part clear data 504e, described later), data indicating the game mode of the previously loaded game data and the save slot to which that game data is associated (previously loaded execution data 504f, described later), and data indicating the save slot to which the previously saved game data for each of the first mode and the second mode is associated (previously saved execution data 504g, described later). Examples of data on settings in the virtual game include data on the display speed of messages displayed when playing the virtual game, data on the movement speed of the player character 152, and data on whether the background music is on or off.

[0105] In this way, when the loading process begins, the loading screen 300 or 350 for the game mode that is most likely to be selected is displayed, making it easy to find the desired save slot. The same applies when a load command is issued while playing a virtual game.

[0106] However, this is just one example, and instead of displaying the loading screen 300 or loading screen 350 in which game data was previously saved, the loading screen 300 or loading screen 350 in the game mode selected the previous time the virtual game was played may be displayed. In this case, the system file contains data indicating the game mode selected the previous time the virtual game was played, instead of the previous load execution data 504f.

[0107] Furthermore, instead of displaying the loading screen 300 or loading screen 350 in which the game data was previously saved, the loading screen 300 or loading screen 350 in the game mode in which the game data was previously loaded may be displayed. In this case, the system file does not need to include the previous load execution data 504f.

[0108] Furthermore, the loading screen 300 and the loading screen 350 can be switched by the player's operation. Therefore, the player can start (or resume) the virtual game from a saved point in the first mode or the second mode. This also applies when a loading process is executed while playing the virtual game, as will be described later.

[0109] 8, a loading screen 300 is provided with a folder image 302, and a tab 302a of the folder image 302 displays a character string for the first mode. The folder image 302 also has multiple save slots 310, 312, 314, 316, 318, and 320. The loading screen 300 also has a cursor 330. As described above, when the loading screen 300 is first displayed, the cursor 330 indicates the save slot into which game data was previously loaded.

[0110] The save slot 310 is an image corresponding to a storage area in the flash memory 24 where game data is automatically saved when a virtual game is being played in the first mode.

[0111] The other five save slots 312-320 are images corresponding to the respective storage areas of the flash memory 24 in which game data is saved according to the player's operations while playing a virtual game in the first mode.

[0112] Each of the save slots 310-320 is given a name, and a corresponding character string is displayed. As an example, as shown in FIG. 8, an auto-save file, a first file, a second file, a third file, a fourth file, and a fifth file are displayed. Although not shown, each of the save slots 310-320 displays a character string containing information about the saved game data below the name. The information about the game data includes the date the game data was saved, a summary of the game part being played when the game data was saved, the name of the player, and so on.

[0113] However, for save slots in which no game data is saved, the name and character strings of information about the game data are not displayed. Alternatively, it is possible to display only the name.

[0114] 8, the cursor 330 can be moved and another save slot (one of the save slots 312-320 in FIG. 8) can be selected by operating the cross button on the input device 30. When the cursor 330 is moved, the save slot (one of the save slots 312-320) indicated by the moved cursor 330 is selected.

[0115] Furthermore, on the loading screen 300, when the A button on the input device 30 is operated, game data corresponding to one of the save slots 310-320 indicated by the cursor 330 is loaded; that is, the game data read from the flash memory 24 is stored in the RAM 22, and the virtual game is resumed from the point where the game data was saved. In other words, the virtual game is resumed in the first mode. However, when the virtual game is resumed, the game screen 150 at the point where the loaded game data was saved is displayed on the display device 36. The same applies when game data is loaded using the loading screen 350.

[0116] The loading screen 300 also includes a tab 352a that is part of the folder image 352 of the second-mode loading screen 350. In this embodiment, when the R button on the input device 30 is operated while the loading screen 300 is displayed, the loading screen 350 is displayed on the display device 36, replacing the loading screen 300. At this time, the cursor 380, as one example, points to the save slot in the same position as the save slot that was pointed to on the loading screen 300 before the change.

[0117] 9, a loading screen 350 is provided with a folder image 352, and a second mode character string is displayed on a tab 352a of the folder image 352. Folder image 352 also has multiple save slots 360, 362, 364, 366, 368, and 370. Loading screen 350 also has a cursor 380. When loading screen 350 is first displayed, cursor 380 indicates the save slot into which game data was previously loaded.

[0118] The save slot 360 is an image corresponding to a storage area in the flash memory 24 where game data is automatically saved when a virtual game is being played in the second mode.

[0119] The other five save slots 362-370 are images corresponding to respective storage areas of the flash memory 24 in which game data is saved according to the player's operations when playing a virtual game in the second mode.

[0120] Each of the save slots 360-370 is given a name, and a corresponding string of characters is displayed. As an example, as shown in FIG. 9, an auto-save file, a first file, a second file, a third file, a fourth file, and a fifth file are displayed. Although not shown, each of the save slots 360-370 displays a string of information about the saved game data below the name string. The information about the game data includes the date the game data was saved, the plot of the game part being played when the game data was saved, the name of the player, and the like.

[0121] However, for save slots in which no game data is saved, the name and character strings of information about the game data are not displayed. Alternatively, it is possible to display only the name.

[0122] 9, a cursor 380 can be moved and another save slot (one of save slots 362-370 in FIG. 9) can be selected by operating the cross button on the input device 30. When the cursor 380 is moved, the save slot (one of 362-370) indicated by the moved cursor 380 is selected.

[0123] Furthermore, on the loading screen 350, when the A button of the input device 30 is operated, game data corresponding to one of the save slots 360-370 indicated by the cursor 380 is loaded, and the virtual game is resumed from the point where the game data was saved. In other words, the virtual game is resumed in the second mode.

[0124] The loading screen 350 also includes a tab 302a that is part of the folder image 302 on the first-mode loading screen 300. In this embodiment, when the L button on the input device 30 is operated while the loading screen 350 is displayed, the loading screen 300 is displayed on the display device 36, replacing the loading screen 350. At this time, the cursor 330, as one example, points to the save slot in the same position as the save slot that was pointed to on the loading screen 350 before the change.

[0125] As described above, the previous save execution data 504g is included in the system file when the load process is initiated to determine whether to display the loading screen 300 or the loading screen 350 and which save slot the cursor 330 or the cursor 380 should point to.

[0126] In addition, in the virtual game of this embodiment, when the Y button of the input device 30 is operated while playing the virtual game, a game data load process is executed, and when the X button of the input device 30 is operated, a game data save process is executed.

[0127] However, when playing a virtual game, if the Y button on the input device 30 is operated, an options screen will be displayed, and on the options screen, it is also possible to instruct the execution of a game data load process or a save process.

[0128] When a player instructs the execution of a load process while playing a virtual game, loading screen 300 or loading screen 350 is displayed according to the data indicating the previously loaded save slot. The processing that occurs after loading screen 300 or loading screen 350 is displayed is as described above.

[0129] Furthermore, in this embodiment, when a player executes a load process while playing a virtual game, the loading screen 300 or the loading screen 350 is displayed in accordance with the data indicating the save slot where the game was last saved. However, the loading screen 300 or the loading screen 350 may be displayed in accordance with the game mode of the game being executed when the player executes the load process.

[0130] Furthermore, when a player instructs the execution of a save process while playing a virtual game, a screen for saving game data is displayed. Figure 10 shows a non-limiting example of a save screen 400 for saving game data in the first mode. Figure 11 shows a non-limiting example of a save screen 450 for saving game data in the second mode.

[0131] Note that although the save screen 400 is displayed with a different appearance from the loading screen 300, they may be displayed with the same appearance. Similarly, the save screen 450 is displayed with a different appearance from the loading screen 350, but they may be displayed with the same appearance.

[0132] When a save execution is instructed, the save screen 400 or save screen 450 for the current game mode is displayed on the display device 36. When the save screen 400 is displayed, the cursor indicates the save slot in which game data was last saved in the first mode. Similarly, when the save screen 450 is displayed, the cursor indicates the save slot in which game data was last saved in the second mode. For this reason, the previous save execution data 504g is included in the system file.

[0133] Unlike the loading screen 300 and the loading screen 350, the saving screen 400 and the saving screen 450 cannot be switched between. Therefore, it is possible to avoid storing game data in association with a save slot of a game mode different from the game mode in which the virtual game was played.

[0134] As shown in FIG. 10 , a save screen 400 includes a folder image 402, and a tab 402a of the folder image 402 displays a character string for the first mode. The folder image 402 also includes multiple save slots 410, 412, 414, 416, 418, and 420. The save screen 400 also includes a cursor 430. The cursor 430 is a rectangular frame of the same shape and size as each of the save slots 410-420. When the save screen 400 is first displayed, the cursor 430 indicates the save slot 412, 414, 416, 418, or 420 to which game data was last saved in the first mode.

[0135] However, each of the plurality of save slots 410, 412, 414, 416, 418, and 420 is the same save slot as each of the plurality of save slots 310, 312, 314, 316, 318, and 320 provided at the corresponding positions on the loading screen 300 shown in FIG.

[0136] Save slot 410 is an image corresponding to a storage area in flash memory 24 where game data is automatically saved when a virtual game is being played in the first mode. Therefore, save slot 410 cannot be selected on save screen 400.

[0137] The other five save slots 412-420 are images corresponding to the respective storage areas of the flash memory 24 in which game data is saved according to the player's operations while playing a virtual game in the first mode.

[0138] Each of the save slots 410-420 is given a name, and a corresponding string of characters is displayed. As with the save slots 310-320 shown in FIG. 8, the auto-save file, first file, second file, third file, fourth file, and fifth file are displayed. Although not shown, each of the save slots 410-420 displays a string of information about the saved game data below the name string. The information about the game data includes the date the game data was saved, the synopsis of the game part being played when the save was made, the name of the player, and so on.

[0139] However, for save slots in which no game data is saved, the name and character strings of information about the game data are not displayed. Alternatively, it is possible to display only the name.

[0140] 10, the cursor 430 can be moved and another save slot (in FIG. 10, any of save slots 412, 414, 418, and 420) can be selected by operating the cross button of the input device 30. When the cursor 430 is moved, the saved slot (any of 412, 414, 418, and 420) is selected by the cursor 430 after the movement.

[0141] Furthermore, on the save screen 400, when the A button of the input device 30 is operated, the game data is saved. That is, the game data is saved in association with one of the save slots 412-420 indicated by the cursor 430. That is, the game data is stored in the corresponding storage area of ​​the flash memory 24.

[0142] However, when a virtual game is being played in the first mode and game data is automatically saved to the flash memory 24, the save screen 400 is not displayed. As an example, as a result of the game control process, the player character 152 moves within the virtual space, a predetermined flag is turned on, a conversation occurs with a non-player character 154, or a predetermined time elapses, thereby satisfying the conditions for automatic saving and causing the game data to be automatically saved. This is also true when a virtual game is being played in the second mode.

[0143] As shown in FIG. 11 , a save screen 450 includes a folder image 452, and a tab 452a of the folder image 452 displays a character string for the second mode. The folder image 452 also includes multiple save slots 460, 462, 464, 466, 468, and 470. The save screen 450 also includes a cursor 480. The cursor 480 is a rectangular frame of the same shape and size as each of the save slots 460-470. When the save screen 450 is first displayed, the cursor 480 indicates the save slot 462, 464, 466, 468, or 470 to which game data was last saved in the second mode.

[0144] However, each of the plurality of save slots 460, 462, 464, 466, 468, and 470 is the same save slot as each of the plurality of save slots 360, 362, 364, 366, 368, and 370 provided at the corresponding positions on the loading screen 350 shown in FIG.

[0145] Save slot 460 is an image corresponding to a storage area in flash memory 24 where game data is automatically saved when a virtual game is being played in the second mode. Therefore, save slot 460 cannot be selected on save screen 450.

[0146] The other five save slots 462-470 are images corresponding to respective storage areas of the flash memory 24 in which game data is saved according to the player's operations when playing a virtual game in the second mode.

[0147] Each of the save slots 460-470 is given a name, and a corresponding string of characters is displayed. As with the save slots 360-370 shown in FIG. 9, the auto-save file, first file, second file, third file, fourth file, and fifth file are displayed. Although not shown, each of the save slots 460-470 displays a string of information about the saved game data below the name string. The information about the game data includes the date the game data was saved, the synopsis of the game part being played when the save was made, the name of the player, and so on.

[0148] However, for save slots in which no game data is saved, the name and character strings of information about the game data are not displayed. Alternatively, it is possible to display only the name.

[0149] 11, a cursor 480 can be moved and another save slot (in FIG. 11, any of save slots 462, 464, 468, and 470) can be selected by operating the cross button of the input device 30. When the cursor 480 is moved, the moved cursor 480 indicates a save slot (any of 412, 414, 418, and 420).

[0150] Furthermore, on the save screen 450, when the A button of the input device 30 is operated, the game data is saved. That is, the game data is saved in association with one of the save slots 412-420 indicated by the cursor 480. That is, the game data is stored in the corresponding storage area of ​​the flash memory 24.

[0151] However, when a virtual game is being played in the second mode and game data is automatically saved in the flash memory 24, the save screen 450 is not displayed.

[0152] Fig. 12 is a diagram showing an example of a memory map 500 of RAM 22 of game device 10 shown in Fig. 1. As shown in Fig. 12, RAM 22 includes a program storage area 502 and a data storage area 504. The program storage area 502 stores an application program (i.e., a game program) for the virtual game of this embodiment, which is an example of an information processing program, and the game program includes a main processing program 502a, an image generation program 502b, an image display program 502c, an operation detection program 502d, a game control program 502e, a game mode determination program 502f, a start point determination program 502g, a load program 502h, and a save program 502i.

[0153] The information processing program may be stored in advance in the flash memory 24, or may be obtained from an external server or another game device 10 via a network such as the Internet. The information processing program may also be obtained from an external memory such as an optical disc, USB memory, or memory card that is detachable from the game device 10. However, it is also possible to store a portion of the information processing program in the flash memory 24, and obtain another portion from an external server, another game device 10, or external memory. The same applies to image generation data 504b, which will be described later.

[0154] The main processing program 502a is a program for processing the main routine of the game program of this embodiment. The image generation program 502b is a program for generating various screen or image data using image generation data 504b. The image display program 502c is a program for outputting the screen or image data generated in accordance with the image generation program 502b to the display device 36. Therefore, various screens such as the main menu screen 100, game screen 150, story selection screen 200, game start point selection screen 250, load screens 300, 350, and save screens 400, 450 are displayed on the display device 36.

[0155] The operation detection program 502d is a program for detecting the operation of the player. In this embodiment, the operation of various push buttons, keys, or switches provided on the input device 30 is detected.

[0156] The game control program 502e is a program for executing game control processing for the virtual game of this embodiment.

[0157] The game mode determination program 502f is a program for selecting and determining the game mode as either the first mode or the second mode in accordance with the player's operation. Furthermore, when saved game data is loaded during play of a virtual game, the game mode determination program 502f is also a program for determining the game mode as either the first mode or the second mode that was set when the game data was saved.

[0158] The start point determination program 502g is a program for selecting and determining the start point of a game part in accordance with the player's operation when the game mode is determined to be the second mode.

[0159] The load program 502h is a program for loading saved game data in accordance with the player's operations.

[0160] The save program 502i is a program for saving game data in the flash memory 24 automatically or in accordance with the player's operation.

[0161] Although not shown in the figure, the program memory area 502 also stores other programs such as a communication program for communicating with a server or other game devices 10, and a sound output program for generating and outputting sounds required in a virtual game.

[0162] In addition, the data memory area 504 stores operation data 504a, image generation data 504b, game data 504c, game mode data 504d, game part clear data 504e, previous load execution data 504f, previous save execution data 504g, episode 0 clear flag 504h, and first loading screen display flag 504i.

[0163] The operation data 504a is operation data input from the input device 30 and is stored in chronological order. Once the operation data 504a has been used for processing by the processor 20, it is deleted.

[0164] Image generation data 504b includes data such as polygon data and texture data for generating data for various screens or images.

[0165] Game data 504c includes various parameters for the virtual game, which are updated by the game control process, such as the positions of each character and object in the virtual space, the stamina of each character and object, and the types and numbers of items possessed by each character.

[0166] The game mode data 504d is data indicating whether the current game mode is the first mode or the second mode.

[0167] The game part clear data 504e is data indicating whether each of the multiple game parts constituting the scenario has been cleared. For example, the game part clear data 504e has the same number of bits as the total number of game parts, with 1 set to bits corresponding to cleared game parts and 0 set to bits corresponding to incomplete game parts.

[0168] The previous load execution data 504f is data indicating the game mode of the game data previously loaded and the save slot associated with this game data.

[0169] The previous save execution data 504g is data indicating, for each game mode, a save slot to which the game data saved last time is associated.

[0170] Episode 0 clear flag 504h is a flag for determining whether episode 0 has been cleared. If episode 0 has been cleared, episode 0 clear flag 504h is turned on, and if episode 0 has not been cleared, episode 0 clear flag 504h is turned off. As an example, at the start of a virtual game, processor 20 refers to game part clear data 504e and turns episode 0 clear flag 504h on or off depending on whether episode 0 has been cleared. However, episode 0 clear flag 504h can also be included in a system file.

[0171] The first loading screen display flag 504i is a flag that determines whether or not to display the first-mode loading screen 300. If the first-mode loading screen 300 is to be displayed, the first loading screen display flag 504i is turned on, and if the second-mode loading screen 350 is to be displayed, the first loading screen display flag 504i is turned off.

[0172] Although not shown in the figure, the data storage area may store other data necessary for information processing of the virtual game, and may be provided with a counter or timer.

[0173] Figures 13 to 17 are flow charts showing non-limiting examples of the overall processing of a virtual game by processor 20 shown in Figure 1. Figures 18 and 19 are flow charts showing non-limiting examples of load processing by processor 20 shown in Figure 1. Figure 20 is a flow chart showing non-limiting examples of save processing by processor 20 shown in Figure 1.

[0174] 13 to 20 are merely examples, and the order of the steps may be changed as long as the same results are obtained. Also, in this embodiment, the processing of each step in the flow charts shown in Figures 13 to 20 is basically described as being executed by processor 20, but some steps may be executed by a processor other than processor 20 or a dedicated circuit.

[0175] During the overall processing of the following virtual game, processor 20 acquires operation data 504a input from input device 30, and performs information processing according to the scene based on operation data 504a, generating and outputting game screen images at predetermined intervals (for example, 1 / 60th of a second or 1 / 30th of a second). In the following, the generation of image data corresponding to the screen will be described only for a specific scene in the information processing.

[0176] 13, when processor 20 starts the overall processing of a virtual game, in step S1, processor 20 generates and displays main menu screen 100. Here, processor 20 generates image data corresponding to main menu screen 100 as shown in FIG. 2, and instructs display driver 32 to output the generated image data. The same applies to the generation and display of other screens such as game screen 150.

[0177] Although not shown, processor 20 loads a system file and stores game part clear data 504e, previous loaded execution data 504f, and previous saved execution data 504g in data storage area 504 before executing the process of step S1.

[0178] In the next step S3, it is determined whether the main menu has been selected. Here, processor 20 determines whether the up or down button on the cross button of input device 30 has been operated. If the determination is "YES" in step S3, that is, if the main menu has been selected, then in step S5, cursor 110 is moved to the selected button 102, 104, or 106, and the process returns to step S1. Therefore, main menu screen 100 with cursor 110 moved is generated and displayed. That is, main menu screen 100 is updated.

[0179] On the other hand, if the answer is "NO" in step S3, that is, if the main menu has not been selected, then in step S7, it is determined whether the main menu has been confirmed. Here, processor 20 determines whether button A of input device 30 has been pressed while any one of buttons 102-106 has been selected.

[0180] If step S7 is "NO", that is, if the main menu has not been selected, the process returns to step S1. On the other hand, if step S7 is "YES", that is, if the main menu has been selected, then in step S9, it is determined whether or not it has been selected to start the virtual game using the second starting method.

[0181] However, when button A is turned on while button 102 is turned on, processor 20 determines that it has been decided to play the virtual game in the first mode. Furthermore, when button A is turned on while button 104 is turned on, processor 20 determines that it has been decided to play the virtual game in the second mode. Furthermore, when button A is turned on while button 106 is turned on, processor 20 determines that it has been decided to load saved game data and play the virtual game.

[0182] If step S9 is "NO," that is, if it has not been decided to start the virtual game using the second starting method, the process proceeds to step S45 in Fig. 16. On the other hand, if step S9 is "YES," that is, if it has been decided to start the virtual game using the second starting method, the game mode is set to the second mode in step S11. That is, processor 20 stores or updates game mode data 504d indicating the second mode.

[0183] In the next step S13, a game screen 150 at the start point of the first game part of episode 0 is generated and displayed. Subsequently, in step S15 shown in Fig. 14, information processing is executed based on the acquired operation data 504a, and game control processing is executed to generate and display the game screen 150 based on the results of the information processing.

[0184] Subsequently, in step S17, it is determined whether or not to execute loading. Here, processor 20 determines whether or not the Y button of input device 30 has been operated. If the determination in step S17 is "YES," that is, if it is determined to execute loading, then in step S19, a loading process (see FIGS. 18 and 19) described later is executed, and the process returns to step S15.

[0185] On the other hand, if the result of step S17 is "NO," that is, if it is determined that loading is not to be executed, then in step S21, it is determined whether to execute saving. Here, processor 20 determines whether the X button of input device 30 has been operated.

[0186] If "YES" in step S21, that is, if it is determined that saving is to be executed, then in step S23, a saving process (see FIG. 20) to be described later is executed, and the process returns to step S15. On the other hand, if "NO" in step S21, that is, if it is determined that saving is not to be executed, then the process proceeds to step S25.

[0187] In step S25, it is determined whether or not to execute automatic saving. Here, processor 20 determines whether or not the above-described conditions for executing automatic saving are met. If step S25 is "NO," that is, if automatic saving is not to be executed, the process proceeds to step S33 shown in FIG. 15. On the other hand, if step S25 is "YES," that is, if automatic saving is to be executed, then in step S27, it is determined whether or not the current game mode is the first mode. Here, processor 20 determines whether game mode data 504d indicates the first mode.

[0188] If step S27 is "YES", that is, if the current game mode is the first mode, then in step S29, game data 504c is saved in flash memory 24 in association with auto-save save slot 410 for the first mode, and the process proceeds to step S33. On the other hand, if step S29 is "NO", that is, if the current game mode is the second mode, then in step S31, game data 504c is saved in flash memory 24 in association with auto-save save slot 460 for the second mode, and the process proceeds to step S37.

[0189] 15, in step S33, it is determined whether the current game part has been cleared based on the result of the game control processing. If step S33 is "NO," that is, if the current game part has not been cleared, the process proceeds to step S43. On the other hand, if step S33 is "YES," that is, if the current game part has been cleared, it is determined in step S35 whether the cleared part is episode 0. Here, processor 20 determines whether the game part determined to have been cleared in step S33 is the last game part of episode 0.

[0190] If the answer is "YES" in step S35, that is, The episode I cleared was episode 0. If so, the process proceeds to step S37, where it is set that the current game part has been cleared, and if the episode 0 clear flag 504h is off, it is set to on, and the process proceeds to step S41. I cleared episode 0.If not, the process proceeds to step S39, where it is set that the current game part has been cleared, and the process proceeds to step S41. In step S41, the process moves to the next game part, and the process proceeds to step S43.

[0191] In step S43, it is determined whether the game is over. Here, processor 20 determines whether the player has instructed to end the game. If "NO" in step S43, that is, if the game is not over, the process returns to step S15 shown in FIG. 14. On the other hand, if "YES" in step S43, that is, if the game is over, the process returns to step S1 shown in FIG. 13.

[0192] As described above, if the determination in step S9 is "NO", it is determined in step S45 shown in Fig. 16 whether or not it has been decided to start the game using the first starting method. If the determination in step S45 is "NO", that is, if it has been decided to load save data and play the virtual game, then in step S47, a load process, which will be described later, is executed, and the process returns to step S1.

[0193] On the other hand, if the answer is "YES" in step S45, that is, if it has been decided to start the game using the first starting method, then in step S49, the game mode is set to the first mode, and in step S51, it is determined whether the episode 0 clear flag 504h is on.

[0194] If step S51 is "NO", that is, if the episode 0 clear flag 504h is off, then in step S53, the pre-release story selection screen 200 shown in Fig. 5 is generated and displayed, and the process proceeds to step S61. On the other hand, if step S51 is "YES", that is, if the episode 0 clear flag 504h is on, then in step S55, the post-release story selection screen 200 shown in Fig. 4 is generated and displayed, and the process proceeds to step S57.

[0195] In step S57, it is determined whether any one of buttons 202 to 210 has been selected. Here, processor 20 determines whether the up or down button on the cross button of input device 30 has been operated. If step S57 is "NO," that is, if none of buttons 202 to 210 has been selected, the process proceeds to step S61. On the other hand, if step S57 is "YES," that is, if any one of buttons 202 to 210 has been selected, the process moves cursor 220 to the selected button 202, 204, 206, 208, or 210 in step S59, and returns to step S55. Therefore, when the process of step S55 is executed, cursor 220 is displayed on post-release story selection screen 200, superimposed on button 202, 204, 206, 208, or 210 after the move, and story information corresponding to button 202, 204, 206, 208, or 210 indicated by cursor 220 is displayed in display area 232.

[0196] In step S61, it is determined whether or not the selection is confirmed. Here, processor 20 determines whether or not button A of input device 30 has been turned on. If "YES" in step S61, that is, if the selection is confirmed, the process proceeds to step S65 shown in FIG. 17. On the other hand, if "NO" in step S61, that is, if the selection is not confirmed, it is determined in step S63 whether or not to return to the main menu. Here, processor 20 determines whether or not button B of input device 30 has been turned on.

[0197] If "NO" in step S63, that is, if the menu is not to be returned to the main menu, the process returns to step S51. On the other hand, if "YES" in step S63, that is, if the menu is to be returned to the main menu, the process returns to step S1.

[0198] 17, in step S65, a game starting point selection screen 250 for the determined story is generated and displayed. In the next step S67, it is determined whether button 260 has been selected. Here, processor 20 determines whether the left button or the right button on the cross button of input device 30 has been operated.

[0199] If "YES" in step S67, that is, if button 260 is selected, then in step S69, cursor 270 is moved to the selected button 260, and the process returns to step S65. Thus, game starting point selection screen 250 is updated. On the other hand, if "NO" in step S67, that is, if button 260 is not selected, then in step S71, it is determined whether or not the selection is confirmed. Here, the processor determines whether or not button A of input device 30 has been turned on.

[0200] If "YES" in step S71, that is, if confirmed, then in step S75, game screen 150 of the start point of the game part corresponding to the confirmed button 260 is generated and displayed, and the process proceeds to step S15 shown in Fig. 14. On the other hand, if "NO" in step S71, that is, if not confirmed, then in step S73, it is determined whether to return to story selection screen 200 after release. Here, processor 20 determines whether button B of input device 30 has been turned on.

[0201] If "NO" in step S73, that is, if the screen does not return to the story selection screen 200 after release, the process returns to step S65. On the other hand, if "YES" in step S73, that is, if the screen returns to the story selection screen 200 after release, the process returns to step S55 shown in FIG.

[0202] 18 and 19 are flow diagrams showing non-limiting examples of the load processing in step S19 shown in Fig. 14 and step S53 shown in Fig. 16. As shown in Fig. 18, when processor 20 starts the load processing, in step S101, processor 20 determines whether saved game data exists. Here, processor 20 determines whether saved game data for the first mode and / or the second mode already exists.

[0203] If step S101 returns "YES," meaning that saved first-mode or second-mode game data already exists, the process proceeds to S105. On the other hand, if step S101 returns "NO," meaning that saved game data does not exist, the process executes other processes in step S103 and returns to the overall processing of the virtual game. In step S103, processor 20 ends the loading process without displaying a loading screen.

[0204] In step S105, it is determined whether the first mode game data has been saved previously. Here, processor 20 determines whether previous save execution data 504g indicates that the first mode game data has been loaded.

[0205] If the answer is "YES" in step S105, that is, if first mode game data was saved last time, then in step S107, first mode loading screen 300 as shown in Fig. 8 is generated and displayed, and the process proceeds to step S111. On the other hand, if the answer is "NO" in step S105, that is, if second mode game data was saved last time, then in step S109, second mode loading screen 350 as shown in Fig. 9 is generated and displayed, and the process proceeds to step S111.

[0206] In step S111, it is determined whether one of the save slots 310-320 or one of the save slots 360-370 has been selected. In the following description of this loading process, if the first-mode loading screen 300 is displayed, that is, if the first loading screen display flag 504i is on, the save slot refers to one of the save slots 310-320, and the cursor refers to cursor 330. Also, if the second-mode loading screen 350 is displayed, that is, if the first loading screen display flag 504i is off, the save slot refers to one of the save slots 360-370, and the cursor refers to cursor 380.

[0207] If the answer is "YES" in step S111, that is, if a save slot is selected, then in step S113 the cursor is moved to the selected save slot, and the process proceeds to step S129 shown in Figure 19. On the other hand, if the answer is "NO" in step S111, that is, if a save slot is not selected, then in step S115 it is determined whether or not the decision has been made. Here, processor 20 determines whether or not the A button of input device 30 has been pressed.

[0208] If the answer is "YES" in step S115, that is, if the selection is confirmed, then in step S117, the game data for the selected save slot is loaded, and the game is started in the game mode in which the game data was saved, and the process proceeds to step S15. At this time, processor 20 ends the loading process. In step S117, game data 504c corresponding to the save slot selected on first-mode loading screen 300 or second-mode loading screen 350 is loaded into RAM 22, the game mode in which game data 504c was saved is set, and the game is resumed from the point (or position) where game data 504c was saved. At this time, game screen 150 for the saved point is generated and displayed. Furthermore, game mode data 504d is updated to data indicative of the set game mode.

[0209] On the other hand, if the result in step S115 is "NO," that is, if the decision is not made, then in step S119, it is determined whether to switch. Here, processor 20 determines whether the R button of input device 30 has been pressed when loading screen 300 is displayed, or whether the L button of input device 30 has been pressed when loading screen 350 is displayed.

[0210] If "YES" in step S119, that is, if switching is to be performed, the process proceeds to step S123 shown in Fig. 19. On the other hand, if "NO" in step S119, that is, if switching is not to be performed, the process determines in step S121 whether to return to the overall processing of the virtual game. Here, processor 20 determines whether button B of input device 30 has been turned on.

[0211] If "NO" in step S121, that is, if the process does not return to the overall processing of the virtual game, proceed to step S129. On the other hand, if "YES" in step S121, that is, if the process does return to the overall processing of the virtual game, the load process ends and returns to the overall processing of the virtual game.

[0212] 19, in step S123, it is determined whether or not to display the first-mode loading screen 300. If the answer is "YES" in step S123, that is, if the first-mode loading screen 300 is to be displayed, the first loading screen display flag 504i is turned on in step S125, and the process proceeds to step S129. On the other hand, if the answer is "NO" in step S123, that is, if the second-mode loading screen 350 is to be displayed, the first loading screen display flag 504i is turned off in step S127, and the process proceeds to step S129.

[0213] In step S129, it is determined whether the first loading screen display flag 504i is on. If the answer is "YES" in step S129, that is, if the first loading screen display flag 504i is on, then in step S131, the first-mode loading screen 300 is generated and displayed, and the process returns to step S111. On the other hand, if the answer is "NO" in step S129, that is, if the first loading screen display flag 504i is off, then in step S133, the second-mode loading screen 350 is generated and displayed, and the process returns to step S111.

[0214] Fig. 20 is a flow diagram showing a non-limiting example of the save process of step S23 shown in Fig. 14. As shown in Fig. 20, when processor 20 starts the save process, in step S201, processor 20 determines whether the game mode is the first mode.

[0215] If the answer is "YES" in step S201, in step S203, processor 20 generates and displays first-mode save screen 400, and proceeds to step S207. When the save process first starts, processor 20 references previous save execution data 504g and displays cursor 430 to point to save slot 410, 412, 414, 416, 418, or 420 that was selected the previous time the first-mode game data was saved. On the other hand, if the answer is "NO" in step S201, in step S205, processor 20 generates and displays second-mode save screen 450, and proceeds to step S207. When the save process first starts, processor 20 references previous save execution data 504g and displays cursor 480 to point to save slot 460, 462, 464, 466, 468, or 470 that was selected the previous time the second-mode game data was saved.

[0216] In step S207, it is determined whether one of the save slots 410-420 or one of the save slots 460-470 has been selected. In the following description of this save process, when the first mode save screen 400 is displayed, that is, when the game mode is the first mode, the save slot refers to one of the save slots 410-420, and the cursor refers to cursor 430. Also, when the second mode save screen 450 is displayed, that is, when the game mode is the second mode, the save slot refers to one of the save slots 460-470, and the cursor refers to cursor 480.

[0217] If the answer is "YES" in step S207, that is, if a save slot is selected, then in step S209 the cursor is moved to the selected save slot and the process returns to step S201. On the other hand, if the answer is "NO" in step S207, that is, if a save slot is not selected, then in step S211 it is determined whether or not a save is to be executed. Here, processor 20 determines whether or not the A button of input device 30 has been pressed.

[0218] If "NO" in step S211, that is, if a save is not to be executed, proceed to step S215. On the other hand, if "YES" in step S211, that is, if a save is to be executed, in step S213, the game data 504c is saved in the flash memory 24 in association with the selected save slot, and proceed to step S215.

[0219] In step S215, it is determined whether to return to the overall processing of the virtual game. Here, processor 20 determines whether button B of input device 30 has been pressed. If "NO" in step S215, the process returns to step S201. On the other hand, if "YES" in step S215, the save process ends and the process returns to the overall processing of the virtual game.

[0220] According to this embodiment, when the first starting method is selected, even when playing a virtual game for the first time, the virtual game can be played from a plurality of predetermined game starting points, and as the virtual game progresses, the virtual game can be played from other game starting points as well.

[0221] In this embodiment, once episode 0 is cleared, episodes 1 and onwards become playable, but episodes 1 and onwards may be playable from the beginning without clearing episode 0. In such a case, when the virtual game is first started and the first starting method is selected, all episodes from episode 0 to episode 4 can be played from the start of the first game part.

[0222] In this embodiment, in the first starting method, the start point is determined after the story is determined, but the start points of the story and the game part may be determined simultaneously. Figure 21 shows another non-limiting example of the game start point selection screen 250a.

[0223] 21, the game starting point selection screen 250a includes a display area 252a and a display area 254a. The display area 252a displays a string of numbers for the story and game part corresponding to the button 260a pointed to by the cursor 270a, as well as an explanation of this game part (e.g., a synopsis). The display area 254a displays buttons 260a corresponding to the start points of one or more playable game parts for each story.

[0224] In the example shown in FIG. 21, the button 260a corresponding to the start point of the second game part of the second episode is pointed to by the cursor 270a. That is, the start point of the second game part of the second episode is selected. Therefore, the display area 252a displays a character string of the numbers of the second episode and the second game part, as well as a synopsis of this game part. When the player operates the A button of the input device 30, play of the virtual game begins from the start point corresponding to the button 260a pointed to by the cursor 270a. That is, on the other game start point selection screen 250a, the start points of the story and the game part can be determined simultaneously, and the virtual game can be played.

[0225] In this embodiment, the system files are stored separately from the game data, but the system files may be stored as part of each game data. In such a case, when game data is saved, the system files of other game data are also updated.

[0226] 13-20 are executed by the processor 20 of the game device, but some or all of these processes may be executed by an external computer that can communicate with the game device, and the game device may obtain some or all of the processing results from the computer. In such a case, a network game system or an information processing system is formed by the game device and the computer that is communicably connected to the game device.

[0227] Furthermore, the configuration of the game device, various screens, and specific numerical values ​​shown in this embodiment are merely examples and should not be considered limiting, and can be modified as appropriate depending on the actual product.

[0228] Furthermore, the order of the steps shown in the flow charts may be changed as appropriate, provided that the same effect or result is achieved. [Explanation of symbols]

[0229] 10. Game equipment 20...processor 22...RAM 24...Flash memory 26...Communication module 30...input device 36...display device 38...Speaker

Claims

1. A game program executed on an information processing device, A computer of the information processing device For a game in which a scenario is divided into a plurality of consecutive game parts and a game start point is set at the beginning of each of the plurality of game parts, displaying a selection screen including a first type of selection UI corresponding to each of the game parts that can be played by a player after the previous game part is cleared among the plurality of game parts, and a plurality of second types of selection UI corresponding to each of the game parts that can be selected by the player regardless of whether the previous game part has been cleared or not, in response to an operation input by the player; A game program that starts the game from the game starting point of the game part that corresponds to a selected UI selected based on an operation input by the player from among the selected UIs included in the selection screen.

2. The computer further comprises:

2. The game program according to claim 1, wherein when the second type of selection UI is selected based on the player's operation input and the game part corresponding to the selected selection UI is cleared, the game is started from the next game starting point without returning to the selection screen.

3. The computer further comprises: determining, in response to an operation input by the player, one of a first game start method and a second game start method as a method for starting the game; If the first game start method is selected, displaying the selection screen, and starting the game from the game starting point of the game part corresponding to the selected UI selected based on an operation input by the player; When the second game start method is selected, The game program according to claim 1 , wherein the game is started from the game start point of the first game part of the scenario.

4. The computer further comprises: When the second game start method is selected, 4. The game program according to claim 3, wherein the game is started from the game starting point of a first game part of the scenario without displaying the selection screen.

5. A game program as described in claim 3, wherein the selection screen includes the first type of selection UI corresponding to the game part in which the previous game part has been cleared in the game started by the first game start method and the game part in which the previous game part has been cleared in the game started by the second game start method.

6. The computer further comprises: When a save instruction for saving save data of the game is given by the player during execution of the game, When the game started by the first game start method is being executed, displaying a first save screen including a plurality of save slots of a first type, and storing the save data of the game in association with the save slot of the first type selected by an operation input by the player; When the game started by the second game starting method is being executed, 6. A game program as described in claim 5, which displays a second save screen including a plurality of second type save slots, and stores the second type save slot selected by the player's operational input in association with the save data of the game.

7. The computer further comprises: when a load instruction for loading the save data is given by the player, displaying either a first loading screen including the first type of save slot or a second loading screen including the second type of save slot; When the first loading screen is being displayed, restarting the game based on the save data corresponding to the selected first type of save slot in response to a selection operation input by the player; displaying the second loading screen in response to a screen switching operation input by the player; When the second loading screen is displayed, restarting the game based on the save data corresponding to the selected second type of save slot in response to a selection operation input by the player; 7. The game program according to claim 6, wherein the first loading screen is displayed in response to a screen switching operation input by the player.

8. The computer further comprises: displaying the first loading screen when the last stored save data is the save data for a game started by the first game starting method; 8. The game program according to claim 7, wherein when the last saved data is saved data relating to a game started by the second game starting method, the second loading screen is displayed.

9. The computer further comprises: If the last executed game was a game started by the first game starting method, displaying the first loading screen; 8. The game program according to claim 7, further comprising: displaying said second loading screen when said last executed game was started by said second game starting method.

10. The computer further comprises: displaying the first loading screen when the last loaded save data is the save data for a game started by the first game starting method; 8. The game program according to claim 7, wherein when the last loaded save data is the save data related to a game started by the second game starting method, the second loading screen is displayed.

11. the plurality of first type save slots include a first type auto-save slot that is a save slot corresponding to the save data for an auto-save; the plurality of second type save slots include a second type auto-save slot that is a save slot corresponding to the save data for an auto-save; The computer further comprises: When an event occurs during execution of the game, which causes save data of the game to be saved, When the game started by the first game start method is being executed, automatically storing the first type of auto-save slot in association with the save data of the game; When the game started by the second game starting method is being executed, 11. The game program according to claim 7, further comprising: automatically storing the second type of auto-save slot in association with the save data of the game.

12. The game program according to claim 1 , wherein the selection screen includes information about the game part corresponding to the selection UI.

13. 13. The game program according to claim 12, wherein the information related to the game part includes at least one of a number of the game part corresponding to the selected UI and a title of the game part.

14. The game program according to claim 12, wherein the information regarding the game part includes at least one of a description of the game part corresponding to the selected UI selected in response to the player's operation input and an image regarding the game part corresponding to the selected UI.

15. The computer further comprises: displaying the selection screen not including the second type of selection UIs when at least one predetermined game part including a first game part of the scenario has not been cleared; 11. The game program according to claim 1, further comprising displaying the selection screen including the second type of selection UIs when the predetermined game part has been cleared.

16. The computer further comprises: displaying the selection screen including the second type of selection UIs as selection UIs that cannot be selected by the player when at least one predetermined game part including a first game part of the scenario has not been cleared; 11. The game program according to claim 1, further comprising: displaying the selection screen including the plurality of second types of selection UIs as selection UIs selectable by the player when the specified game part has been cleared.

17. The computer further comprises: displaying a mode selection screen including a first mode selection UI corresponding to the first game starting method and a second mode selection UI corresponding to the second game starting method; determining, in response to an operation input by the player, one of a first game start method and a second game start method as a method for starting the game; displaying the mode selection screen not including the first mode selection UI when at least one predetermined game part including a first game part of the scenario has not been cleared; 11. The game program according to claim 3, further comprising: displaying the selection screen including the first mode selection UI when the predetermined game part has been cleared.

18. A gaming system including a processor, The processor, For a game in which a scenario is divided into a plurality of consecutive game parts and a game start point is set at the beginning of each of the plurality of game parts, displaying at least one selection screen including a first type of selection UI corresponding to each of the game parts that can be played by a player after the previous game part is cleared among the plurality of game parts, and a plurality of second types of selection UI corresponding to each of the game parts that can be selected by the player regardless of whether the previous game part has been cleared; A game system that starts the game from the game starting point of the game part that corresponds to a selected UI selected based on an operation input by the player from among the selected UIs included in the selection screen.

19. The processor further comprises: determining, in response to an operation input by the player, one of a first game start method and a second game start method as a method for starting the game; If the first game start method is selected, displaying the selection screen, and starting the game from the game starting point of the game part corresponding to the selected UI selected based on an operation input by the player; When the second game start method is selected, The game system according to claim 18 , wherein the game is started from the game starting point of the first game part of the scenario.

20. A game control method for a computer that executes game processing for a game in which a scenario is divided into a plurality of consecutive game parts and a game start point is set at the beginning of each of the plurality of game parts, comprising: (a) displaying a selection UI corresponding to a plurality of predetermined game parts among the plurality of game parts, and a selection UI corresponding to a plurality of playable game parts that are different from the plurality of predetermined game parts; (b) starting the game from the game start point corresponding to the selected UI; (c) a game control method including a step of setting, after the game part is cleared, a game part that is different from the specified game part and is not playable and is one game part after the cleared game part, as playable.

21. (d) determining, in response to an operation input by the player, whether a first game starting method or a second game starting method is to be used as a method for starting the game; When the first game start method is determined in the step (d), the step (a) displays the selection UI, and the step (b) starts the game from the game start point of the game part corresponding to the selection UI selected based on an operation input by the player, A game control method as described in claim 20, wherein, if the second game start method is determined in step (d), step (a) is not executed, and step (b) starts the game from the game start point of the first game part of the scenario.

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