Program, information processing apparatus, and information processing method

By visually displaying the relationship between game situations using icons and arrows, the system addresses the challenge of managing multiple save data points, improving user navigation and selection in game systems.

JP7708464B2Active Publication Date: 2025-07-15KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024063408
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-10
Publication Date
2025-07-15
Estimated Expiration
2039-04-24

AI Technical Summary

Technical Problem

The challenge in existing game systems is the difficulty in understanding the relationship between multiple save data points, making it hard for users to grasp which situation each save data corresponds to as the number of save data increases.

Method used

A display control unit is implemented to visually represent the relationship between different game situations using icons and arrows on a save list screen, allowing users to easily identify the connection between various save data points.

Benefits of technology

This approach enables users to effortlessly understand and navigate through multiple save data points, enhancing user experience by simplifying the selection of desired game restart points.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enable relationships between a plurality of situations reproduced based on a plurality of pieces of save data to be grasped easily.SOLUTION: A program causes a processor 11 to function as a display control unit 112 for causing a display unit 31 to display a first icon ICN corresponding to first save data SD for reproducing a first situation of a game, and a second icon ICN corresponding to second save data SD for reproducing a second situation in which the game is progressed from the first situation in a mode that relationships between the first situation and the second situation can be visually recognized.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a program, an information processing apparatus, and an information processing method.

Background Art

[0002] In household games and the like, a game apparatus that stores a plurality of game progress states is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The game apparatus stores a plurality of save data in the storage unit that corresponds one-to-one with a plurality of situations during the progress of the game, thereby saving a plurality of game progress states. The user of the game can restart the game from a desired situation by selecting the save data corresponding to the desired situation among the plurality of situations (scenes). However, when the number of save data increases, it may become difficult for the user to grasp which situation each of the plurality of save data corresponds to.

[0005] The present invention has been made in view of the above circumstances, and one of the problems to be solved is to provide a technology that enables easy understanding of the relationship between a plurality of situations reproduced based on a plurality of save data.

Means for Solving the Problems

[0006] In order to solve the above problems, a program according to an aspect of the present invention causes a processor to display, on a display unit, a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation in which the game proceeds from the first situation, in a manner that enables visual recognition of the relationship between the first situation and the second situation, as a display control unit.

Brief Description of the Drawings

[0007]

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Embodiments for Carrying Out the Invention

[0008] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, the embodiments described below are preferred specific examples of the present invention, and thus various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to limit the present invention.

[0009] [1. Embodiment] Hereinafter, an embodiment of the present invention will be described.

[0010] FIG. 1 is an explanatory diagram showing an example of a game system 1 including a terminal device 10 according to an embodiment. The game system 1 includes a terminal device 10 capable of executing a predetermined game and a display device 30 provided corresponding to the terminal device 10. The terminal device 10 is an information processing device such as, for example, a home game device, a desktop personal computer, a smartphone, or a tablet terminal. However, the terminal device 10 may be an information processing device such as, for example, a business game device. Further, the home game device may be a portable game device or a stationary game device.

[0011] The terminal device 10 can communicate with the display device 30. For example, when the terminal device 10 executes a predetermined game, it can cause the display unit 31 included in the display device 30 to display an image related to the predetermined game. Examples of the display device 30 include a liquid crystal display, a television receiver, or a touch panel, etc. Note that the display device 30 may be included in the terminal device 10.

[0012] In this embodiment, as an example, the case where the terminal device 10 executes a predetermined game alone is illustrated, but the present invention is not limited to such a mode. For example, the terminal device 10 may execute a predetermined game (so-called online game) while communicating with other terminal devices 10 (not shown) via a network or the like. An example of the predetermined game executed by the terminal device 10 will be described when explaining the outline of the operation of the terminal device 10 in FIG. 3 described later. Hereinafter, the predetermined game executed by the terminal device 10 may also be simply referred to as a game.

[0013] The terminal device 10 includes a control unit 110 that controls each part of the terminal device 10, a storage unit 120 that stores various information, a communication unit 130 for executing communication with an external device, an operation unit 140 for receiving operations by the user of the terminal device 10, and an information reading unit 150 for reading information from a recording medium such as an optical disk. The user of the terminal device 10 corresponds to the "user of the game". Hereinafter, the user of the terminal device 10 may also be simply referred to as a user.

[0014] The control unit 110 includes a game control unit 111, a display control unit 112 (an example of a "display control unit"), and an operation reception unit 113. The game control unit 111 controls the progress of the game executed on the terminal device 10. Also, the game control unit 111 can save multiple intermediate progress states of the game by storing multiple save data SDs in the storage unit 120, which correspond one-to-one to multiple situations during the progress of the game. Thereby, the user can restart the game from a desired situation by selecting the save data SD corresponding to the desired situation among multiple situations (phases). Note that the game control unit 111 may execute the process of saving the game situation according to an operation by the user, or may execute it automatically. For example, when the game situation satisfies a predetermined save condition, the game control unit 111 may execute the process of saving the game situation regardless of the operation by the user. The save condition may be, for example, that the elapsed time in the game reaches a predetermined elapsed time.

[0015] Here, the save data SD is, for example, data for reproducing the situation at the time of saving the game when the process of saving the game situation is executed. In the example shown in FIG. 1, m (m is a natural number of 2 or more) save data SDs are stored in the storage unit 120. However, for example, when the process of saving the game situation has never been executed, the storage unit 120 does not store the save data SD. Also, for example, when the process of saving the game situation has been executed only once, the number of save data SDs stored in the storage unit 120 may be 1. Hereinafter, one of the save data SD1 to SDm may be referred to by attaching subscripts such as α, β, and γ to the end of the symbol SD (α, β, and γ are natural numbers from 1 to m). For example, one of the save data SD1 to SDm may be referred to as save data SDα.

[0016] Also, as shown in the save list screen G2 of FIG. 3 described later, for the icon corresponding to the save data SD, the same subscript (such as a number, α, β, or γ, etc.) as the subscript attached to the end of the code SD of the save data SD is attached to the end of the icon code ICN. Hereinafter, the icons ICN1 to ICNm that correspond one-to-one with the save data SD1 to SDm may sometimes be collectively referred to as the icon ICN without particular distinction. The icon ICN is used, for example, as one of a plurality of elements that realize a graphical user interface. Specifically, the icon ICN may be an object such as an image, a graphic, or text displayed on the display unit 31.

[0017] Returning to the description with reference to FIG. 1. The display control unit 112 controls the display unit 31 so that the display unit 31 displays an image related to the game. For example, as shown in the save list screen G2 of FIG. 3 described later, the display control unit 112 causes the display unit 31 to display the icon ICNα corresponding to the save data SDα for reproducing the first situation of the game and the icon ICNβ corresponding to the save data SDβ for reproducing the second situation in a manner that enables the relationship between the first situation and the second situation to be visually recognized. The save data SDα for reproducing the first situation is an example of "the first save data", and the icon ICNα corresponding to the save data SDα is an example of "the first icon". Also, the save data SDβ for reproducing the second situation is an example of "the second save data", and the icon ICNβ corresponding to the save data SDβ is an example of "the second icon". Note that the "second situation" is, for example, a situation where the game progresses from the first situation.

[0018] In the example shown in FIG. 1, the display control unit 112 includes a display information generation unit 1121 (an example of a "display information generation unit") and an image display control unit 1122 (an example of an "image display control unit"). The display information generation unit 1121 generates display information for displaying an image related to the game (such as the start screen G1, the save list screen G2, and the virtual field screen G3 shown in FIG. 3 described later) on the display unit 31. Then, the image display control unit 1122 causes the display unit 31 to display an image based on the display information generated by the display information generation unit 1121.

[0019] When the user operates the operation unit 140, the operation reception unit 113 receives the operation content input by the operation.

[0020] The storage unit 120 stores the control program PRG of the terminal device 10. The control program PRG is a program for controlling the terminal device 10. In the present embodiment, the control program PRG includes an application program (an example of a "program") for the terminal device 10 to execute a game. However, the control program PRG may include an operation system program for controlling each part of the terminal device 10. Note that the application program may be read from the information reading unit 150 and stored in the storage unit 120 when the user starts a game, for example.

[0021] Also, as described above, the storage unit 120 stores the save data SD. Further, in the example shown in FIG. 1, the storage unit 120 stores a save data management table TBL. The save data management table TBL stores information indicating the relevance between the save data SDs. Details of the save data management table TBL will be described with reference to FIG. 4.

[0022] Note that the configuration of the game system 1 and the configuration of the terminal device 10 are not limited to the example shown in FIG. 1. For example, the terminal device 10 may have a vibration generation unit that vibrates the terminal device 10. In this case, the control unit 110 may control the vibration generation unit so that the vibration generation unit vibrates the terminal device 10 when the game situation changes to a specific situation, for example. Also, the information stored in the storage unit 120 is not limited to the example shown in FIG. 1. Next, the hardware configuration of the terminal device 10 will be described with reference to FIG. 2.

[0023] FIG. 2 is a hardware configuration diagram showing an example of the hardware configuration of the terminal device 10. The terminal device 10 includes a processor 11 (an example of an "information processing device") that controls each part of the terminal device 10, a memory 12 that stores various information, a communication device 13 for executing communication with an external device existing outside the terminal device 10, an input operation device 14 for receiving operations by a user, and a disk device 15 for reading information from a recording medium.

[0024] The memory 12 includes, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a work area for the processor 11, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as the control program PRG of the terminal device 10, and functions as a storage unit 120. Note that the memory 12 may be detachable from the terminal device 10. Specifically, the memory 12 may be a storage medium such as a memory card that is attached to and detached from the terminal device 10. Also, the memory 12 may be, for example, a storage device (e.g., online storage) that is communicably connected to the terminal device 10 via a network or the like.

[0025] The processor 11 is, for example, a CPU (Central Processing Unit), executes the control program PRG stored in the memory 12, and functions as a control unit 110 by operating according to the control program PRG. For example, the processor 11 that operates according to a program related to a game stored in the memory 12 functions as a control unit 110 including a game control unit 111, a display control unit 112, and an operation reception unit 113.

[0026] The communication device 13 is hardware for executing communication with an external device existing outside the terminal device 10 via one or both of a wired network and a wireless network, and functions as a communication unit 130. The input operation device 14 is, for example, an operation button, and functions as an operation unit 140 that receives a user's operation. The disk device 15 is, for example, an optical disk device, and functions as an information reading unit 150 that reads various information such as a control program PRG recorded on a recording medium such as an optical disk.

[0027] Note that the processor 11 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of the CPU. In this case, part or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP. Next, an overview of the operation of the terminal device 10 will be described with reference to FIG. 3.

[0028] FIG. 3 is an explanatory diagram for explaining an overview of the operation of the terminal device 10. In FIG. 3, a case where a game executed on the terminal device 10 is a game aimed at achieving a predetermined target set in the game by the user operating a player character CP within a virtual field Fd will be used as an example to explain an overview of the operation of the terminal device 10. However, the game executed on the terminal device 10 is not limited to a game aimed at achieving a predetermined target.

[0029] Here, the "predetermined goal" means, for example, defeating a predetermined enemy character CE in the game, obtaining a predetermined item in the game, rescuing a predetermined ally character CB in the game, the play time of the game by the user reaching a predetermined time, or the score (e.g., experience points) obtained by the user in the game reaching a predetermined value, etc. That is, the user aims to achieve a predetermined goal set in the game by operating the player character CP in the virtual field Fd related to the game.

[0030] The start screen G1 shown in FIG. 3 is displayed on the display unit 31, for example, when the execution of the program related to the game is started. Specifically, the start screen G1 is displayed on the display unit 31 when the user inputs a predetermined start operation to start the game from the input operation device 14. That is, when the operation reception unit 113 receives a predetermined start operation to start the game via the operation unit 140, the display control unit 112 causes the start screen G1 to be displayed on the display unit 31. The start screen G1 is, for example, a screen on which buttons BTN (BTN1, BTN2, BTN3, and BTN4) as a graphical user interface are displayed. Hereinafter, the operation of selecting the button BTN may also be referred to as pressing the button BTN.

[0031] The button BTN1 is pressed when the user newly starts the game, and the button BTN2 is pressed when the user resumes the game from the saved situation. That is, the button BTN2 is pressed when the game is resumed from a continuation. The button BTN3 is pressed when the user sets items related to the game or when the user checks items related to the game, etc. The button BTN4 is pressed when the user ends the program related to the game. That is, the button BTN4 is pressed when ending the operation related to the game.

[0032] In the example shown in FIG. 3, an image including characters such as "NEW GAME" that associates the process executed by pressing the button BTN is displayed on the start screen G1 as the button BTN so that the user can easily understand the process executed by pressing the button BTN. For example, when a button BTN2 represented by an image including the character "LOAD GAME" is pressed, the display control unit 112 causes the save list screen G2 to be displayed on the display unit 31.

[0033] The save list screen G2 is, for example, a screen on which a list of save data SD stored in the storage unit 120 is displayed. For example, when a plurality of save data SD are stored in the storage unit 120, a plurality of icons ICN corresponding one-to-one with the plurality of save data SD are displayed on the save list screen G2 in a manner that allows the relationship between the plurality of save data SD and the plurality of situations (a plurality of situations of the game) corresponding one-to-one with the plurality of save data SD to be visually recognized. In the example shown in FIG. 3, an image including characters such as "Save 1" indicating the name of the save data SD is displayed on the save list screen G2 as the icon ICN so that the user can easily understand the save data SD corresponding to the icon ICN. Hereinafter, the situation of the game reproduced based on the save data SDα corresponding to the icon ICNα may also be referred to as the situation of the game corresponding to the icon ICNα or the situation of the game corresponding to the save data SDα.

[0034] In the example shown in FIG. 3, as a mode in which the relationship between a plurality of situations of the game can be visually recognized, a mode of displaying the relationship between a plurality of situations of the game using arrows is adopted. For example, the situation of the game corresponding to the icon ICN that is the end point of the arrow is a situation where the game has progressed from the situation of the game corresponding to the icon ICN that is the start point of the arrow. Specifically, the situation of the game corresponding to the icon ICN2 is a situation where the game has progressed from the situation of the game corresponding to the icon ICN1. Also, the situation of the game corresponding to the icon ICN3 is a situation where the game has progressed from the situation of the game corresponding to the icon ICN2.

[0035] In addition, the game situation corresponding to the icon ICN4 is a situation where the game progresses from the game situation corresponding to the icon ICN1 separately from the game situation corresponding to the icon ICN2. Also, the game situation corresponding to the icon ICN6 is a situation where the game progresses from the game situation corresponding to the icon ICN1 separately from the game situations corresponding to the icon ICN2 and the icon ICN4. That is, the game situations corresponding to the icon ICN2, the icon ICN4, and the icon ICN6 are situations branched off from the game situation corresponding to the icon ICN1.

[0036] In the example shown in FIG. 3, on the save list screen G2, in addition to the icon ICN, a button BTN5 as a graphical user interface is displayed, but the button BTN5 may not be displayed. The button BTN5 is pressed when the user returns the screen displayed on the display unit 31 to the previous screen (in the example shown in FIG. 3, the start screen G1). Hereinafter, the button BTN5 may be referred to as the button BTN without particularly distinguishing it from the buttons BTN1 to BTN4.

[0037] On the save list screen G2, since the relationships of a plurality of game situations are visible by arrows or the like, the user can easily grasp which game situation each of the plurality of save data SD corresponds to. For example, when the user resumes the game from the game situation saved one screen before the game situation corresponding to the icon ICN8, the user selects the icon ICN7 that is the starting point of the arrow having the icon ICN8 as the end point. In this case, the display control unit 112 causes the display unit 31 to display a virtual field screen G3 based on the game situation reproduced based on the save data SD7 corresponding to the icon ICN7.

[0038] The virtual field screen G3 is a screen on which a player character CP (more precisely, an image indicating the player character CP) related to the user's operation is displayed within a virtual field Fd related to the game. Then, the user can operate the player character CP within the virtual field Fd displayed on the virtual field screen G3 by operating the operation unit 140. Also, the user can save the game situation by operating the operation unit 140. For example, when the operation reception unit 113 receives a save operation indicating the saving of the game situation via the operation unit 140, the game control unit 111 stores save data SD for reproducing the game situation at the time when the save operation was performed in the storage unit 120. Thereby, the game situation is saved. After the game situation is saved, the user may continue the game as it is or end the game. Note that in the present embodiment, for example, within the virtual field Fd displayed on the virtual field screen G3, the in-game time is assumed to elapse during the period when the player character CP and the like are operated to advance the game.

[0039] In the example shown in FIG. 3, a status display image Pg indicating the status of the player character CP is displayed on the virtual field screen G3. The status display image Pg includes an image PH representing the physical strength status (hereinafter also referred to as hit points) of the player character CP and an image PS representing the stamina of the player character CP. Also, on the virtual field screen G3, in addition to the player character CP, an enemy character CE that the player character CP should defeat (more precisely, an image indicating the enemy character CE), and an ally character CB that cooperates with the player character CP in achieving a predetermined goal related to the game (more precisely, an image indicating the ally character CB), etc. may be displayed. One or both of the hit points and stamina of the player character CP are an example of "the value of a predetermined parameter".

[0040] Here, on the save list screen G2 shown in FIG. 3, any one of the icons ICN1, ICN2, ICN4, and ICN7 that is the starting point of the arrow corresponds to the "first icon", and any one of the save data SD1, SD2, SD4, and SD7 that corresponds one-to-one with the icons ICN1, ICN2, ICN4, and ICN7 corresponds to the "first save data". And any one of the plurality of game situations that corresponds one-to-one with the save data SD1, SD2, SD4, and SD7 corresponds to the "first situation".

[0041] Also, among the icons ICN2 to ICN8 that are the end points of the arrow, the icon ICN that is the end point of the arrow starting from the icon ICN that corresponds to the "first icon" corresponds to the "second icon". And among the save data SD2 to SD8 that correspond one-to-one with the icons ICN2 to ICN8, the save data SD that corresponds to the icon ICN that corresponds to the "second icon" corresponds to the "second save data". Also, among the plurality of game situations that correspond one-to-one with the save data SD2 to SD8, the game situation that corresponds to the save data SD that corresponds to the "second save data" corresponds to the "second situation".

[0042] Note that the "second situation" may be a game situation in which, after storing the save data SDα for reproducing the first situation of the game in the storage unit 120, the first situation reproduced using the save data SDα read from the storage unit 120 is advanced. Alternatively, the "second situation" may be, for example, a game situation when the game is continuously advanced without reading the save data SDα from the storage unit 120 after storing the save data SDα for reproducing the first situation of the game in the storage unit 120. That is, the "second situation" may be a situation when the game is continuously advanced as it is from the first situation of the game.

[0043] Furthermore, in the save list screen G2 shown in FIG. 3, any one of the icons ICN2, ICN4 to ICN7 that is the end point of the branched arrow corresponds to the "third icon". Specifically, when any one of the icons ICN2, ICN4, and ICN6 corresponds to the "second icon", any one of the icons ICN2, ICN4, and ICN6 that is different from the icon ICN corresponding to the "second icon" corresponds to the "third icon". Similarly, when any one of the icons ICN5 and ICN7 corresponds to the "second icon", the icon ICN that is different from the icon ICN corresponding to the "second icon" among the icons ICN5 and ICN7 corresponds to the "third icon". In this case, among the save data SD2, SD4 to SD7 that correspond one-to-one to the icons ICN2, ICN4 to ICN7, the save data SD corresponding to the icon ICN that corresponds to the "third icon" corresponds to the "third save data". Also, among the plurality of game situations that correspond one-to-one to the save data SD2, SD4 to SD7, the game situation corresponding to the save data SD that corresponds to the "third save data" corresponds to the "third situation".

[0044] For example, when the icon ICN6 corresponds to the "third icon", either the icon ICN2 or ICN4 corresponds to the "second icon", and the icon ICN1 corresponds to the "first icon". In this case, the save data SD6 corresponding to the icon ICN6 corresponds to the "third save data", and the game situation corresponding to the save data SD6 corresponds to the "third situation". Also, for example, when the icon ICN7 corresponds to the "third icon", the icon ICN5 corresponds to the "second icon", and the icon ICN4 corresponds to the "first icon". In this case, the save data SD7 corresponding to the icon ICN7 corresponds to the "third save data", and the game situation corresponding to the save data SD7 corresponds to the "third situation".

[0045] Note that the image to be displayed on the display unit 31 by the display control unit 112 is not limited to the example shown in FIG. 3. For example, on the start screen G1, the button BTN4 may not be displayed. Next, the save data management table TBL will be described with reference to FIG. 4.

[0046] FIG. 4 is an explanatory diagram showing an example of the data configuration of the save data management table TBL. The save data management table TBL has records that correspond one-to-one with all the save data SD stored in the storage unit 120. The records of the save data management table TBL include save data identification information, original save data identification information, save data name, save date and time, and hit points. In FIG. 4, taking as an example the case where eight save data SD (SD1 to SD8) corresponding one-to-one with the eight icons ICN (ICN1 to ICN8) displayed on the save list screen G2 shown in FIG. 3 are stored in the storage unit 120, the save data identification information, original save data identification information, save data name, save date and time, and hit points will be described.

[0047] The save data identification information is information for identifying the save data SD stored in the storage unit 120. In the example shown in FIG. 4, the value indicated by the save data identification information and the last digit of the code SD of the save data SD shown in FIG. 3 and the like correspond to each other. For example, the save data identification information "0001" indicates the save data SD1, and the save data identification information "0002" indicates the save data SD2. Hereinafter, the game situation reproduced based on the save data SD indicated by the save data identification information may also be referred to as the game situation corresponding to the save data identification information.

[0048] The original save data identification information is the save data identification information corresponding to the save data SD for reproducing the game situation that is the basis of the game situation corresponding to the save data identification information. For example, in the record corresponding to the save data SD1, since there is no game situation that is the basis of the game situation corresponding to the save data identification information "0001" (the game situation corresponding to the save data SD1), information indicating that there is no game situation that is the basis (in Figure 4, "-") is stored as the original save data identification information.

[0049] Also, for example, the game situation corresponding to the save data identification information "0002" (the game situation corresponding to the save data SD2) is the situation where the game situation corresponding to the save data identification information "0001" has progressed. Therefore, in the record of the save data SD2, "0001" indicating the save data SD1 is stored as the original save data identification information. Hereinafter, the game situation reproduced based on the save data SD indicated by the original save data identification information may also be referred to as the game situation corresponding to the original save data identification information.

[0050] The save data name is information indicating the name of the save data SD. For example, the save data name may be information for the user (person) to identify the save data SD by characters. Specifically, in the record of the save data SD1, information indicating "Save 1", which is the name of the save data SD1, is stored as the save data name.

[0051] The save date and time is information indicating the year, month, day, and time when the game situation corresponding to the save data identification information was saved, that is, information indicating the year, month, day, and time when the save data SD was stored in the storage unit 120. According to the save data management table TBL shown in Figure 4, the save data SD1 is the save data that was stored in the storage unit 120 at 15:30 on February 3, 2019.

[0052] The hit point is information indicating the hit point of the player character CP at the time when the game situation is saved. For example, the hit point indicates a large value when the physical state of the player character CP is good, and indicates a small value when the physical state of the player character CP is bad.

[0053] Note that the data configuration of the save data management table TBL is not limited to the example shown in FIG. 4. For example, the hit point may be omitted from the information included in the record that the save data management table TBL has. Further, the game control unit 111 may include information similar to the information included in the record that the save data management table TBL has in the save data SD, and store the save data SD in the storage unit 120. In this case, the save data management table TBL may not be stored in the storage unit 120. That is, the method for managing the save data SD is not limited to the method using the save data management table TBL. Next, the operation flow of the terminal device 10 will be described with reference to FIGS. 5 and 6.

[0054] FIG. 5 is a flowchart showing an example of the operation of the terminal device 10. The operation shown in FIG. 5 is executed, for example, when a program related to the game is executed. For example, when the user inputs a predetermined start operation to start the game from the input operation device 14, the process of step S100 is executed. Note that in FIG. 5, it is assumed that the start screen G1 described in FIG. 3 is displayed on the display unit 31 by a series of processes of steps S100 and S102.

[0055] First, in step S100, the display information generation unit 1121 included in the display control unit 112 generates display information for displaying the start screen G1 on the display unit 31. Then, the display control unit 112 advances the process to step S102.

[0056] In step S102, the image display control unit 1122 included in the display control unit 112 controls the display unit 31 to display the start screen G1 based on the display information generated in step S100. As a result, the start screen G1 is displayed on the display unit 31. After executing the process of step S102, the display control unit 112 advances the process to step S104.

[0057] In step S104, the control unit 110 determines whether to newly start the game. For example, the control unit 110 determines whether the operation reception unit 113 has received the pressing of the button BTN1 shown in FIG. 3. If the result of the determination in step S104 is negative, the control unit 110 advances the process to step S108. On the other hand, if the result of the determination in step S104 is positive, the control unit 110 advances the process to step S106.

[0058] In step S106, the control unit 110 executes a first game process for advancing the game from the beginning. The first game process will be described when explaining an example of the second game process in FIG. 6 described later. When the first game process ends (for example, when the progress of the game ends), the control unit 110 returns the process to step S100.

[0059] In step S108, the control unit 110 determines whether to resume the game from where it left off. For example, the control unit 110 determines whether the operation reception unit 113 has received the pressing of the button BTN2 shown in FIG. 3. If the result of the determination in step S108 is negative, the control unit 110 advances the process to step S112. On the other hand, if the result of the determination in step S108 is positive, the control unit 110 advances the process to step S110.

[0060] In step S110, the control unit 110 executes a second game process for advancing the game from where it left off. The second game process will be described with reference to FIG. 6 described later. When the second game process ends (for example, when the progress of the game ends), the control unit 110 returns the process to step S100. In step S112, the control unit 110 determines whether to execute the setting of game items. Note that the setting of game items may be, for example, the setting of items related to the game or the confirmation of items related to the game. For example, the control unit 110 determines whether the operation reception unit 113 has received the pressing of the button BTN3 shown in FIG. 3. If the result of the determination in step S112 is negative, the control unit 110 advances the process to step S116. On the other hand, if the result of the determination in step S112 is positive, the control unit 110 advances the process to step S114. In step S114, the control unit 110 executes the setting process of game items. Note that the setting process of game items may be, for example, a process for setting the content of items related to the game or a process for confirming the content of items related to the game. For example, the control unit 110 executes the setting process of game items based on the operation by the user. When the setting process of game items is completed, the control unit 110 returns the process to step S100. In step S116, the control unit 110 determines whether to end the program related to the game. For example, the control unit 110 determines whether the operation reception unit 113 has received the pressing of the button BTN4 shown in FIG. 3. If the result of the determination in step S116 is negative, the control unit 110 returns the process to step S104. On the other hand, if the result of the determination in step S116 is positive, the control unit 110 advances the process to step S118. In step S118, the control unit 110 executes the end process. The end process is, for example, a process for ending the program related to the game. Specifically, the end process may be a process for shutting down the terminal device 10. Alternatively, the end process may be a process for releasing the work area if a work area was allocated in the storage unit 120 to execute the program related to the game. With the end of the process in step S118, the operation related to the game ends. Next, the second game process in step S110 will be described with reference to FIG. 6.

[0061] FIG. 6 is a flowchart showing an example of the second game process. The process of step S120 is executed, for example, when the result of the determination in step S108 of FIG. 5 is affirmative.

[0062] In step S120, the display information generation unit 1121 included in the display control unit 112 refers to the save data management table TBL stored in the storage unit 120 and generates display information for displaying the save list screen G2 on the display unit 31. For example, when a plurality of save data SDs are stored in the save data management table TBL, the display information generation unit 1121 generates display information for displaying a plurality of icons ICN corresponding one-to-one with the plurality of save data SDs.

[0063] Note that the display information for displaying a plurality of icons ICN includes information for making visible the relationship of a plurality of situations corresponding one-to-one with the plurality of save data SDs stored in the storage unit 120 (for example, information for displaying the arrows in the save list screen G2 shown in FIG. 3). For example, the display information generation unit 1121 specifies the relationship of a plurality of situations corresponding one-to-one with the plurality of save data SDs stored in the storage unit 120 based on the original save data identification information included in each record of the save data management table TBL. Then, the display information generation unit 1121 includes, in the display information for displaying a plurality of icons ICN, information for making visible the relationship of the plurality of situations specified based on the original save data identification information. Thereby, display information for displaying a plurality of icons ICN in a manner that enables the relationship of a plurality of situations of the game to be visible is generated.

[0064] That is, the display information generation unit 1121 generates display information for displaying an icon ICN corresponding to the save data SD for reproducing the first situation and an icon ICN corresponding to the save data SD for reproducing the second situation in a manner that enables the relationship between the first situation and the second situation in the game to be visible. After executing the process of step S120, the display information generation unit 1121 advances the process to step S122.

[0065] In step S122, the image display control unit 1122 included in the display control unit 112 controls the display unit 31 to display the save list screen G2 based on the display information generated in step S120. As a result, the save list screen G2 is displayed on the display unit 31. After executing the process of step S122, the image display control unit 1122 advances the process to step S124.

[0066] In step S124, the control unit 110 determines whether to read the save data SD from the storage unit 120. For example, the control unit 110 determines whether the operation reception unit 113 has received an operation of selecting one of the one or more icons ICN displayed on the save list screen G2. If the result of the determination in step S124 is affirmative, the control unit 110 advances the process to step S128. On the other hand, if the result of the determination in step S124 is negative, the control unit 110 advances the process to step S126.

[0067] In step S126, the control unit 110 determines whether to return the screen displayed on the display unit 31 to the previous screen. For example, the control unit 110 determines whether the operation reception unit 113 has received a press of the button BTN5 displayed on the save list screen G2. If the result of the determination in step S126 is negative, the control unit 110 returns the process to step S124. On the other hand, if the result of the determination in step S126 is affirmative, the control unit 110 ends the second game process. When the second game process ends, the process returns to step S100 in FIG. 5. As a result, the start screen G1, which is the screen previous to the save list screen G2, is displayed on the display unit 31.

[0068] In step S128, the control unit 110 reproduces the situation of the game selected by the user. Specifically, the game control unit 111 included in the control unit 110 reads out the save data SD corresponding to the icon ICN selected by the user in step S124 from the storage unit 120. Then, the game control unit 111 reproduces the situation of the game based on the save data SD read out from the storage unit 120. Also, the display control unit 112 included in the control unit 110 generates display information based on the game situation reproduced by the game control unit 111, and causes the display unit 31 to display the virtual field screen G3 based on the generated display information. Thereby, the game is resumed from the situation desired by the user. After executing the process of step S128, the control unit 110 advances the process to step S130.

[0069] In step S130, the control unit 110 updates the game situation according to an operation by the user or the like and advances the game. For example, the game control unit 111 operates the player character CP according to an operation by the user to advance the game. Also, the display control unit 112 generates display information based on the game situation advanced by the game control unit 111, and causes the display unit 31 to display the virtual field screen G3 or the like based on the generated display information. After executing the process of step S130, the control unit 110 advances the process to step S132.

[0070] In step S132, the control unit 110 determines whether to save the game situation. For example, the control unit 110 determines whether the operation reception unit 113 has received a save operation indicating saving of the game situation. Alternatively, in a game in which the game situation is automatically saved when the game situation satisfies a predetermined save condition, the control unit 110 may determine whether the current game situation satisfies the save condition. The save condition may be, for example, that the elapsed time in the game reaches a predetermined elapsed time as described with reference to FIG. 1. Alternatively, the save condition may be that the player character CP passes a predetermined checkpoint. Note that the save condition is not limited to the above examples.

[0071] If the result of the determination in step S132 is affirmative, the control unit 110 advances the process to step S134. On the other hand, if the result of the determination in step S132 is negative, the control unit 110 advances the process to step S138.

[0072] In step S134, the game control unit 111 saves the game situation. Specifically, the game control unit 111 stores save data SD for reproducing the game situation at the time when the save operation is received by the operation reception unit 113 in the storage unit 120. Thereby, the game situation at the time when the save operation is received by the operation reception unit 113 is saved. After executing the process of step S134, the game control unit 111 advances the process to step S136.

[0073] In step S136, the game control unit 111 updates the save data management table TBL stored in the storage unit 120. Specifically, the game control unit 111 adds a record regarding the save data SD stored in the storage unit 120 in step S134 to the save data management table TBL. As described with reference to FIG. 4, the record added to the save data management table TBL includes save data identification information, original save data identification information, save data name, save date and time, and hit points regarding the save data SD stored in the storage unit 120 in step S134. In this case, the hit points are, for example, the hit points of the player character CP in the game situation reproduced based on the save data SD stored in the storage unit 120 in step S134, that is, the hit points of the player character CP at the time when the game situation is saved. After executing the process of step S136, the game control unit 111 advances the process to step S138.

[0074] In step S138, the control unit 110 determines whether to end the game. For example, the control unit 110 determines whether the operation reception unit 113 has received an operation instructing the end of the game. Here, the end of the game may be, for example, to end the progress of the game. Ending the progress of the game may be, for example, for the user to end the play for advancing the game.

[0075] If the result of the determination in step S138 is negative, the control unit 110 returns the process to step S130 and advances the game. On the other hand, if the result of the determination in step S138 is positive, the control unit 110 ends the second game process. Thus, for example, a series of processes of steps S130, S132, and S138 are repeatedly executed until the result of the determination in step S138 becomes positive. When the second game process ends, the process returns to step S100 in FIG. 5. As a result, the start screen G1 is displayed on the display unit 31.

[0076] Here, with reference to FIG. 6, the first game process of step S106 shown in FIG. 5 will be briefly described. In the first game process, a series of processes of steps S120, S122, S124, S126, and S128 in FIG. 6 are omitted from the operations shown in FIG. 6. Also, in the first game process, before the process of step S130 is executed, an initial setting for advancing the game from the beginning is executed. The initial setting may be, for example, a process of determining a player character CP etc. from a plurality of characters. Other operations of the first game process are the same as the operations shown in FIG. 6.

[0077] Note that the operation of the terminal device 10 is not limited to the examples shown in FIGS. 5 and 6. For example, when the first game process of step S106 in FIG. 5 or the second game process of step S110 etc. ends, the control unit 110 may advance the process to step S118 without returning to step S100.

[0078] Further, the control unit 110 may determine whether to display detailed information regarding the save data SD corresponding to the icon ICN selected by the user before determining whether to read the save data SD from the storage unit 120 in step S124 of FIG. 6. The detailed information regarding the save data SD may be, for example, the hit points of the player character CP in the game situation reproduced based on the save data SD. In this case, the user can determine the save data SD to be read from the storage unit 120 by referring to information other than the information displayed on the save list screen G2.

[0079] As described above, in the present embodiment, the display control unit 112 causes the display unit 31 to display the icon ICNα corresponding to the save data SDα for reproducing the first situation of the game and the icon ICNβ corresponding to the save data SDβ for reproducing the second situation in which the game progresses from the first situation in a manner that enables the relationship between the first situation and the second situation to be visually recognized. Thereby, in the present embodiment, the user can easily grasp the relationship between the first situation corresponding to the save data SDα and the second situation corresponding to the save data SDβ.

[0080] Furthermore, in the present embodiment, when there is save data SDγ for reproducing a third situation in which the game progresses from the first situation separately from the second situation, the display control unit 112 causes the display unit 31 to display the icons ICNα, ICNβ, and ICNγ in a manner that enables the relationship between the first situation and the second situation and the relationship between the first situation and the third situation to be visually recognized. Note that the icon ICNγ is the icon ICN corresponding to the save data SDγ for reproducing the third situation. In this case, in the present embodiment, the user can easily grasp the relationship between the first situation corresponding to the save data SDα and the second situation corresponding to the save data SDβ, and the relationship between the first situation corresponding to the save data SDα and the third situation corresponding to the save data SDγ.

[0081] Therefore, according to the present embodiment, the user can easily identify the icon ICN corresponding to the save data SD for reproducing a desired situation from the plurality of icons ICN displayed on the display unit 31.

[0082] As described above, in the present embodiment, since the terminal device 10 can store a plurality of save data SD in the storage unit 120, the degree of freedom in restarting the game can be increased. For example, the more the number of save data SD that can be stored in the storage unit 120, the more the user can try various plays and save them. In addition, when the relationship between the plurality of situations reproduced based on the plurality of save data SD is not visibly displayed, as the number of save data SD increases, it may become difficult for the user to grasp which situation each of the plurality of save data SD corresponds to. In the present embodiment, as described above, since the relationship between the plurality of situations reproduced based on the plurality of save data SD is visible, even if the number of save data SD stored in the storage unit 120 increases, the user can easily grasp the relationship between the plurality of situations reproduced based on the plurality of save data SD. Therefore, in the present embodiment, even if the number of save data SD stored in the storage unit 120 increases, the user can grasp which situation each of the plurality of save data SD corresponds to.

[0083] [2. Modification Example] Each of the above embodiments can be variously modified. Specific modification modes are exemplified below. Two or more modes arbitrarily selected from the following examples can be appropriately combined within a range where they do not conflict with each other. In addition, for elements whose operations and functions are equivalent to those in the embodiment in the modification examples exemplified below, the reference numerals referred to in the above description are used, and the detailed description of each is appropriately omitted.

[0084] [Modification Example 1] In the above-described embodiment, an example was given in which a plurality of icon ICNs are displayed on the display unit 31 without being particularly associated with events that occur in the game. However, the present invention is not limited to such an aspect. For example, as shown in FIG. 7, the display control unit 112 may cause the display unit 31 to display event information IF indicating events that occur in the game until the game progresses from the first situation to the second situation, in association with the icon ICNα or ICNβ. In this case, the icon ICNα is an icon ICN corresponding to the save data SDα for reproducing the first situation, and the icon ICNβ is an icon ICN corresponding to the save data SDβ for reproducing the second situation.

[0085] Note that the event may be, for example, an event related to the progress of the game. For example, the event may be an event that gives a specific change to the progress of the game. The specific change may be an irreversible change or an essential change in the progress of the game. Specifically, the event may be capturing a specific fort in a strategy simulation game or confessing in a love simulation game. Alternatively, the event may be a mission with a predetermined achievement condition set. Also, the event may be that the play time of the game has exceeded a predetermined time or that a predetermined item has been obtained. Next, a specific example of Modification 1 will be described with reference to FIG. 7.

[0086] FIG. 7 is an explanatory diagram showing an example of the save list screen G2 according to Modification 1. The save list screen G2 shown in FIG. 7 is the same as the save list screen G2 shown in FIG. 3 except that event information IF (IF1 to IF8) is displayed. Therefore, in FIG. 7, the display of the event information IF will be described.

[0087] The star images shown within the save list screen G2 in FIG. 7 indicate that an event has occurred in the game. That is, in the example shown in FIG. 7, event information IF indicating the event that occurred in the game is displayed on the save list screen G2 using star images. Further, in the example shown in FIG. 7, the star images displayed as event information IF include characters such as "A" related to the event so that the user can easily grasp the event that occurred in the game. For example, event information IF1 indicates that event A has occurred.

[0088] Also, in the example shown in FIG. 7, the result of the event is indicated by the color of the star. Specifically, a white star indicates a successful event, and a black star indicates a failed event. For example, event information IF2 indicates that event B that occurred after event A has failed, and event information IF3 indicates that event B that occurred after event A has succeeded. Similarly, event information IF4 indicates that event B that occurred after event A has succeeded. Also, for example, event information IF5 indicates that event C has occurred and event C has succeeded from the game situation corresponding to save data SD2 to the game situation corresponding to save data SD3. Event information IF6 indicates that event D has occurred and event D has succeeded from the game situation corresponding to save data SD4 to the game situation corresponding to save data SD5. Event information IF7 indicates that event D has occurred and event D has succeeded from the game situation corresponding to save data SD4 to the game situation corresponding to save data SD7. And event information IF8 indicates that event E has occurred and event E has failed from the game situation corresponding to save data SD7 to the game situation corresponding to save data SD8.

[0089] As shown in FIG. 7, for example, when a predetermined event occurs in the game and the game situation after the occurrence of the predetermined event is saved, the display control unit 112 may display event information IF indicating the predetermined event on the save list screen G2. In this case, the display control unit 112 may cause the display unit 31 to display the event information IF so that the display position of the event information IF indicating the predetermined event on the save list screen G2 is at a position corresponding to the occurrence timing of the predetermined event. The position corresponding to the occurrence timing of the predetermined event may be determined based on the elapsed time in the game from the game situation corresponding to the save data SD, or may be determined based on the elapsed time from the actual start time when the game is started from the game situation corresponding to the save data SD. Alternatively, the position corresponding to the occurrence timing of the predetermined event may simply be a position corresponding to the occurrence order of the predetermined event.

[0090] In Modification 1, since the event information IF is displayed in association with the icon ICN, the user can easily grasp what kind of situation the save data SD corresponding to the icon ICN is for reproducing.

[0091] For example, the user can easily grasp that events A and B occurred in order before the game progressed from the game situation corresponding to the save data SD1 to the game situation corresponding to the save data SD2. Furthermore, the user can easily grasp that among events A and B that occurred before the game progressed from the game situation corresponding to the save data SD1 to the game situation corresponding to the save data SD2, event A was successful and event B was a failure.

[0092] Also, for example, the user can easily grasp that Event A and Event B occurred in sequence from the game situation corresponding to save data SD1 until the game situation corresponding to save data SD4. And the user can easily grasp that both Event A and Event B that occurred until the game situation corresponding to save data SD1 progressed to the game situation corresponding to save data SD4 were successful.

[0093] In this way, in Modification 1, since the user can easily grasp the game situation corresponding to save data SD, for example, when the user wants to retry Event A, the user can easily grasp that the user only needs to select icon ICN1, and when the user wants to retry Event D, the user only needs to select icon ICN4.

[0094] Also, as shown in FIG. 7, displaying the result of an event on the save list screen G2 is particularly beneficial when the result of the event has a great impact on the progress of the game. By displaying the result of the event in association with the event information IF, the user can more accurately grasp the game situation corresponding to save data SD. Note that the result of the event is not limited to the success or failure of the event. For example, the result of the event may be the score given by the event, or the item obtained by the event, etc.

[0095] Note that the display method of the event information IF is not limited to the example shown in FIG. 7. For example, in the save list screen G2 shown in FIG. 7, the event information IF is arranged on the arrow, but it may also be arranged on the icon ICN. Further, the event information IF may be displayed using text. Further, the result of the event may not be displayed on the save list screen G2. Further, an upper limit may be set for the number of event information IFs displayed between a plurality of icons ICN. In this case, the event information IF indicating an event that affects the progress of the game may be preferentially displayed. For example, in a simulation game themed on the history of Japan, etc., it may be determined in advance that the event information IF indicating events such as the Battle of Sekigahara and the Incident at Honno-ji is preferentially displayed.

[0096] [Modification Example 2] In the above-described embodiments and the form of Modification Example 1, the case where a plurality of icons ICN are displayed on the display unit 31 without being particularly associated with the progress classification has been exemplified, but the present invention is not limited to such a mode. For example, when the progress of the game is divided into a plurality of progress classifications, the display control unit 112 may display the icon ICNα corresponding to the save data SDα for reproducing the first situation in association with the progress classification corresponding to the first situation among the plurality of progress classifications on the display unit 31. Similarly, the display control unit 112 may display the icon ICNβ corresponding to the save data SDβ for reproducing the second situation in association with the progress classification corresponding to the second situation among the plurality of progress classifications on the display unit 31.

[0097] Note that the progress classification may be, for example, a classification divided according to the progress order of the game. For example, when the game progresses along a scenario, the progress classification may be a "chapter" which is a progress classification of the scenario. Alternatively, the progress classification may be a section divided by the time within the game. Specifically, the progress classification may be a section divided in advance-determined units such as "the first year" and "the second year" in the time within the game. Next, a specific example of Modification Example 2 will be described with reference to FIGS. 8 and 9.

[0098] FIG. 8 is an explanatory diagram showing an example of a save list screen G2 according to Modification 2. The save list screen G2 shown in FIG. 8 is the same as the save list screen G2 shown in FIG. 3, except that the icon ICN is displayed in association with the progress category. In FIG. 8, it is assumed that the game progresses along a scenario. Therefore, in the example shown in FIG. 8, the icon ICN is displayed in association with the "chapter", which is the progress category of the scenario.

[0099] For example, the display control unit 112 causes the display unit 31 to display an icon ICNα corresponding to the save data SDα for reproducing the first situation in the area assigned to the progress category corresponding to the first situation among the display screens of the display unit 31. Further, the display control unit 112 causes the display unit 31 to display an icon ICNβ corresponding to the save data SDβ for reproducing the second situation in the area assigned to the progress category corresponding to the second situation among the display screens.

[0100] In the example shown in FIG. 8, the area AR1 in the save list screen G2 is the area assigned to the "first chapter" of the scenario in the game, and the area AR2 is the area assigned to the "second chapter" of the scenario in the game. Further, the area AR3 is the area assigned to the "third chapter" of the scenario in the game.

[0101] The icon ICN1 is displayed in the area AR1, and the icons ICN2, ICN3, ICN4, and ICN6 are displayed in the area AR2. Therefore, the user can easily grasp that the game situation corresponding to the icon ICN1 is in the middle of the "first chapter", and the game situations corresponding to each of the icons ICN2, ICN3, ICN4, and ICN6 are in the middle of the "second chapter". Further, the icons ICN5, ICN7, and ICN8 are displayed in the area AR3. Therefore, the user can easily grasp that the game situations corresponding to each of the icons ICN5, ICN7, and ICN8 are in the middle of the "third chapter".

[0102] In this way, in the example shown in FIG. 8, the user can easily grasp the situation of how many chapters of the scenario in the game the game situation corresponding to the icon ICN has progressed to. Note that the method of displaying the icon ICN in association with the progress classification is not limited to the example shown in FIG. 8. For example, the progress classification may be made identifiable by displaying different text information associated with the icon ICN according to the progress classification. Alternatively, as shown in FIG. 9, the progress classification may be made identifiable by making one or both of the color and shape of the icon ICN different according to the progress classification.

[0103] FIG. 9 is an explanatory diagram showing another example of the save list screen G2 according to Modification 2. The save list screen G2 shown in FIG. 9 is the same as the save list screen G2 shown in FIG. 3 except that the icon ICN is displayed in association with the progress classification. In FIG. 9, similar to the assumption in FIG. 8, it is assumed that the game progresses along the scenario. Therefore, in the example shown in FIG. 9, the icon ICN is displayed in association with the "chapter", which is the progress classification of the scenario.

[0104] In the example shown in FIG. 9, the non-shaded icon ICN (for example, ICN1) indicates that the game situation corresponding to the icon ICN is in the middle of the "first chapter". And the lightly shaded icon ICNs (for example, ICN2, ICN3, ICN4, and ICN6) indicate that the game situation corresponding to the icon ICN is in the middle of the "second chapter". Also, the darkly shaded icon ICNs (for example, ICN5, ICN7, and ICN8) indicate that the game situation corresponding to the icon ICN is in the middle of the "third chapter".

[0105] Also in the example shown in FIG. 9, the user can easily grasp the situation of how many chapters of the scenario in the game the game situation corresponding to the icon ICN has progressed to. That is, in Modification 2, the user can be easily made to grasp the situation of how far the game situation reproduced based on the save data SD corresponding to the icon ICN has progressed to among a plurality of progress classifications in the game.

[0106] [Modification Example 3] In the above-described embodiment, the form of Modification Example 1, and the form of Modification Example 2, examples were given in which a plurality of icon ICNs are displayed on the display unit 31 without being particularly associated with the values of predetermined parameters in the game. However, the present invention is not limited to such an aspect. For example, the display control unit 112 may determine the display positions of each of the icon ICNα and ICNβ on the display screen of the display unit 31 based on the value of a predetermined parameter when the game is in the first situation and the value of the predetermined parameter when the game is in the second situation. Note that the icon ICNα is an icon ICN corresponding to the save data SDα for reproducing the first situation, and the icon ICNβ is an icon ICN corresponding to the save data SDβ for reproducing the first situation. Next, a specific example of Modification Example 3 will be described with reference to FIG. 10.

[0107] FIG. 10 is an explanatory diagram showing an example of the save list screen G2 according to Modification Example 3. The save list screen G2 shown in FIG. 10 is the same as the save list screen G2 shown in FIG. 3, except that the icon ICN is displayed in association with the value of a predetermined parameter in the game. In FIG. 10, it is assumed that the predetermined parameter is the hit point of the player character CP. In the example shown in FIG. 10, the display control unit 112 controls the display unit 31 so that the icon ICN is displayed upward in the save list screen G2 as the hit point of the player character CP in the situation of the game corresponding to the icon ICN is larger. The image PLV in FIG. 10 is an image showing that the hit point of the player character CP increases as it goes upward in the save list screen G2.

[0108] In the example shown in FIG. 10, the hit points of the player character CP in the game situation corresponding to the icon ICN1 are the smallest, and the hit points of the player character CP in the game situation corresponding to the icon ICN5 are the largest. For example, when the user wants to consider the magnitude of the hit points of the player character CP when restarting the game, the user can easily grasp which save data SD among the plurality of save data SDs should be used by visually recognizing the display position etc. of the icon ICN. Thus, in Modification 3, for example, when the user wants to consider the value of a predetermined parameter when restarting the game, etc., the user can be easily made to grasp which save data SD among the plurality of save data SDs should be used based on the display position etc. of the plurality of icons ICN on the save list screen G2.

[0109] Note that the predetermined parameter is not limited to the hit points of the player character CP. For example, the predetermined parameter may be the in-game money that the user possesses. Alternatively, the predetermined parameter may be the number or size etc. of the territories occupied in a strategy simulation game, or the intimacy with a specific character in a love simulation game. That is, the predetermined parameter may be anything that can numerically represent the state etc. of game elements. Game elements may be, for example, virtual objects existing in the virtual space related to the game. The virtual objects existing in the virtual space related to the game may be, for example, a concept including characters related to the game and objects related to the game.

[0110] Also, the predetermined parameter may be selectable by the user's operation from among a plurality of parameters related to the game.

[0111] [Modification 4] In the above-described embodiments and the forms from Modification Example 1 to Modification Example 3, the positional relationship of a plurality of icons ICN on the display screen of the display unit 31 is determined without particularly considering the order in which the plurality of save data SD are stored in the storage unit 120. However, the present invention is not limited to such an aspect. For example, the display control unit 112 may cause the display unit 31 to display the icons ICNα and ICNβ such that the positional relationship of the icons ICNα and ICNβ on the display screen of the display unit 31 is a positional relationship corresponding to the order in which the save data SDα and SDβ are stored in the storage unit 120. Note that the save data SDα is the save data SD corresponding to the icon ICNα, and the save data SDβ is the save data SD corresponding to the icon ICNβ. Next, a specific example of Modification Example 4 will be described with reference to FIG. 11.

[0112] FIG. 11 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 4. In the save list screen G2 shown in FIG. 11, the positional relationship of a plurality of icons ICN on the save list screen G2 corresponds to the order in which the plurality of save data SD are stored in the storage unit 120. Other display states of the save list screen G2 shown in FIG. 11 are the same as those of the save list screen G2 shown in FIG. 3. In FIG. 11, it is assumed that the save data SD are stored in the storage unit 120 in the order of the numbers attached to the end of the symbol SD of the save data SD. In the example shown in FIG. 11, the display control unit 112 controls the display unit 31 such that the icon ICN corresponding to the save data SD is displayed in the right direction on the save list screen G2 as the order in which the save data SD are stored in the storage unit 120 is newer. Note that the display control unit 112 may determine the display positions of a plurality of icons ICN on the save list screen G2 based only on the time when the save data SD are stored in the storage unit 120 without managing the order in which the save data SD are stored in the storage unit 120. Even in this case, as a result, the positional relationship of a plurality of icons ICN on the save list screen G2 is a positional relationship corresponding to the order in which the plurality of save data SD are stored in the storage unit 120.

[0113] In Modification Example 4, for example, based on the display positions of the plurality of icons ICN on the save list screen G2, the user can easily grasp which save data SD among the plurality of save data SD corresponds to the save data SD for the game situation saved relatively recently.

[0114] [Modification Example 5] In the above-described embodiments and the forms of Modification Examples 1 to 4, an example in which the icon ICN corresponding to the save data SD stored in the storage unit 120 is made non-displayed has not been particularly described, but the display control unit 112 may make any one of the plurality of icons ICN non-displayed. With reference to FIG. 12, an example of the operation of the terminal device 10 according to Modification Example 5 will be described.

[0115] FIG. 12 is an explanatory diagram showing an example of the save list screen G2 according to Modification Example 5. In FIG. 12, the operation of the terminal device 10 according to Modification Example 5 will be described by taking as an example the case where the user uses the operation unit 140 to perform a non-display operation for making some of the plurality of icons ICN (ICN1 to ICN8) displayed on the save list screen G2 non-displayed. In FIG. 12, it is assumed that the icon ICN4 is specified by the non-display operation.

[0116] For example, the operation reception unit 113 receives a non-display operation for making some of the icons ICN1 to ICN8 non-displayed. In this case, the display control unit 112 identifies, as the save data SD to be made non-displayed, the save data SD5, SD7, and SD8 for reproducing the situation that has progressed based on the game situation reproduced based on the save data SD4 corresponding to the icon ICN4 specified by the non-display operation among the plurality of save data SD (SD1 to SD8). Then, the display control unit 112 makes non-display the icons ICN5, ICN7, and ICN8 that correspond one-to-one to the save data SD5, SD7, and SD8 to be made non-displayed among the plurality of icons ICN (ICN1 to ICN8) displayed on the save list screen G2.

[0117] In the example shown in FIG. 12, in order to allow the user to visually recognize the existence of the hidden icons ICN5, ICN7, and ICN8, the icon ICN4 specified by the hiding operation is displayed as an image in which a plurality of icons ICN are superimposed, and is displayed in a different manner from other icons ICN. Note that the display of the icon ICN4 specified by the hiding operation and other icons ICN may not be distinguished. Also, by displaying a dashed arrow or the like starting from the icon ICN4 specified by the hiding operation, the user may be made to visually recognize the existence of the hidden icons ICN5, ICN7, and ICN8.

[0118] As described above, in Modification 5, in order to hide some of the plurality of icons ICN, when one of the plurality of icons ICN is specified by a hiding operation by the user, the display control unit 112 identifies the save data SD of the target to be hidden. For example, the display control unit 112 reproduces the situation that has progressed based on the game situation reproduced based on the save data SD corresponding to one icon ICN specified by the hiding operation among the plurality of save data SD, and identifies the save data SD as the save data SD of the target to be hidden. Then, the display control unit 112 hides the icon ICN corresponding to the save data SD to be hidden among the plurality of icons ICN. In Modification 5, since the icon ICN corresponding to the game situation derived from the game situation corresponding to the icon ICN specified by the hiding operation by the user is not displayed, the visibility of the icon ICN displayed on the save list screen G2 can be improved.

[0119] In addition, in Modification 5, since the icon ICN corresponding to the game situation derived from the game situation corresponding to the icon ICN specified by the non-display operation becomes non-displayed, it is not necessary for the user to individually specify a plurality of icons ICNs to be made non-displayed. Therefore, in Modification 5, the user operation when making some of the plurality of icon ICNs displayed on the save list screen G2 non-displayed can be simplified. Note that a plurality of icon ICNs to be made non-displayed may be individually specified by the user operation. Further, the display control unit 112 may make the icon ICN corresponding to the non-display operation non-displayed in addition to the icon ICN corresponding to the game situation derived from the game situation corresponding to the icon ICN specified by the non-display operation.

[0120] [Modification 6] In the above-described embodiments and the forms from Modification 1 to Modification 5, the case where the display control unit 112 causes the icon ICN corresponding to the save data SD stored in the storage unit 120 to be displayed on the display unit 31 without particularly considering whether the game situation corresponding to the icon ICN satisfies a specific condition has been exemplified. However, the present invention is not limited to such an aspect. For example, when any one of a plurality of situations corresponding one-to-one to a plurality of save data SDs stored in the storage unit 120 satisfies a specific condition, the display control unit 112 may specify the save data SD for reproducing the situation that satisfies the specific condition among the plurality of save data SDs. Then, the display control unit 112 may cause the icon ICN corresponding to the save data SD for reproducing the situation that satisfies the specific condition among the plurality of icon ICNs corresponding one-to-one to the plurality of save data SDs stored in the storage unit 120 to be displayed on the display unit 31 so as to be distinguishable from other icon ICNs.

[0121] Note that the specific conditions may be predetermined conditions or conditions set by the user. For example, the specific conditions may be that the user has a predetermined item in the game in the game situation reproduced based on the save data SD. Alternatively, the specific conditions may be that in the game situation reproduced based on the save data SD, the player character CP related to the user's operation has made a specific character (for example, ally character CB) a companion. Also, the specific conditions may be that a predetermined event has occurred in the game situation reproduced based on the save data SD. Next, a specific example of Modification 6 will be described with reference to FIGS. 13 and 14.

[0122] FIG. 13 is an explanatory diagram showing an example of the save list screen G2 according to Modification 6. In FIG. 13, it is assumed that among the eight situations corresponding one-to-one to the icons ICN1 to ICN8 displayed on the save list screen G2, the four situations corresponding one-to-one to the icons ICN2, ICN5, ICN7, and ICN8 satisfy specific situations.

[0123] The display control unit 112 identifies the save data SD2, SD5, SD7, and SD8 for reproducing the situations that satisfy the specific conditions among the plurality of save data SD1 to SD8 stored in the storage unit 120. Then, the display control unit 112 causes the display unit 31 to display the icons ICN2, ICN5, ICN7, and ICN8 corresponding one-to-one to the save data SD2, SD5, SD7, and SD8 for reproducing the situations that satisfy the specific conditions among the plurality of icons ICN1 to ICN8 so as to be distinguishable from the other icons ICN1, ICN3, ICN4, and ICN6.

[0124] In the example shown in FIG. 13, shaded icon ICN2, ICN5, ICN7, and ICN8 are displayed on the save list screen G2 so that icon ICN2, ICN5, ICN7, and ICN8 are emphasized compared to icon ICN1, ICN3, ICN4, and ICN6. Note that the display control unit 112 may control the display unit 31 so that the display of icon ICN1, ICN3, ICN4, and ICN6 corresponding to a situation not satisfying a specific condition becomes dim, making icon ICN1, ICN3, ICN4, and ICN6 less prominent. Alternatively, as shown in FIG. 14, the display control unit 112 may hide icon ICN1, ICN3, ICN4, and ICN6 corresponding to a situation not satisfying a specific condition.

[0125] FIG. 14 is an explanatory diagram showing another example of the save list screen G2 according to Modification 6. In FIG. 14, among the plurality of icons ICN1 to ICN8, icon ICN2, ICN5, ICN7, and ICN8 that correspond one-to-one with save data SD2, SD5, SD7, and SD8 for reproducing a situation satisfying a specific condition are displayed on the save list screen G2, and the other icons ICN3, ICN4, and ICN6 are hidden. In the example shown in FIG. 14, in order to show that the situations that are the basis for the three situations reproduced based on save data SD2, SD5, and SD7 are the same as each other, icon ICN1 corresponding to save data SD1 for reproducing the situation that is the basis for the three situations is displayed on the save list screen G2 so as to be distinguishable from icon ICN2 and the like. However, icon ICN1 may not be displayed on the save list screen G2, similar to icon ICN3, ICN4, and ICN6.

[0126] As described above, in Modification Example 6, among the plurality of icon ICNs, the icon ICN corresponding to the save data SD for reproducing a situation that satisfies a specific condition is displayed on the save list screen G2 so as to be distinguishable from other icon ICNs. Thus, in Modification Example 6, the user can easily grasp the save data SD for reproducing the game situation that satisfies a specific situation. Further, in the example shown in FIG. 14, since the icon ICN corresponding to a situation that does not satisfy a specific condition is not displayed, the visibility of the icon ICNs displayed on the save list screen G2 can be improved. Note that the information indicating whether or not the game situation satisfies a specific condition may be stored in the save data management table TBL shown in FIG. 4, or may be included in the save data SD.

[0127] [Modification Example 7] In the form of Modification Example 6 described above, an example is given in which among the plurality of icon ICNs, the icon ICN corresponding to the save data SD for reproducing a situation that satisfies a specific condition is displayed on the save list screen G2 so as to be distinguishable from other icon ICNs. However, the present invention is not limited to such an aspect. For example, when a mark operation for attaching a predetermined mark to an icon ICN is performed by the user, the display control unit 112 may cause the display unit 31 to display the predetermined mark in association with the icon ICN designated by the mark operation. A specific example of Modification Example 7 will be described with reference to FIG. 15.

[0128] FIG. 15 is an explanatory diagram showing an example of the save list screen G2 according to Modification Example 7. For example, when the user has a situation to be marked, such as a favorite situation or a situation that is a starting point for retrying a plurality of times, the user uses the operation unit 140 to perform a mark operation of attaching a mark MK to the icon ICN corresponding to the save data SD for reproducing the situation to be marked. Hereinafter, the save data SD for reproducing the situation to be marked is also referred to as the save data SD to be marked. Further, the icon ICN corresponding to the save data SD to be marked is also referred to as the icon ICN to be marked.

[0129] When the operation reception unit 113 receives a mark operation for attaching a mark MK to the icon ICN, for example, the control unit 110 stores mark information indicating that the mark MK is to be attached to the mark target icon ICN in the storage unit 120 in association with the save data SD of the mark target. For example, the control unit 110 may store the mark information in the record corresponding to the save data SD of the mark target among the records included in the save data management table TBL shown in FIG. 4, or may include the mark information in the save data SD of the mark target.

[0130] In FIG. 15, it is assumed that among the icons ICN1 to ICN8 displayed on the save list screen G2, the icons ICN3 and ICN6 are the icons ICN to be marked. In this case, the display control unit 112 identifies the icons ICN3 and ICN6 among the icons ICN1 to ICN8 displayed on the save list screen G2 as the icons ICN to be marked based on the mark information. Then, the display control unit 112 causes the display unit 31 to display the icons ICN1, ICN2, ICN4, ICN5, ICN7, and ICN8 without the mark MK, the icon ICN3 with the mark MKa, the icon ICN6 with the mark MKb, and the button BTN5. As a result, the save list screen G2 displays the icons ICN1, ICN2, ICN4, ICN5, ICN7, and ICN8 without the mark MK, the icon ICN3 with the mark MKa, the icon ICN6 with the mark MKb, and the button BTN5.

[0131] As described above, in the seventh modification, since the mark MK attached according to the user's intention is displayed on the save list screen G2, the user can easily grasp the save data SD for reproducing the user's favorite situation or the like. Note that the mark operation by the user may be performed when a save operation indicating saving of the game situation is performed, or may be performed in a state where the save list screen G2 is displayed. Further, the terminal device 10 may vary the type (for example, one or both of color and shape) of the mark MK depending on the purpose of attaching the mark MK or the like.

[0132] [Modification Example 8] In the above-described embodiments and the forms of Modification Examples 1 to 7, the case where the relationships of a plurality of game situations are visually displayed using arrows has been exemplified. However, the present invention is not limited to such a mode. For example, the display control unit 112 may use a line without an arrowhead instead of an arrow to make the relationships of a plurality of game situations visible. Alternatively, as shown in FIG. 16, the display control unit 112 may make the relationships of a plurality of game situations visible according to the type of the icon ICN (for example, one or both of color and shape).

[0133] FIG. 16 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 8. In the example shown in FIG. 16, the relationships of a plurality of game situations are made visible according to the color and shape of the icon ICN.

[0134] In the example shown in FIG. 16, the left half of the icon ICN corresponding to the situation where one of the plurality of game situations has been advanced is displayed with the same color or the same shade of hatching as the right half of the icon ICN corresponding to the one situation. For example, the three situations corresponding one-to-one to the icons ICN2, ICN4, and ICN6 are the situations where the situations corresponding to the icon ICN1 have been advanced respectively. In this case, the left half of each of the icons ICN2, ICN4, and ICN6 is displayed with the same light hatching as the right half of the icon ICN1. Also, since the situation corresponding to the icon ICN3 is the situation where the situation corresponding to the icon ICN2 has been advanced, the left half of the icon ICN3 is displayed with the same black color as the right half of the icon ICN2. Similarly, the left half of each of the icons ICN5 and ICN7 is displayed with the same dark hatching as the right half of the icon ICN4, and the left half of the icon ICN8 is displayed with the same hatching (a hatching with a shade between the light hatching and the dark hatching) as the right half of the icon ICN7.

[0135] Also, in the example shown in FIG. 16, the situations in which the situations corresponding to the icons ICN3, ICN5, ICN6, or ICN8 have progressed are not saved at the current time. For this reason, in the example shown in FIG. 16, the shapes on the right sides of each of the icons ICN3, ICN5, ICN6, and ICN8 are made different from the shapes on the right sides of other icons ICN (for example, the icon ICN2). Thereby, in the example shown in FIG. 16, the user can be easily made aware that the situations in which the situations corresponding to the icons ICN3, ICN5, ICN6, or ICN8 have progressed are not saved at the current time. Thus, also in Modification 8, the user can be easily made aware of the relationship between the plurality of situations reproduced based on the plurality of save data SD.

[0136] [Modification 9] In the above-described embodiments and the forms from Modification 1 to Modification 8, the case where the relationship between the plurality of situations reproduced based on the plurality of save data SD is managed using the original save data identification information stored in the save data management table TBL has been exemplified. However, the present invention is not limited to such an aspect. For example, when the game control unit 111 manages the plurality of save data SD using a tree structure in accordance with the plurality of icons ICN displayed on the save list screen G2 shown in FIG. 3, the game control unit 111 may specify the relationship between the plurality of situations based on the position information indicating the position of the save data SD in the tree structure.

[0137] FIG. 17 is an explanatory diagram showing an example of the data configuration of the save data management table TBL according to Modification 9. The save data management table TBL shown in FIG. 17 is the same as the save data management table TBL shown in FIG. 4, except that it stores position information indicating the position of the save data SD in the tree structure instead of the original save data identification information shown in FIG. 4. For this reason, in FIG. 17, the position information will be described by taking the tree structure of the plurality of icons ICN displayed on the save list screen G2 shown in FIG. 3 as an example.

[0138] The game control unit 111 manages, for example, which save data SD it is for each generation (hierarchy of the tree structure) of the save data SD. For example, since the save data SD1 is the first generation (the root node of the tree structure), the position information of the save data SD1 is "01". Also, the position information of the save data SD2 is "0101" because the save data SD2 is the first save data SD in the generation having the save data SD1 as its parent. The position information of the save data SD4 is "0102" because the save data SD4 is the second save data SD in the generation having the save data SD1 as its parent. And the position information of the save data SD6 is "0103" because the save data SD6 is the third save data SD in the generation having the save data SD1 as its parent.

[0139] Also, the position information of the save data SD3 is "010101" because the save data SD3 is the first save data SD in the generation having the save data SD2 as its parent. The position information of the save data SD5 is "010201" because the save data SD5 is the first save data SD in the generation having the save data SD4 as its parent. The position information of the save data SD7 is "010202" because the save data SD7 is the second save data SD in the generation having the save data SD4 as its parent. And the position information of the save data SD8 is "01020201" because the save data SD8 is the first save data SD in the generation having the save data SD7 as its parent. Therefore, in the example shown in FIG. 17, the part excluding the last two digits of the position information of the save data SD indicates the position information corresponding to the save data SD for reproducing the game situation that is the basis of the game situation corresponding to the save data SD.

[0140] Even in Modification Example 9, the user can easily understand the relationships among a plurality of situations reproduced based on a plurality of save data SD. Note that the game control unit 111 may store the save data SD in the storage unit 120 including position information indicating the position of the save data SD in the tree structure. Further, the game control unit 111 may store the save data SD in the storage unit 120 including information similar to the information included in the record of the save data management table TBL shown in FIG. 17. In this case, the save data management table TBL shown in FIG. 17 may not be stored in the storage unit 120.

[0141] [Modification Example 10] In the above-described embodiments and the forms from Modification Example 1 to Modification Example 9, the case where the terminal device 10 executes a predetermined game alone has been exemplified. However, the present invention is not limited to such a mode. For example, the game system 1 may include a plurality of terminal devices 10 capable of executing a predetermined game and a plurality of display devices 30 provided in one-to-one correspondence with the plurality of terminal devices 10. In this case, the plurality of terminal devices 10 may execute a predetermined game while communicating via a network NW or the like. Further, the game system 1 may include a plurality of terminal devices 10 capable of executing a predetermined game, a plurality of display devices 30 provided in one-to-one correspondence with the plurality of terminal devices 10, and a server device. The server device may transmit information regarding a predetermined game being executed on one of the plurality of terminal devices 10 to another terminal device 10, for example. Thereby, the server device can share information regarding a predetermined game being executed on each terminal device 10 among the plurality of terminal devices 10 included in the game system 1. As a result, a user of one terminal device 10 and a user of another terminal device 10 can cooperate with each other to clear a mission or play a battle in a predetermined game.

[0142] [Modification Example 11] In the above-described embodiments and the forms from Modification Example 1 to Modification Example 10, the case where a predetermined game is executed on the terminal device 10 is exemplified. However, the present invention is not limited to such a mode. The predetermined game may be executed on components other than the terminal device 10.

[0143] FIG. 18 is an explanatory diagram showing an overview of the game system 1A according to Modification Example 11. The game system 1A includes a server device 20A, a terminal device 10A, and a display device 30. The server device 20A can execute a predetermined game and can communicate with the terminal device 10A via the network NW. Specifically, the server device 20A includes a control unit 110 that controls each part of the server device 20A, a storage unit 220 that stores various information such as a program related to a predetermined game, and a communication unit 230 for executing communication with an external device such as the terminal device 10A. Further, the terminal device 10A includes a communication unit 130, an operation unit 140, and an information reading unit 150. For example, the server device 20A causes the display unit 31 to display the save list screen G2 and the like shown in FIG. 3 via the communication unit 230 of the server device 20A and the communication unit 130 of the terminal device 10A and the like.

[0144] [Modification Example 12] In the above-described embodiments and the forms from Modification Example 1 to Modification Example 11, a program related to a predetermined game is exemplified as the program. However, the present invention is not limited to such a mode. For example, the program may be a program related to an arbitrary application. In this case, for example, the control unit 110 executes a program related to an arbitrary application to execute a service provided to the user. Further, the terminal device 10 stores a plurality of save data SD for reproducing a plurality of states in the service in the storage unit 120. For example, when the user operates the operation unit 140 to change the first state in the service to the second state, the terminal device 10 may store the save data SD for reproducing the second state generated based on the first state in the storage unit 120.

[0145] In Modification 12, since a plurality of icon ICNs are displayed on the save list screen G2 in a manner that allows the relationship between a plurality of states in the service to be visible, the relationship between the plurality of states reproduced based on a plurality of save data SD corresponding one-to-one to the plurality of icon ICNs can be easily grasped by the user. Therefore, in Modification 12, the user can be made to understand which state each of the plurality of save data SD corresponds to.

[0146] [3. Supplementary Note] From the above description, the present invention can be understood as follows. For the sake of easy understanding of each aspect, hereinafter, reference numerals in the drawings are appended in parentheses for convenience, but the present invention is not intended to be limited to the illustrated aspects.

[0147] [Supplementary Note 1] A program according to an aspect of the present invention causes a processor (for example, processor 11) to function as a display control unit (for example, display control unit 112) that causes a display unit (for example, display unit 31) to display a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation in which the game proceeds from the first situation in a manner that allows the relationship between the first situation and the second situation to be visible.

[0148] According to this aspect, since the relationship between the first situation and the second situation is visible, the relationship between the first situation reproduced based on the first save data and the second situation reproduced based on the second save data can be easily grasped by the user. Therefore, according to this aspect, the user can be made to understand which situation each of the plurality of save data corresponds to.

[0149] In the above aspect, the "second situation" may be, for example, a game situation in which, after storing first save data for reproducing the first situation of the game in the storage unit, the first situation reproduced using the first save data read from the storage unit is advanced. Alternatively, the "second situation" may be, for example, a game situation when the game is continuously advanced without reading the first save data from the storage unit after storing the first save data for reproducing the first situation of the game in the storage unit. That is, the "second situation" may be a situation when the game is continuously advanced as it is from the first situation of the game.

[0150] Also, in the above aspect, the "relationship between the first situation and the second situation" may be, for example, the relationship between the "first save data" and the "second save data". Further, the "relationship between the first situation and the second situation" may be a relationship in which the second situation occurs based on the first situation.

[0151] [Appendix 2] The program according to another aspect of the present invention is the program described in Appendix 1, wherein when there is third save data for reproducing a third situation in which the game is advanced from the first situation separately from the second situation, the display control unit displays the first icon, the second icon, and a third icon corresponding to the third save data on the display unit in a manner that enables visual recognition of the relationship between the first situation and the second situation and the relationship between the first situation and the third situation.

[0152] According to this aspect, the relationship between the first situation and the second situation, and the relationship between the first situation and the third situation can be visually recognized. Therefore, according to this aspect, the relationship between the first situation reproduced based on the first save data and the second situation reproduced based on the second save data, and the relationship between the first situation reproduced based on the first save data and the third situation reproduced based on the third save data can be easily grasped by the user. Accordingly, according to this aspect, the user can be made to understand for each of the plurality of save data what situation the save data corresponds to.

[0153] In addition, in the above aspect, the "third save data" may be, for example, save data for reproducing a third situation in which the game is advanced from the first situation reproduced using the first save data stored in the storage unit after the storage unit stores the first save data for reproducing the first situation of the game. That is, the "third save data" may be save data for reproducing a third situation in which the game is advanced using the "first save data".

[0154] [Appendix 3] A program according to another aspect of the present invention is the program described in Appendix 1 or 2, wherein the display control unit causes the display unit to display event information indicating an event that has occurred in the game in association with the first icon or the second icon until the game progresses from the first situation to the second situation.

[0155] According to this aspect, since the event information is displayed in association with the icon, the user can be easily made to understand what situation the save data corresponding to the icon is for reproducing.

[0156] In the above aspect, the "event" may be, for example, an event related to the progress of the game. For example, the "event" may be an event that gives a specific change to the progress of the game. The "specific change" may be an irreversible change or an essential change in the progress of the game. Specifically, the "event" may be capturing a specific fort in a strategic simulation game or confessing in a love simulation game. Alternatively, the "event" may be a mission with predetermined achievement conditions. Also, the "event" may be that the play time of the game exceeds a predetermined time or that a predetermined item is obtained. Note that the event information indicating the event may be displayed using an image or using text.

[0157] [Appendix 4] The program according to another aspect of the present invention is the program according to any one of Appendices 1 to 3, and when the progress of the game is divided into a plurality of progress sections, the display control unit associates the first icon with the progress section corresponding to the first situation among the plurality of progress sections and causes the display unit to display it, and associates the second icon with the progress section corresponding to the second situation among the plurality of progress sections and causes the display unit to display it.

[0158] According to this aspect, since the icon is displayed in association with a plurality of progress sections in the game, the user can easily grasp up to which progress section among the plurality of progress sections in the game the game situation reproduced based on the save data corresponding to the icon has progressed.

[0159] In the above aspect, the "progress category" may be, for example, a category divided according to the progress order of the game. For example, when the game progresses along a scenario, the "progress category" may be the "chapter" which is the progress category of the scenario. Alternatively, the "progress category" may be an interval divided by the time within the game. Specifically, the "progress category" may be an interval divided by predetermined units such as "the first year" and "the second year" in the time within the game.

[0160] [Appendix 5] The program according to another aspect of the present invention is the program described in Appendix 4, wherein the display control unit causes the first icon to be displayed in an area of the display screen of the display unit that is assigned to the progress category corresponding to the first situation, and causes the second icon to be displayed in an area of the display screen that is assigned to the progress category corresponding to the second situation.

[0161] According to this aspect, the same effect as that of Appendix 4 can be obtained.

[0162] [Appendix 6] The program according to another aspect of the present invention is the program described in any one of Appendices 1 to 3, wherein the display control unit determines the display positions of the first icon and the second icon on the display screen of the display unit based on the value of a predetermined parameter when the game is in the first situation and the value of the predetermined parameter when the game is in the second situation.

[0163] According to this aspect, the display control unit determines the display positions of the first icon and the second icon on the display screen based on the value of a predetermined parameter in the first situation and the value of the predetermined parameter in the second situation. Therefore, according to this aspect, for example, when the user wants to consider the value of a predetermined parameter when restarting the game, etc., the user can be easily made to understand which save data among a plurality of save data should be used based on the display position of the icon, etc.

[0164] In the above aspect, the "predetermined parameter" may be any parameter that can numerically represent the state of game elements or the like. For example, the "predetermined parameter" may be a parameter that can numerically represent the abilities of game elements or the like. Specifically, the "predetermined parameter" may be a parameter that changes according to the game situation. The "parameter that changes according to the game situation" may be, for example, the in-game money held by the user, or the physical strength of a character related to the game. Alternatively, the "parameter that changes according to the game situation" may be the number or size of occupied territories in a strategy simulation game, or the intimacy with a specific character in a love simulation game. Here, the "game element" may be, for example, a virtual object existing in the virtual space related to the game. The "virtual object existing in the virtual space related to the game" may be, for example, a concept including characters related to the game and objects related to the game.

[0165] [Appendix 7] The program according to another aspect of the present invention is the program described in Appendix 6, wherein the predetermined parameter is selectable from among a plurality of parameters related to the game by an operation of a user of the game.

[0166] According to this aspect, since the predetermined parameter can be selected by the user's operation from among a plurality of parameters related to the game, the usability for the user can be improved.

[0167] [Appendix 8] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 3, wherein the display control unit causes the display unit to display the first icon and the second icon on the display screen of the display unit such that the positional relationship between the first icon and the second icon is a positional relationship corresponding to the order in which the first save data and the second save data are stored in a storage unit (for example, the storage unit 120).

[0168] According to this aspect, the positional relationship of a plurality of icons on the display screen of the display unit is a positional relationship corresponding to the order in which a plurality of save data corresponding one-to-one to the plurality of icons are stored in the storage unit. Therefore, according to this aspect, for example, it is possible for the user to easily grasp which of the plurality of save data corresponds to the save data of the game situation saved relatively recently.

[0169] [Appendix 9] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 8, wherein the display control unit can display on the display unit a plurality of icons corresponding one-to-one to a plurality of save data for reproducing a plurality of situations including the first situation and the second situation in a manner in which the relationship between the plurality of situations is visible. When one of the plurality of icons is designated by an operation of the user of the game in order to make a part of the plurality of icons non-displayed, save data for reproducing a situation that has progressed based on the game situation reproduced based on the save data corresponding to the one icon among the plurality of save data is specified as save data to be non-displayed, and the icon corresponding to the save data to be non-displayed among the plurality of icons is made non-displayed.

[0170] According to this aspect, icons corresponding to the game situation derived from the game situation corresponding to the icon specified by the operation for making some of the plurality of icons invisible are made invisible. Therefore, according to this aspect, the visibility of the icons displayed on the display unit can be improved.

[0171] [Appendix 10] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 8, wherein the display control unit can display on the display unit, in a manner in which the relationship of the plurality of situations can be visually recognized, a plurality of icons that are in one-to-one correspondence with a plurality of save data for reproducing a plurality of situations including the first situation and the second situation, and when any one of the plurality of situations satisfies a specific condition, identify the save data for reproducing the situation that satisfies the specific condition among the plurality of save data, and cause the display unit to display, in a distinguishable manner from other icons, the icon corresponding to the save data for reproducing the situation that satisfies the specific condition among the plurality of icons.

[0172] According to this aspect, among the plurality of icons, the icon corresponding to the save data for reproducing the situation that satisfies the specific condition is displayed on the display unit in a distinguishable manner from other icons. Therefore, according to this aspect, the user can easily grasp the save data for reproducing the game situation that satisfies the specific situation.

[0173] Note that, in the above aspect, the "specific condition" may be a predetermined condition or a condition set by the user. For example, the "specific condition" may be that the user has a predetermined item in the game in the game situation reproduced based on the save data. Alternatively, the "specific condition" may be that the player character related to the user's operation has made a specific character a companion in the game situation reproduced based on the save data. Further, the "specific condition" may be that a predetermined event has occurred in the game situation reproduced based on the save data.

[0174] [Appendix 11] A program according to another aspect of the present invention is the program described in Appendix 10, wherein the display control unit makes the other icon among the plurality of icons non-displayed.

[0175] According to this aspect, since an icon corresponding to a situation that does not satisfy a specific condition is not displayed, the visibility of the icons displayed on the display unit can be improved.

[0176] [Appendix 12] An information processing apparatus according to an aspect of the present invention includes a display control unit that causes a display unit to display a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation in which the game proceeds from the first situation in a manner in which the relationship between the first situation and the second situation is visible.

[0177] According to this aspect, the same effect as that of Appendix 1 can be obtained.

[0178] [Appendix 13] In an information processing method according to an aspect of the present invention, a processor causes a display unit to display a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation in which the game proceeds from the first situation in a manner in which the relationship between the first situation and the second situation is visible.

[0179] According to this aspect, the same effect as that of Appendix 1 can be obtained.

[0180] [Appendix 14] A program according to another aspect of the present invention causes a processor to display, in a manner in which the relationship between a first situation of a game and a second situation obtained by advancing the game from the first situation can be visually recognized, a first icon corresponding to first save data for reproducing the first situation and a second icon corresponding to second save data for reproducing the second situation. The program is characterized by functioning as a display information generation unit (for example, display information generation unit 1121) that generates display information for this purpose, and an image display control unit (for example, image display control unit 1122) that causes the display unit to display an image based on the display information.

[0181] According to this aspect, the same effect as in Appendix 1 can be obtained.

[0182] [Appendix 15] A program according to another aspect of the present invention causes a processor to function as a display control unit that causes a display unit to display, in a manner in which the relationship between a first state of a service and a second state generated based on the first state in the service can be visually recognized, a first icon corresponding to first save data for reproducing the first state and a second icon corresponding to second save data for reproducing the second state.

[0183] According to this aspect, since the relationship between the first state and the second state can be visually recognized, the relationship between the first state reproduced based on the first save data and the second state reproduced based on the second save data can be easily grasped by the user. Therefore, according to this aspect, the user can be made to understand which state each of the plurality of save data corresponds to.

Explanation of Signs

[0184] 1, 1A... game system, 10, 10A... terminal device, 11... processor, 12... memory, 13... communication device, 14... input operation device, 15... disk device, 20A... server device, 30... display device, 31... display unit, 110... control unit, 111... game control unit, 112... display control unit, 113... operation reception unit, 120... storage unit, 130... communication unit, 140... operation unit, 150... information reading unit, 220... storage unit, 230... communication unit, 1121... display information generation unit, 1122... image display control unit.

Claims

1. cause a processor to function as a display control unit that causes a display unit to display, in a manner in which the relationship between a first situation and a second situation can be visually recognized, a first icon corresponding to first save data for reproducing the first situation of a game and a second icon corresponding to second save data for reproducing the second situation in which the game proceeds from the first situation, wherein the display control unit causes the display unit to display, in association with the first icon or the second icon, event information indicating an event that occurred in the game until the game proceeds from the first situation to the second situation; determines display positions of the first icon and the second icon on a display screen of the display unit based on a value of a predetermined parameter when the game is in the first situation, a value of the predetermined parameter when the game is in the second situation, and an order in which the first save data and the second save data are stored in a storage unit; the predetermined parameter is selectable by an operation of a user of the game from among a plurality of parameters related to the game; A program, characterized in that.

2. An information processing apparatus comprising a display control unit that causes a display unit to display, in a manner in which the relationship between a first situation and a second situation can be visually recognized, a first icon corresponding to first save data for reproducing the first situation of a game and a second icon corresponding to second save data for reproducing the second situation in which the game proceeds from the first situation, wherein the display control unit causes the display unit to display, in association with the first icon or the second icon, event information indicating an event that occurred in the game until the game proceeds from the first situation to the second situation; determines display positions of the first icon and the second icon on a display screen of the display unit based on a value of a predetermined parameter when the game is in the first situation, a value of the predetermined parameter when the game is in the second situation, and an order in which the first save data and the second save data are stored in a storage unit; the predetermined parameter is selectable by an operation of a user of the game from among a plurality of parameters related to the game; characterized by that. A processor A first icon corresponding to first save data for reproducing a first situation of a game, and a second icon corresponding to second save data for reproducing a second situation in which the game progresses from the first situation, are displayed on a display unit in a manner that enables visual recognition of the relationship between the first situation and the second situation. Event information indicating an event that occurred in the game until the game progresses from the first situation to the second situation is displayed on the display unit in association with the first icon or the second icon. Based on the value of a predetermined parameter when the game is in the first situation, the value of the predetermined parameter when the game is in the second situation, and the order in which the first save data and the second save data are stored in a storage unit, the display positions of the first icon and the second icon on the display screen of the display unit are determined. The predetermined parameter can be selected by an operation of a user of the game from among a plurality of parameters related to the game. An information processing method characterized by the above.

4. A processor As a display control unit including a display information generation unit that generates display information for displaying a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation in which the game progresses from the first situation in a manner that enables visual recognition of the relationship between the first situation and the second situation, and an image display control unit that causes an image based on the display information to be displayed on a display unit, The display control unit functions to The display control unit Displays event information indicating an event that occurred in the game until the game progresses from the first situation to the second situation on the display unit in association with the first icon or the second icon. Based on the value of a predetermined parameter when the game is in the first situation, the value of the predetermined parameter when the game is in the second situation, and the order in which the first save data and the second save data are stored in a storage unit, the display positions of the first icon and the second icon on the display screen of the display unit are determined. The predetermined parameter can be selected by an operation of a user of the game from among a plurality of parameters related to the game. A program characterized by the above. ​ ​

Citation Information

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