Game system, information processing program, game device, and information processing method
The game system improves user convenience by displaying game progress and content information, facilitating efficient game selection and optimizing storage, addressing the limitations of conventional game selection screens.
Patent Information
- Application Number
- JP2022192979
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-01
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2042-12-01
AI Technical Summary
Conventional game selection screens lack user convenience as they only display a list of game titles without providing information about the game's progress or save data, making it difficult for users to select a game efficiently.
A game system that includes a display unit showing a list of save data for each game program, along with images representing game progress and program content, allowing users to easily select a game based on their preferences and reducing the need for additional save data management.
The system enhances user convenience by enabling users to instantly check game progress and select games with reduced burden, allowing execution without save data and optimizing storage capacity based on user preferences.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game system, and more particularly to a screen for selecting a game. [Background technology]
[0002] Conventionally, a game selection screen on a game device allows a user to select which game to play, and when a user operates to instruct the start of execution of a specific game, that game is launched (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-17232 Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, on the screen for selecting the game to be played, a list of images or the like is displayed for each game title, allowing the user to select the game to play.
[0005] An object of the present disclosure is to provide a game system, an information processing program, a game device, and an information processing method that can improve user convenience when selecting a game. [Means for solving the problem]
[0006] A game system according to an example of the present disclosure includes a first storage unit that stores multiple game programs; a second storage unit that stores save data for the multiple game programs and stores multiple save data for at least one game program; an execution unit that executes at least one of the multiple game programs stored in the first storage unit; a save unit that stores the save data for the currently running game program in the second storage unit based on the execution status of the execution unit; a display control unit that displays a list of information corresponding to each save data for a game program for which multiple save data are stored among the save data for the multiple game programs stored in the second storage unit on a display unit; and a selection unit that selects information corresponding to one save data from the list of information corresponding to the save data displayed on the display unit based on a user's operation input. In response to the selection of information corresponding to the save data by the selection unit, the execution unit executes the corresponding game program based on the save data. With this configuration, when selecting a game, the display unit displays a list of information corresponding to each save data for a game program for which multiple save data are stored, thereby improving user convenience.
[0007] The saving unit further stores, in the second storage unit, images showing the progress of game play corresponding to the save data together with the save data. The display control unit displays, on the display unit, a list of images showing the progress of game play corresponding to the save data as information corresponding to the save data. This configuration allows the user to instantly and comprehensively check the past progress of each of multiple game plays, improving user convenience.
[0008] The display control unit arranges information corresponding to the multiple save data for each corresponding game program and displays a list on the display unit. With this configuration, since information corresponding to the save data is arranged for each corresponding game program, the user can instantly and comprehensively check the correspondence, improving user convenience.
[0009] The display control unit causes the display unit to display information corresponding to the save data allocated for each game program, along with information indicating the game program. With this configuration, by displaying information indicating the game program along with information corresponding to the save data, the burden on the user when selecting a game is reduced and user convenience is improved.
[0010] The information indicating the game program is an image related to the content of the game program. With this configuration, the image related to the content of the game program allows the user to easily select a game, reducing the burden on the user when making a selection and improving user convenience.
[0011] In response to the selection of information indicating a game program by the selection unit, the execution unit executes the corresponding game program without using the save data stored in the second storage unit. With this configuration, the game program can be executed without using the save data, improving convenience for users who want to play the game from an initial state.
[0012] The information indicating the game program is an image showing the title screen of the game program. With this configuration, the image showing the title screen allows the user to easily select a game, reducing the burden on the user when making a selection and improving user convenience.
[0013] The save unit stores save data of the running game program in the second storage unit automatically or based on user input, based on the execution status of the execution unit. The information corresponding to the save data includes information indicating that the save data was automatically stored in the second storage unit. This configuration makes it easy to identify whether the save data was automatically stored in the second storage unit, reducing the burden on the user when making a selection and improving user convenience.
[0014] When the total number of save data for the multiple game programs stored in the second storage unit has reached a predetermined upper limit, the save unit, based on the execution status of the execution unit, does not store new save data for the currently running game program in the second storage unit. According to this configuration, a predetermined upper limit is set for the total number of save data for the multiple game programs. Therefore, since there is no upper limit set for each individual game program, save data can be saved according to the user's preferences, improving user convenience. Furthermore, according to this configuration, since an upper limit is set for the total number of save data for the multiple game programs stored in the second storage unit, it is not necessary to set up a storage area for save data for each of the multiple game programs regardless of the user's preferences, and the storage capacity of the second storage unit required to save save data can be reduced.
[0015] When the data size of all the save data for the multiple game programs stored in the second storage unit has reached a predetermined upper limit, the save unit, based on the execution status of the execution unit, does not store new save data for the currently running game program in the second storage unit. According to this configuration, an upper limit is set in advance for the data size of all the save data for the multiple game programs. Therefore, since an upper limit is not set for each individual game program, it is possible to save save data according to the user's preferences, improving user convenience. Furthermore, according to this configuration, because an upper limit is set for the data size of all the save data for the multiple game programs stored in the second storage unit, it is not necessary to set up a storage area for save data for each of the multiple game programs regardless of the user's preferences, and the storage capacity of the second storage unit required to store save data can be reduced.
[0016] The display control unit allocates a predetermined area on the display unit for each game program in which information corresponding to the save data is displayed in a list, and displays a list of information corresponding to each save data of the corresponding game program in each area. This configuration makes it easy to distinguish between the amount of save data for each game, reducing the burden on the user when making a selection and improving user convenience.
[0017] An information processing program according to an example of the present disclosure is an information processing program executed by a computer of a game system including a first storage unit storing multiple game programs and a second storage unit storing save data for the multiple game programs and storing multiple save data for at least one game program. The information processing program causes the computer to function as an execution unit that executes at least one game program from the multiple game programs stored in the first storage unit, a save unit that stores the save data for the currently running game program in the second storage unit based on the execution status of the execution unit, a display control unit that displays a list of information corresponding to each save data for a game program for which multiple save data is stored among the multiple game programs stored in the second storage unit on a display unit, and a selection unit that selects information corresponding to one save data from the list of information corresponding to the save data displayed on the display unit based on a user's operation input. In response to the selection of information corresponding to the save data by the selection unit, the execution unit executes the corresponding game program based on the save data. With this configuration, when selecting a game, the display unit displays a list of information corresponding to each save data for a game program for which multiple save data is stored, thereby improving user convenience.
[0018] The saving unit further stores, in the second storage unit, images showing the progress of game play corresponding to the save data together with the save data. The display control unit displays, on the display unit, a list of images showing the progress of game play corresponding to the save data as information corresponding to the save data. This configuration allows the user to instantly and comprehensively check the past progress of each of multiple game plays, improving user convenience.
[0019] The display control unit arranges information corresponding to the multiple save data for each corresponding game program and displays a list on the display unit. With this configuration, since information corresponding to the save data is arranged for each corresponding game program, the user can instantly and comprehensively check the correspondence, improving user convenience.
[0020] The display control unit causes the display unit to display information corresponding to the save data allocated for each game program, along with information indicating the game program. With this configuration, by displaying information indicating the game program along with information corresponding to the save data, the burden on the user when selecting a game is reduced and user convenience is improved.
[0021] The information indicating the game program is an image related to the content of the game program. With this configuration, the image related to the content of the game program allows the user to easily select a game, reducing the burden on the user when making a selection and improving user convenience.
[0022] In response to the selection of information indicating a game program by the selection unit, the execution unit executes the corresponding game program without using the save data stored in the second storage unit. With this configuration, the game program can be executed without using the save data, improving convenience for users who want to play the game from an initial state.
[0023] The information indicating the game program is an image showing the title screen of the game program. With this configuration, the image showing the title screen allows the user to easily select a game, reducing the burden on the user when making a selection and improving user convenience.
[0024] The save unit stores save data of the running game program in the second storage unit automatically or based on user input, based on the execution status of the execution unit. The information corresponding to the save data includes information indicating that the save data was automatically stored in the second storage unit. This configuration makes it easy to identify whether the save data was automatically stored in the second storage unit, reducing the burden on the user when making a selection and improving user convenience.
[0025] When the data size of all the save data for the multiple game programs stored in the second storage unit has reached a predetermined upper limit, the save unit, based on the execution status of the execution unit, does not store new save data for the currently running game program in the second storage unit. According to this configuration, an upper limit is set in advance for the data size of all the save data for the multiple game programs. Therefore, since an upper limit is not set for each individual game program, it is possible to save save data according to the user's preferences, improving user convenience. Furthermore, according to this configuration, because an upper limit is set for the data size of all the save data for the multiple game programs stored in the second storage unit, it is not necessary to set a storage area for save data for each of the multiple game programs regardless of the user's preferences, and the storage capacity of the second storage unit required to store save data can be reduced.
[0026] The display control unit allocates a predetermined area on the display unit for each game program in which information corresponding to the save data is displayed in a list, and displays a list of information corresponding to each save data of the corresponding game program in each area. This configuration makes it easy to distinguish between the amount of save data for each game, reducing the burden on the user when making a selection and improving user convenience.
[0027] A game device according to an example of the present disclosure includes a first storage unit that stores multiple game programs, a second storage unit that stores save data for the multiple game programs and stores multiple save data for at least one game program, an execution unit that executes at least one of the multiple game programs stored in the first storage unit, a save unit that stores the save data for the currently running game program in the second storage unit based on the execution status of the execution unit, a display control unit that displays a list of information corresponding to each save data for a game program for which multiple save data is stored among the save data for the multiple game programs stored in the second storage unit on a display unit, and a selection unit that selects information corresponding to one save data from the list of information corresponding to the save data displayed on the display unit based on a user's operation input. In response to the selection of information corresponding to the save data by the selection unit, the execution unit executes the corresponding game program based on the save data. With this configuration, when selecting a game, the display unit displays a list of information corresponding to each save data for a game program for which multiple save data is stored, thereby improving user convenience.
[0028] The display control unit arranges information corresponding to the multiple save data for each corresponding game program, and causes the display unit to display information indicating the game program along with the information corresponding to the save data. With this configuration, by displaying information indicating the game program along with the information corresponding to the save data, the burden on the user when selecting a game is reduced and user convenience is improved.
[0029] In response to the selection of information indicating a game program by the selection unit, the execution unit executes the corresponding game program without using the save data stored in the second storage unit. With this configuration, the game program can be executed without using the save data, improving convenience for users who want to play the game from an initial state.
[0030] When the data size of all the save data for the multiple game programs stored in the second storage unit has reached a predetermined upper limit, the save unit, based on the execution status of the execution unit, does not store new save data for the currently running game program in the second storage unit. According to this configuration, an upper limit is set in advance for the data size of all the save data for the multiple game programs. Therefore, since an upper limit is not set for each individual game program, it is possible to save save data according to the user's preferences, improving user convenience. Furthermore, according to this configuration, because an upper limit is set for the data size of all the save data for the multiple game programs stored in the second storage unit, it is not necessary to set a storage area for save data for each of the multiple game programs regardless of the user's preferences, and the storage capacity of the second storage unit required to store save data can be reduced.
[0031] An information processing method according to an example of the present disclosure includes the steps of: executing at least one game program from among a plurality of game programs stored in a first storage unit; storing save data for the currently executing game program in a second storage unit based on the execution status; displaying a list of information corresponding to each save data item for a game program for which multiple save data items are stored among the save data items for the plurality of game programs stored in the second storage unit on a display unit; and selecting, based on a user's operation input, information corresponding to one save data item from the list of information corresponding to the save data items displayed on the display unit. The step of executing the game program includes, in response to the selection of the information corresponding to the save data item, executing the corresponding game program based on the save data item. According to this configuration, when selecting a game, the display unit displays a list of information corresponding to each save data item for a game program for which multiple save data items are stored, thereby improving user convenience.
[0032] The displaying step includes a step of arranging information corresponding to the plurality of save data for each corresponding game program and displaying information indicating the game program together with the information corresponding to the save data on the display unit. According to this configuration, by displaying information indicating the game program together with the information corresponding to the save data, the burden on the user when selecting a game is reduced and user convenience is improved.
[0033] The step of executing the game program includes a step of executing the corresponding game program without using the save data stored in the second storage unit in response to the selection of the information indicating the game program. With this configuration, the game program can be executed without using the save data, improving convenience for users who want to play the game from an initial state.
[0034] The step of storing in the second storage unit includes a step of, when the data size of all the save data for the multiple game programs stored in the second storage unit has reached a predetermined upper limit, not storing new save data for the currently running game program in the second storage unit based on the execution status. According to this configuration, an upper limit is set in advance for the data size of all the save data for the multiple game programs. Therefore, since an upper limit is not set for each individual game program, it is possible to save save data according to the user's preferences, improving user convenience. Furthermore, according to this configuration, because an upper limit is set for the data size of all the save data for the multiple game programs stored in the second storage unit, it is not necessary to set a storage area for save data for each of the multiple game programs regardless of the user's preferences, and the storage capacity of the second storage unit required to store save data can be reduced. [Effects of the Invention]
[0035] Based on the above, the game system, information processing program, game device, and information processing method of the present disclosure can improve user convenience when selecting a game. [Brief explanation of the drawings]
[0036] [Figure 1] FIG. 1 is a diagram illustrating an outline of the configuration of an information processing system 1 based on an embodiment. [Figure 2] FIG. 1 is a diagram illustrating functional blocks of an information processing device 10 based on an embodiment. [Figure 3] FIG. 10 is a schematic diagram showing an example of a menu screen 300 provided by the information processing system 1 according to the embodiment. [Figure 4] FIG. 10 is a schematic diagram showing an example of an interruption menu screen 400 according to the embodiment. [Figure 5] FIG. 10 is a schematic diagram showing an example of another interruption menu screen 410 according to the embodiment. [Figure 6]FIG. 10 is a diagram illustrating the configuration of save data stored in second storage unit 21 based on the embodiment. [Figure 7] FIG. 10 is a flow diagram illustrating information processing provided by menu program 19 based on the embodiment. [Figure 8] FIG. 10 is a flowchart illustrating a menu screen display process based on the embodiment. [Figure 9] FIG. 10 is a flow diagram illustrating a selection process of a selection unit 203 based on the embodiment. [Figure 10] FIG. 10 is a flow diagram illustrating game processing by an execution unit 200 based on the embodiment. [Figure 11] FIG. 10 is a flow diagram illustrating a save process of a save unit 201 based on the embodiment. [Figure 12] FIG. 10 is a flow diagram illustrating an interruption process based on an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0037] This embodiment will be described in detail with reference to the drawings, in which the same or corresponding parts are designated by the same reference numerals and description thereof will not be repeated.
[0038] [A. Information Processing System Configuration] FIG. 1 is a diagram illustrating an outline of the configuration of an information processing system 1 based on an embodiment.
[0039] Referring to FIG. 1, information processing system 1 includes a server 30 and an information processing device 10 that is communicable with server 30.
[0040] As an example, a configuration in which information processing device 10 based on the embodiment is implemented as a game device will be described.
[0041] The information processing device 10 is any computer. The information processing device 10 may be, for example, a portable (also called transportable) device such as a portable game device, a mobile phone, or a smartphone, a stationary device such as a personal computer or a home game console, or a large device such as an arcade game device for commercial use.
[0042] The hardware configuration of the information processing device 10 will be outlined below. The information processing device 10 has a CPU 12 and a main memory 18. The CPU 12 is an information processing unit for executing various types of information processing executed by the information processing device 10. The CPU 12 uses the main memory 18 to execute the various types of information processing.
[0043] The information processing device 10 has a first storage unit 20 and a second storage unit 21. The first storage unit 20 stores various programs executed in the information processing device 10 (which may include an operating system in addition to a game program 15 and a menu program 19).
[0044] The second storage unit 21 stores the save data 17. The first storage unit 20 and the second storage unit 21 are any storage devices (storage media) accessible by the CPU 12. The first storage units 20 and 21 may be storage units built into the information processing device 10, such as a hard disk or memory, or may be storage media detachable from the information processing device 10, such as an optical disk or cartridge, or may be both such storage units and storage media. In such a case, the information processing device 10 may be configured as a game system, which is an example of an information processing system including the information processing device 10 and any storage media. The first storage unit 20 and the second storage unit 21 may also be a single storage unit.
[0045] The game program 15 includes computer-readable instructions for implementing information processing as described below. It may also include a program for executing data communication with the server 30 as part of the processing, and a program for executing data communication with other information processing devices. In this example, the first storage unit 20 stores multiple game programs 15.
[0046] The second storage unit 21 stores save data 17 for a plurality of game programs. In this example, a plurality of save data 17 is stored for at least one game program.
[0047] The information processing device 10 executes the menu program 19 to display a menu screen, which will be described later.
[0048] The information processing device 10 has an input unit 11 that receives instructions from a user, such as an analog stick, buttons, or a touch panel. The information processing device 10 also has a display unit 14 that displays images generated by the information processing. However, the configuration is not limited to this, and various input and display forms can be adopted.
[0049] The information processing device 10 has a network communication unit 16. The network communication unit 16 may be connected to a network (not shown) and may execute data communication processing with an external device (for example, a server 30 or another information processing device).
[0050] The information processing device 10 may be composed of multiple devices. For example, the information processing device 10 may be configured such that a main body device having the CPU 12 and a device having the input unit 11 and / or the display unit 14 are separate entities. For example, in another embodiment, the information processing device 10 may be configured such that a main body device and a terminal device having the input unit 11 and the display unit 14 are separate entities, or such that the information processing device 10 is configured such that a main body device and an operating device having the input unit 11 are separate entities. The information processing device 10 may not have the display unit 14 and may use a television as a display device.
[0051] In another embodiment, at least a part of the information processing executed by the information processing device 10 may be distributed and executed by a plurality of devices that can communicate via a network (wide area network and / or local network). Specifically, at least a part of the information processing executed by the information processing device 10 may be executed by the server 30.
[0052] [B. Functional Configuration of Information Processing Device 10] 2 is a diagram illustrating functional blocks of information processing device 10 based on the embodiment. Referring to Fig. 2, CPU 12 of information processing device 10 reads menu program 19 to realize various functional blocks.
[0053] The CPU 12 includes an execution unit 200 , a save unit 201 , a display control unit 202 , a selection unit 203 , a detailed information display processing unit 204 , a sorting unit 205 , a deletion unit 206 , and a movement unit 207 .
[0054] The execution unit 200 executes at least one game program 15 out of the multiple game programs 15 stored in the first storage unit 20. In response to the selection of information corresponding to the save data 17 by the selection unit 203, the execution unit 200 executes the corresponding game program 15 based on the save data 17.
[0055] The saving unit 201 stores the save data 17 of the currently running game program 15 in the second storage unit 21 automatically or based on a user's operational input, based on the execution status of the execution unit 200. The saving unit 201 further stores, together with the save data 17, an image indicating the progress of game play corresponding to the save data 17 in the second storage unit 21. If the data capacity of all the save data 17 for the multiple game programs 15 stored in the second storage unit 21 has reached a predetermined upper limit, the saving unit 201 may prevent new save data 17 of the currently running game program 15 from being stored in the second storage unit 21, based on the execution status of the execution unit 200. Specifically, if the number of all the save data 17 for the multiple game programs 15 stored in the second storage unit 21 has reached a predetermined upper limit, the saving unit 201 may prevent new save data 17 of the currently running game program 15 from being stored in the second storage unit 21, based on the execution status of the execution unit 200.
[0056] The display control unit 202 causes the display unit 14 to display a list of information corresponding to each save data 17 of a game program 15 in which multiple save data 17 are stored, among the save data 17 of multiple game programs 15 stored in the second storage unit 21. The display control unit 202 causes the display unit 14 to display a list of images indicating the progress of game play corresponding to the save data 17, as information corresponding to the save data 17. The display control unit 202 causes the display unit 14 to display a list of information corresponding to the multiple save data 17, arranged for each corresponding game program 15. The display control unit 202 causes the display unit 14 to display information indicating the game program 15 together with the information corresponding to the save data 17 arranged for each game program 15. The information indicating the game program may be an image related to the content of the game program. For example, the image related to the content of the game program may include characters or scenery appearing in the game program. The information corresponding to the save data may include information indicating that the save data is automatically stored in the second storage unit 21. The display control unit 202 allocates a predetermined area on the display unit 14 for each game program 15 in which information corresponding to the save data is displayed in a list, and displays a list of information corresponding to each save data 17 of the corresponding game program 15 in each area.
[0057] The selection unit 203 selects information corresponding to one game program 15 or one save data 17 from the list of information corresponding to the save data 17 displayed on the display unit 14 based on a user's operation input.
[0058] In response to the selection of information indicating a game program 15 by the selection unit 203, the execution unit 200 executes the corresponding game program 15 without using the save data 17 stored in the second storage unit 21. The information indicating a game program may be an image showing the title screen of the game program.
[0059] The detailed information display processing unit 204 executes detailed information display processing, and displays objects and the like indicating detailed information on the menu screen 300 based on meta information and the like of the game program.
[0060] The sorting unit 205 executes a display order change process for changing the sorting rule. The deletion unit 206 executes the data deletion process.
[0061] The moving unit 207 executes a moving process to change the display positions of an image showing the progress of game play corresponding to the save data and an image related to the content of the game program.
[0062] [C. Menu Screen Overview] Next, a menu screen that is provided by executing menu program 19 according to the embodiment will be outlined.
[0063] FIG. 3 is a schematic diagram showing an example of a menu screen 300 provided by information processing system 1 according to the embodiment.
[0064] 3, the menu screen 300 includes a menu area 302 and a menu operation reception area 304. In the menu area 302, a game program related image 310 that graphically represents each game program 15 and a game play image 320 that graphically represents the save data 17 of each game program are displayed in an aligned manner. In the menu operation reception area 304, an icon for selecting the number of people playing the game (1 person), an icon for selecting the number of people playing the game (2 people), an icon for connecting to a network and selecting a communication battle, a setting icon, etc. In this example, the case where the icon for selecting the number of people playing the game (1 person) is selected is shown.
[0065] In this specification, the term "icon" includes an image that is explicitly or implicitly associated with a program, and is not limited in any way to its size or content. Furthermore, the term "icon" can include not only still images but also moving images.
[0066] If the game program 15 is a program that was previously sold, the game program-related image 310 corresponding to the game program 15 may be an image of the package of the previously sold game program. For example, when previously sold, the game program may have been packaged on a storage medium such as a dedicated memory card, but may now be provided to a game system in the form of distribution. In such a case, by using an image that graphically represents the package, the user can at a glance understand what kind of application it is. The game program-related image 310 corresponding to the game program 15 may be an image showing the title screen of the game program.
[0067] Two rows 308 are defined within the menu area 302, each corresponding to a game program-related image 310. Note that it is possible that some of the game program-related images 310 or game play images 320 are not displayed in the top or bottom row 308. Note that the menu area 302 is not limited to two rows 308, and may have one row 308 or three or more rows 308.
[0068] Each game play image 320 listed in the menu area 302 is displayed with its size adjusted in relation to the other game play images 320 in the same row 308 .
[0069] Furthermore, the length (hereinafter referred to as "height" for convenience) of the row 308 in the menu area 302 in the vertical direction of the page (hereinafter referred to as "height direction" for convenience) is constant, but the height may be changed.
[0070] The information processing system 1 according to this embodiment has a function of optimizing the display size of images showing the progress of game play corresponding to each save data when displaying a list of images showing the progress of game play corresponding to each save data in the menu area 302.
[0071] In this example, as an example, a game program-related image 310 for game program GA is arranged in the top row 308. Then, on the left side of the row 308, the game program-related image 310 showing the package image of the game program GA is arranged, and on the right side thereof, game play images 320 showing the save data SA1 and SA2 are displayed in a list.
[0072] Also shown is an example in which a game program-related image 310 for a game program GB is arranged in the lowest row 308. Then, on the left side of the row 308, the game program-related image 310 showing the package image of the game program GB is arranged, and on the right side thereof, game play images 320 showing the save data SB1 to SB5 are displayed in a list.
[0073] In this example, by displaying a list of images showing the progress of game play corresponding to the save data as game play images 320 as information corresponding to the save data, the user can instantly and comprehensively check the past play status of each of multiple game programs, thereby improving user convenience.
[0074] In this example, the game programs and the corresponding save data are arranged on the same row 308. That is, the list is displayed collectively for each game program, which makes it easier for the user to see, reduces the burden on the user when selecting data, and improves convenience.
[0075] In this example, a game program-related image 310 showing a package image including the game name is located on the left side of row 308, making it easy for the user to understand what game the save data is for, making it easier for the user to see and reducing the burden on the user when selecting data, thereby improving convenience. In this example, game program-related image 310 includes characters and scenery that appear in the game program, making it easy for the user to understand what kind of game it is, thereby improving convenience.
[0076] In this example, the save data SA1 of the game program GA and the save data SB1 of the game program GB1 are shown to have an "AUTO" special object 309 added (superimposed) to indicate that they are save data of the auto-save function. By adding (superimposing) the special object 309, it is possible to easily grasp the save data based on the auto-save function, making it easier for the user to see, reducing the burden on the user when selecting data, and improving convenience.
[0077] By operating the input unit 11, the user can select any game program-related image 310 or game play image 320 from the list of game program-related images 310 or game play images 320 displayed.
[0078] 1 shows an example of a state in which a game program-related image 310 or a game play image 320 displayed in the menu area 302 is selected. As an example, the state in which the game play image 320 of the save data SB1 is selected is shown. While the present example describes a case in which the image is selected within the dotted line area, the present invention is not limited to this. The selected state of the game program-related image 310 or the game play image 320 may be achieved by enlarging the game program-related image 310 or the game play image 320. When the game program-related image 310 or the game play image 320 is selected, the user can change the position of the selected game program-related image 310 or the game play image 320 by performing further operations. Based on user input, the positions and order of the game play images 320, which are information corresponding to the save data SA1 to SA2 and the save data SB1 to SB5, can be arbitrarily changed, and the position and order of the game program-related image 310 representing the game program GA and the game program GB can also be arbitrarily changed. Furthermore, based on the user's operational input, the size of each of the game play images 320, which is information corresponding to the save data SA1 to SA2 and the save data SB1 to SB5, may be enlarged or reduced within a range that does not exceed the height of the row 308 in the menu area 302.
[0079] An operation instruction image 306 is also displayed below the menu area 302. The operation instruction image 306 shows user operations on the operation buttons of the input unit 11 and the corresponding processing content. Specifically, by operating a specific operation button (corresponding to "-") among the operation buttons of the input unit 11, the game program-related images 310 or game play images 320 displayed in a list in the menu area 302 are deleted.
[0080] By operating a specific operation button (corresponding to "Y") among the operation buttons of the input unit 11, the display positions of the image showing the progress of game play corresponding to the saved data and the image related to the content of the game program on the menu area 302 are changed (corresponding to a "move" process). In other words, the display contents of the menu area 302 are scrolled.
[0081] By pressing and holding a specific operation button (corresponding to "Y") among the operation buttons of the input unit 11, the sorting rule for the game program-related images 310 displayed in the menu area 302 is changed (corresponding to a "sort" process). Examples of sorting rules include a custom sorting rule arbitrarily specified by the user, as well as by title name, release date, release date, and publisher. Furthermore, sorting may be performed by the number of releases, the number of favorites, the number of players, the rating, the number of times the user has selected each game program, or the date and time when the user last selected each game program. Any one or more of the above-described rules may be used as the sorting rule. Furthermore, by pressing and holding a specific operation button (corresponding to "Y") among the operation buttons of the input unit 11, the sorting rule for the game play images 320, in addition to the game program-related images 310, may be changed. Examples of sorting rules include a custom sorting rule arbitrarily specified by the user, as well as the number of times the user has selected each game play image 320, and the date and time when the user last selected each game play image 320. Any one or more of the above-described rules may be used as the sorting rule.
[0082] By operating a specific operation button (corresponding to "X") among the operation buttons of the input unit 11, an image showing the progress of game play corresponding to the selected save data and detailed information about the program corresponding to an image related to the content of the game program are displayed in the menu area 302 (corresponding to the "Details" process). Objects showing detailed information and the like are displayed on the menu screen 300 based on meta information and the like of the game program corresponding to the selected game play image 320.
[0083] When a specific operation button (corresponding to "A") among the operation buttons of the input unit 11 is operated, execution of the program corresponding to the game play image 320 selected in the menu area 302 begins (corresponding to the "Start" process).
[0084] The menu screen 300 according to the embodiment displays a list of multiple save data corresponding to multiple game programs when selecting a game program to play.
[0085] Therefore, when selecting a game program, the user can consider which of the multiple save data to use to play, improving convenience. Also, after selecting a game program, the user does not need to select the save data corresponding to that game program, and can select the save data when selecting a game program, reducing the user's workload and improving convenience.
[0086] FIG. 4 is a schematic diagram showing an example of an interruption menu screen 400 according to the embodiment. Referring to FIG. 4, the interruption menu screen 400 includes a selection area 314 and an operation reception area 312.
[0087] In this example, an interruption function is provided to temporarily interrupt the progress of the game while the game program is being executed. Specifically, an interruption menu screen is displayed when a specific operation button (e.g., an interruption button) from the group of operation buttons of the input unit 11 is operated. Note that the interruption menu screen may be displayed based on a combination of multiple buttons from the group of operation buttons, not limited to a specific operation button, or based on a combination of a specific operation button and an operation input (operation of the cross key).
[0088] The operation reception area 312 has the following items: "Continue," "Load," "Save," "Reset," and "Return to title selection." The user can select each item by inputting a specific operation (operating the cross key) on the input unit 11. In this example, the case where the "Save" item is selected is shown.
[0089] Within the selection area 314, icons 315 that graphically represent the save data 17 are displayed in an aligned manner.
[0090] The top icon 317 in the selection area 314 is an icon indicating an empty slot for save data. For example, by placing the cursor on the icon and operating a specific operation button (corresponding to "A") from the group of operation buttons on the input unit 11, an icon 315 corresponding to the save data is added to the selection area 314, the save data is saved, further data is saved, and the number of empty slots is reduced. In this example, a case is shown in which 100 pieces of save data can be newly created. The other icons 315 display a list of save data that has already been saved. Specifically, icons 315 for save data SB1 to SB3 are displayed. By placing the cursor on the other icon position and saving, the save data is overwritten and saved in that slot. In this case, the number of new slots does not change.
[0091] Icon 315 is composed of a screenshot image of a captured game screen and time information when the game was saved.
[0092] The user can end the processing on the interruption menu screen and return to the game processing by positioning the cursor on the "Continue" item and operating a specific operation button (corresponding to "A") from the group of operation buttons on the input unit 11.
[0093] The user executes the process of resetting the progress of the game by positioning the cursor on the "Reset" item and operating a specific operation button (corresponding to "A") among the operation buttons of the input unit 11. In this case, for example, the title screen of the game is displayed.
[0094] The user can end the processing on the interruption menu screen by positioning the cursor on the "Return to title selection" item and operating a specific operation button (corresponding to "A") among the operation buttons on the input unit 11, thereby ending the game processing and returning to the menu screen described in Figure 3.
[0095] In this example, the case where the "Save" item is selected is shown. The user can select an icon in the selection area 314 on the right by moving the cursor to the "Save" item and operating a specific operation button (corresponding to "A") among the operation buttons of the input unit 11.
[0096] An operation instruction image 316 is also displayed below the selection area 314. The operation instruction image 316 shows user operations on the group of operation buttons of the input unit 11 and the corresponding processing content. Specifically, by operating a specific operation button (corresponding to "A") among the group of operation buttons of the input unit 11, the processing for the selected icon is determined. By operating a specific operation button (corresponding to "B") among the group of operation buttons of the input unit 11, the processing returns to the previous processing. In other words, the user can select an item in the operation reception area 312.
[0097] FIG. 5 is a schematic diagram showing an example of another interruption menu screen 410 according to the embodiment. Referring to FIG. 5, the interruption menu screen 410 includes a selection area 314 and an operation reception area 312.
[0098] The operation reception area 312 has the following items: "Continue," "Load," "Save," "Reset," and "Return to title selection." The user can select each item by inputting a specific operation (operating the cross key) on the input unit 11. In this example, the case where the "Load" item is selected is shown.
[0099] The user can select an icon in the selection area 314 on the right by moving the cursor to the "Load" item and operating a specific operation button (corresponding to "A") among the operation buttons of the input unit 11.
[0100] Within the selection area 314, icons 315 that graphically represent the save data 17 are displayed in an aligned manner.
[0101] Save data that has already been saved is displayed in a list as icons 315. Specifically, icons 315 for save data SB1 to SB4 are displayed.
[0102] By placing the cursor on the icon position and operating a specific operation button (corresponding to "A") among the operation buttons of the input unit 11, the save data loading process is executed.
[0103] Specifically, game processing is executed using the save data. [D. Data structure example] FIG. 6 is a diagram illustrating the configuration of save data stored in second storage unit 21 based on the embodiment.
[0104] Referring to FIG. 6, a case is shown in which second storage unit 21 stores a plurality of pieces of save data.
[0105] Specifically, the case where save data SA1, SA2, and SB1 to SB5 are stored is shown.
[0106] The save data SA1 is associated with the game program GA, and is also associated with an image and an auto-save flag ("1"). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0107] The save data SA2 is associated with the game program GA, an image, and an auto-save flag (none). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0108] The save data SB1 is associated with the game program GB, and is also associated with an image and an auto-save flag ("1"). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0109] Save data SB2 is associated with the game program GB, an image, and an auto-save flag (none). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0110] Save data SB3 is associated with the game program GB, an image, and an auto-save flag (none). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0111] Save data SB4 is associated with the game program GB, an image, and an auto-save flag (none). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0112] Save data SB5 is associated with the game program GB, an image, and an auto-save flag (none). The image is a screenshot of the game screen captured at the time of saving. The time information at the time of saving is also stored along with the image.
[0113] In this example, as an example, the relationship between each save data and other information is explained using a table structure, but there is no particular need to have such a table structure, and the relationship with other information may be held as meta information, for example.
[0114] [E. Information Processing Procedures] Next, a description will be given of the procedure for processing information provided by executing the menu program 19 etc. based on the embodiment. Each step is realized by the CPU 12 executing the menu program 19 etc.
[0115] FIG. 7 is a flow diagram illustrating information processing provided by menu program 19 according to an embodiment.
[0116] 7, when CPU 12 starts menu program 19, it executes a menu screen display process (step S2). The menu screen display process will be described in detail later.
[0117] Next, the CPU 12 executes a selection process (step S4). The selection process will be described in detail later. The process is repeated.
[0118] FIG. 8 is a flowchart illustrating the menu screen display process based on the embodiment. 8, the display control unit 202 acquires data (step S10). Specifically, the display control unit 202 acquires data of a plurality of game programs 15 stored in the first storage unit 20 and a plurality of save data 17 stored in the second storage unit 21.
[0119] Next, the display control unit 202 determines the display order of the game programs and the like to be displayed on the menu screen (step S12). As an example, the display order is initially set in the order of the title names.
[0120] Next, the display control unit 202 sets a display target area (step S14). Specifically, the display control unit 202 sets a specified row in the menu area 302 for arranging an image showing the progress of game play corresponding to the save data and an image related to the content of the game program as the display target area. For example, if two rows 308 are specified in the menu area 302, the display control unit 202 sets the top row 308 as the display target area.
[0121] Next, the display control unit 202 extracts data (step S16). Based on the acquired data, the display control unit 202 extracts data related to the first game program 15 and save data 17 when displaying in order of title name, for example. For example, the display control unit 202 extracts data related to the game program GA and save data SA1 and SA2 as an example described in FIG. 6.
[0122] Next, the display control unit 202 acquires the number of pieces of save data (step S18). For example, the display control unit 202 acquires two pieces of number data relating to the save data SA1 and SA2.
[0123] Next, the display control unit 202 arranges an image indicating the progress of game play corresponding to the save data and an image related to the content of the game program (step S20). The display control unit 202 arranges a game program-related image 310 indicating a package image of the game program GA on the left side of the target row 308. Furthermore, the display control unit 202 arranges game play images 320 indicating screenshot images of the save data SA1 and SA2 on the right side. The display control unit 202 adjusts the size of the game play images 320 according to the number of save data items. In this example, the display control unit 202 arranges the game program-related image 310 indicating the package image of the game program GA, the game play image 320 indicating the screenshot image of the save data SA1, and the game play image 320 indicating the screenshot image of the save data SA2 without any gaps in the area of the row 308.
[0124] Next, the display control unit 202 arranges a special object (step S21). The display control unit 202 determines whether or not there is save data with an auto-save flag ("1") corresponding to the save data described in Fig. 6, and superimposes the text of a special object ("AUTO") for the save data with the auto-save flag ("1") on an image showing the progress of the corresponding game play. The special object ("AUTO") makes it easy to know whether the save data is save data based on the auto-save function.
[0125] Next, the display control unit 202 determines whether there is another display target area (step S22). For example, when two rows 308 are defined in the menu area 302 as described in FIG. 3, the display control unit 202 determines that there is a display target area at the bottom.
[0126] If the display control unit 202 determines in step S22 that there is another display target area (YES in step S22), it returns to step S14, sets the relevant display target area, and repeats the above-described process. The display control unit 202 sets the bottom row 308 as the display target area and repeats the same process as above. Specifically, the display control unit 202 arranges a game program-related image 310 showing a package image of the game program GB on the left side of the target row 308. Furthermore, the display control unit 202 arranges game play images 320 showing screenshot images of save data SB1 to SB5 on the right side. The display control unit 202 adjusts the size of the game play images 320 according to the number of save data. In this example, the display control unit 202 divides the area of row 308 into two, arranging the screenshot images of save data SB1 to SB4 in the upper area and the screenshot image of save data SB5 in the lower area. In this case, a gap is provided in the lower area. The method for optimizing and arranging the save data in the row 308 according to the number of save data is determined in advance.
[0127] On the other hand, if the display control unit 202 determines in step S22 that there are no other display target areas (NO in step S22), it displays a menu screen (step S24). Specifically, as described in FIG. 3, the display control unit 202 displays a menu screen including a menu area 302 in which game program-related images 310 or game play images 320 that graphically represent the respective game programs 15 or save data 17 are aligned and displayed.
[0128] Then, the process ends (returns). FIG. 9 is a flow diagram illustrating the selection process of selection unit 203 based on the embodiment.
[0129] Referring to FIG. 9, selection unit 203 determines whether or not a selection operation for "start" (corresponding to "A") has been performed (step S30).
[0130] In step S30, if a selection operation for "Start" has been performed (YES in step S30), the selection unit 203 instructs the execution unit 200 to execute the game processing, and the execution unit 200 starts the game processing (step S32). The game processing will be described in detail later.
[0131] Next, the execution unit 200 determines whether the game is to end (step S34). If the execution section 200 determines in step S34 that the game is not over (NO in step S34), the processing returns to step S32 and continues the game processing.
[0132] On the other hand, if the execution section 200 determines in step S34 that the game is to end (YES in step S34), it ends the processing (returns).
[0133] On the other hand, in step S30, if the selection operation for "Start" has not been performed (NO in step S30), the selection unit 203 determines whether the selection operation for "Details" (corresponding to "X") has been performed (step S36).
[0134] In step S36, if the selection unit 203 determines that a "Details" selection operation has been performed (YES in step S36), it instructs the detailed information display processing unit 204, and the detailed information display processing unit 204 executes detailed information display processing (step S38). The detailed information display processing unit 204 displays an object indicating detailed information, etc., on the menu screen 300 based on meta information, etc. of the game program corresponding to the selected game play image 320. Then, the processing ends (return).
[0135] On the other hand, if it is determined in step S36 that the selection operation for "more information" has not been performed (NO in step S36), the selection unit 203 determines whether or not the selection operation for "delete" has been performed (step S40).
[0136] In step S40, if the selection unit 203 determines that a "delete" selection operation (corresponding to "-") has been performed (YES in step S40), it instructs the deletion unit 206, and the deletion unit 206 executes the deletion process (step S42). The deletion unit 206 executes the process of deleting the save data corresponding to the selected game play image 320. Then, the process ends (return). Note that when executing the deletion process, the user may be asked to reconfirm whether or not they really want to execute the deletion process, and the deletion process may be executed after the user's reconfirmation.
[0137] On the other hand, if it is determined in step S40 that the selection operation for "delete" has not been performed (NO in step S40), the selection unit 203 determines whether or not the selection operation for "move" has been performed (step S44).
[0138] In step S44, if the selection unit 203 determines that a "move" selection operation (corresponding to "Y") has been performed (YES in step S44), it instructs the movement unit 207, and the movement unit 207 executes the movement process (step S46). The movement unit 207 changes the display positions of the image indicating the progress of game play corresponding to the save data and the image related to the content of the game program by scrolling the screen or the like. Then, the process ends (return).
[0139] On the other hand, in step S44, if the selection unit 203 determines that the "move" selection operation has not been performed (NO in step S44), it determines whether the "sort" selection operation (corresponding to a long press of "Y") has been performed (step S48).
[0140] In step S48, if the selection unit 203 determines that a "sort" selection operation has been performed (YES in step S48), it instructs the sorting unit 205, and the sorting unit 205 executes a display order change process to change the sorting rule (step S50), and then ends the process (return).
[0141] On the other hand, in step S48, if the selection unit 203 determines that the "sort" selection operation has not been performed (NO in step S48), the process returns to step S30.
[0142] FIG. 10 is a flow diagram illustrating game processing by execution unit 200 based on the embodiment.
[0143] 10, the execution unit 200 determines whether or not save data has been selected (step S60). The execution unit 200 determines whether or not execution of the save data corresponding to the game play image 320 selected by the selection unit 203 has been instructed.
[0144] If the execution unit 200 determines in step S60 that save data has been selected (YES in step S60), it executes game processing using the save data (step S62). The execution unit 200 executes the corresponding game program based on the save data.
[0145] Next, the save unit 201 executes the save process (step S66). The details of the save process will be described later.
[0146] Then, the process ends (returns). On the other hand, if the execution unit 200 determines in step S60 that no save data has been selected (NO in step S60), it executes the game processing without using the save data (step S64). When the execution unit 200 is instructed to execute a game program corresponding to the game play image 320 selected by the selection unit 203, it executes the corresponding game program.
[0147] Next, the save unit 201 executes the save process (step S66). The details of the save process will be described later.
[0148] Then, the process ends (returns). FIG. 11 is a flow diagram illustrating the save processing of save unit 201 based on the embodiment.
[0149] Referring to Fig. 11, the saving unit 201 determines whether or not there is an interrupt instruction (step S70). If the saving unit 201 determines in step S70 that there is an interrupt instruction (YES in step S70), it acquires save data (step S76). The saving unit 201 acquires an image showing the progress of game play of the game program along with the save data including information necessary for resuming the game state. Specifically, the saving unit 201 acquires a screenshot image capturing the game screen when an event occurs.
[0150] Next, the save unit 201 instructs the display control unit 202 to execute the interruption process (step S77). The details of the interruption process will be described later.
[0151] On the other hand, if it is determined in step S70 that there is no interrupt instruction (NO in step S70), the save unit 201 determines whether the auto-save function is on or not (step S71). In this example, it is possible to set whether or not to use the auto-save function for each game program. On a setting screen (not shown), it is possible to set whether or not to turn on the auto-save function for each game program.
[0152] Next, if the save unit 201 determines that the auto-save function is on (YES in step S71), it determines whether an event has occurred (step S72).
[0153] Next, if it is determined in step S72 that no event has occurred (NO in step S72), the save unit 201 ends the process (returns).
[0154] On the other hand, if it is determined in step S72 that an event has occurred (YES in step S72), the save unit 201 acquires save data (step S73). The save unit 201 acquires an image showing the progress of game play of the game program, along with save data including information necessary for resuming the game state. Specifically, the save unit 201 acquires a screenshot image capturing the game screen when the event occurs. An event is, for example, clearing a game stage or a change in the game state. Note that in this example, a case will be described in which the save data is saved using the occurrence of an event as a trigger, but the occurrence of an event does not necessarily have to be the trigger, and save data may be saved automatically at predetermined time intervals.
[0155] Next, the save unit 201 determines whether or not there is an empty slot available for saving (step S74).
[0156] Next, if the save unit 201 determines that there is an empty slot available for saving (YES in step S74), it saves the data (step S75).
[0157] Specifically, the save unit 201 saves the acquired save data, image, auto-save flag ("1"), and time information at the time of saving in the corresponding slot, and then ends the process (returns).
[0158] On the other hand, if the save unit 201 determines that there is no empty slot available for saving (NO in step S74), it skips step S75 and ends the process without saving the data (return).
[0159] On the other hand, if the save unit 201 determines that the auto-save function is not on (NO in step S71), it ends the process (returns).
[0160] FIG. 12 is a flow diagram illustrating the interruption process based on the embodiment. 12, the display control unit 202 displays the interruption menu screen in accordance with the interruption instruction (step S80). Specifically, the display control unit 202 displays the interruption menu screen described with reference to FIGS. 4 and 5 based on the save data.
[0161] Next, the selection unit 203 determines whether or not a selection operation for "continue" has been performed (step S82).
[0162] In step S82, if the "continue" selection operation has been performed (YES in step S82), the selection unit 203 ends the processing (returns). As a result, the selection unit 203 instructs the execution unit 200 to end the interrupted processing, and the execution unit 200 resumes the game processing.
[0163] On the other hand, if the selection operation of "continue" has not been performed in step S82 (NO in step S82), the selection unit 203 determines whether the selection operation of "load" has been performed (step S84).
[0164] If it is determined in step S84 that a "load" selection operation has been performed (YES in step S84), the selection unit 203 determines whether or not save data has been selected (step S86).
[0165] In step S86, if the selection unit 203 determines that save data has been selected (YES in step S86), it instructs the execution unit 200 to proceed to process A. Specifically, the process proceeds to step S62 in FIG. 10. The execution unit 200 executes game processing using the save data selected by the selection unit 203.
[0166] On the other hand, if there is no selection operation for "load" in step S84 (NO in step S84), or if there is no selection operation for save data in step S86 (NO in step S86), it is determined whether there is a selection operation for "reset" (step S88).
[0167] In step S88, if the selection unit 203 determines that a "reset" selection operation has been performed (YES in step S88), it instructs the deletion unit 206, and the deletion unit 206 executes reset processing (step S90). The deletion unit 206 executes reset processing to reset the progress status of the game program. Then, it ends the processing (returns). As a result, the deletion unit 206 instructs the execution unit 200 to end the interruption processing, and the execution unit 200 resumes game processing with the progress status of the game program before interruption reset.
[0168] On the other hand, if it is determined in step S88 that the "reset" selection operation has not been performed (NO in step S88), the selection unit 203 determines whether or not the "save" selection operation has been performed (step S92).
[0169] In step S92, if the selection unit 203 determines that a "save" selection operation has been performed (YES in step S92), it instructs the saving unit 201, and the saving unit 201 determines whether or not there is an empty slot available for saving (step S94).
[0170] Next, if the save unit 201 determines that there is an empty slot available for saving (YES in step S94), it saves the data (step S96). Specifically, the save unit 201 saves the save data, image, and time information at the time of saving acquired in step S76 of Fig. 11 in the corresponding slot. Then, the process ends and returns to step S80.
[0171] On the other hand, if the save unit 201 determines that there is no empty slot available for saving (NO in step S94), it skips step S96, ends the process without saving the data, and returns to step S80. Note that the save unit 201 does not save the autosave flag ("1") because the save is not based on the autosave function.
[0172] On the other hand, if it is determined in step S92 that the "save" selection operation has not been performed (NO in step S92), the selection unit 203 determines whether or not the "return to title selection" selection operation has been performed (step S98).
[0173] In step S98, if the selection unit 203 determines that a selection operation for "return to title selection" has been performed (YES in step S98), the process proceeds to process B. Specifically, the process proceeds to step S2 in FIG. 7. The selection unit 203 instructs the display control unit 202, and the display control unit 202 displays the menu screen described in FIG. 3.
[0174] In step S98, if the selection unit 203 determines that the selection operation for "return to title selection" has not been performed (NO in step S98), the process returns to step S80.
[0175] By the above process, various types of overwrite, save, read, and delete operations can be performed on the interruption menu screen for save data, thereby improving user convenience.
[0176] [F. Notes] In the above embodiment, the case where data is not saved if there are no available slots to save the save data has been described, but in addition, the user may be notified that the data could not be saved. This notification can prompt the user to edit the save data and organize the necessary slots, thereby improving user convenience.
[0177] In the above embodiment, a case has been described in which a screenshot image (still image) captured from a game screen is displayed as the gameplay image 320. However, the image is not limited to a still image, and a moving image may be displayed as the gameplay image 320. For example, key operation information (key log data) for a predetermined period may be saved, and a moving image reproducing the user's actual gameplay situation may be generated based on the key log data, and the generated moving image may be displayed as the gameplay image 320. Furthermore, the name of the place in the game space where the save data is saved, time information at the time of saving, etc. may be displayed instead of the gameplay image 320, or added to (superimposed on) or adjacent to the gameplay image 320.
[0178] In the above embodiment, the case where a special object ("AUTO") is superimposed on data saved using the auto-save function has been described, but other symbols may be used instead of letters. Furthermore, the type of special object is not limited to one type, and multiple special objects may be provided. In the case of data saved most recently or data saved within a certain period of time, the word "NEW" or the like may be superimposed on the data.
[0179] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0180] 1 Information processing system, 10 Information processing device, 11 Input unit, 14 Display unit, 15 Game program, 16 Network communication unit, 17 Save data, 18 Main memory, 19 Menu program, 20 First storage unit, 21 Second storage unit, 30 Server, 200 Execution unit, 201 Save unit, 202 Display control unit, 203 Selection unit, 204 Detailed information display processing unit, 205 Sorting unit, 206 Deletion unit, 207 Movement unit.
Claims
1. a first storage unit that stores a plurality of game programs; a second storage unit that stores save data for the plurality of game programs, and stores a plurality of save data for at least one game program; an execution unit that executes at least one game program out of the plurality of game programs stored in the first storage unit; a save unit that stores save data of the game program being executed in the second storage unit based on the execution status of the execution unit; a display control unit that displays, on a display unit, a list of information corresponding to each of the save data of a game program among the save data of the plurality of game programs stored in the second storage unit; a selection unit that selects information corresponding to one piece of save data from a list of information corresponding to the save data displayed on the display unit based on an operation input by a user, The execution unit starts executing a corresponding game program based on the save data in response to the selection of information corresponding to the save data by the selection unit.
2. the saving unit further causes the second storage unit to store, together with the save data, an image showing the progress of game play corresponding to the save data; The game system according to claim 1 , wherein the display control unit causes the display unit to display a list of images indicating the progress of game play corresponding to the save data as information corresponding to the save data.
3. 2. The game system according to claim 1, wherein the display control unit displays a list of information corresponding to the plurality of save data items on the display unit, arranged for each corresponding game program.
4. 4. The game system according to claim 3, wherein the display control unit causes the display unit to display information indicating the game program together with information corresponding to the save data arranged for each game program.
5. 5. The game system according to claim 4, wherein the information indicating the game program is an image related to the content of the game program.
6. 5. The game system according to claim 4, wherein the execution unit executes the corresponding game program without using the save data stored in the second memory unit in response to the selection of information indicating the game program by the selection unit.
7. 7. The game system according to claim 4, wherein the information indicating the game program is an image showing a title screen of the game program.
8. the save unit stores save data of the game program being executed in the second storage unit automatically or in response to a user's operation input based on the execution status of the execution unit; 2. The game system according to claim 1, wherein the information corresponding to the save data includes information indicating that the save data is automatically stored in the second storage unit.
9. 2. The game system of claim 1, wherein the save unit does not store new save data for a game program currently being executed in the second memory unit based on the execution status of the execution unit when the total number of save data for multiple game programs stored in the second memory unit has reached a predetermined upper limit.
10. 2. The game system of claim 1, wherein the save unit does not store new save data for a game program currently being executed in the second memory unit based on the execution status of the execution unit when the data capacity of all save data for multiple game programs stored in the second memory unit has reached a predetermined upper limit value.
11. The game system according to claim 1, wherein the display control unit allocates a predetermined area on the display unit for each game program to display a list of information corresponding to save data, and displays a list of corresponding information for each save data of the corresponding game program in each area.
12. An information processing program executed on a computer of a game system including a first storage unit that stores a plurality of game programs, and a second storage unit that stores save data of the plurality of game programs and, for at least one game program, stores a plurality of save data, The computer an execution unit that executes at least one game program out of the plurality of game programs stored in the first storage unit; a save unit that stores save data of the game program being executed in the second storage unit based on the execution status of the execution unit; a display control unit that displays, on a display unit, a list of information corresponding to each of the save data of a game program among the save data of the plurality of game programs stored in the second storage unit; functioning as a selection unit that selects information corresponding to one piece of save data from a list of information corresponding to save data displayed on the display unit based on an operation input by a user; The information processing program includes an execution unit that starts executing a corresponding game program based on the save data in response to the selection of information corresponding to the save data by the selection unit.
13. the saving unit further causes the second storage unit to store, together with the save data, an image showing the progress of game play corresponding to the save data; The information processing program according to claim 12 , wherein the display control unit causes the display unit to display a list of images indicating a progress of game play corresponding to the save data, as the information corresponding to the save data.
14. The information processing program according to claim 12 , wherein the display control unit displays a list of information corresponding to the plurality of save data items on the display unit, arranged for each corresponding game program.
15. 15. The information processing program according to claim 14, wherein the display control unit causes the display unit to display information indicating the game program together with information corresponding to the save data arranged for each game program.
16. 16. The information processing program according to claim 15, wherein the information indicating the game program is an image related to the content of the game program.
17. 17. The information processing program according to claim 16, wherein the execution unit executes the corresponding game program without using the save data stored in the second storage unit in response to the selection of information indicating the game program by the selection unit.
18. 18. The information processing program according to claim 15, wherein the information indicating the game program is an image showing a title screen of the game program.
19. the save unit stores save data of the game program being executed in the second storage unit automatically or in response to a user's operation input based on the execution status of the execution unit; 13. The information processing program according to claim 12, wherein the information corresponding to the save data includes information indicating that the save data is automatically stored in the second storage unit.
20. The information processing program of claim 12, wherein the save unit does not store new save data for a game program currently being executed in the second memory unit based on the execution status of the execution unit when the data capacity of all save data for multiple game programs stored in the second memory unit has reached a predetermined upper limit value.
21. The information processing program according to claim 12, wherein the display control unit allocates a predetermined area on the display unit for displaying a list of information corresponding to save data for each game program, and displays a list of corresponding information for each save data of the corresponding game program in each area.
22. a first storage unit that stores a plurality of game programs; a second storage unit that stores save data for the plurality of game programs, and stores a plurality of save data for at least one game program; an execution unit that executes at least one game program out of the plurality of game programs stored in the first storage unit; a save unit that stores save data of the game program being executed in the second storage unit based on the execution status of the execution unit; a display control unit that displays, on a display unit, a list of information corresponding to each of the save data of a game program among the save data of the plurality of game programs stored in the second storage unit; a selection unit that selects information corresponding to one piece of save data from a list of information corresponding to the save data displayed on the display unit based on an operation input by a user, The execution unit starts executing a corresponding game program based on the save data in response to the selection of information corresponding to the save data by the selection unit.
23. the display control unit arranges information corresponding to the plurality of save data for each corresponding game program, and causes the display unit to display information indicating the game program together with the information corresponding to the save data; 23. The game device according to claim 22, wherein the execution unit executes the corresponding game program without using the save data stored in the second storage unit in response to the selection of information indicating the game program by the selection unit.
24. 23. The game device of claim 22, wherein the save unit does not store new save data for a game program currently being executed in the second memory unit based on the execution status of the execution unit when the data capacity of all save data for multiple game programs stored in the second memory unit has reached a predetermined upper limit value.
25. Executing at least one game program from among the plurality of game programs stored in the first storage unit; storing save data of the game program being executed in a second storage unit based on the execution status; a step of displaying, on a display unit, a list of information corresponding to each of the save data of the game programs stored in the second storage unit, the save data of the game programs for which the save data is stored in a plurality of pieces; selecting information corresponding to one piece of save data from a list of information corresponding to the save data displayed on the display unit based on an operation input by a user; An information processing method, wherein the step of executing the game program includes a step of starting execution of the corresponding game program based on the save data in response to selection of information corresponding to the save data.
26. the displaying step includes a step of arranging information corresponding to the plurality of save data for each corresponding game program, and displaying information indicating the game program together with the information corresponding to the save data on the display unit; 26. An information processing method according to claim 25, wherein the step of executing the game program includes a step of executing the corresponding game program without using save data stored in the second storage unit in response to selection of information indicating the game program.
27. 26. An information processing method as described in claim 25, wherein the step of storing in the second storage unit includes a step of not storing new save data of a game program currently being executed in the second storage unit based on the execution status when the data capacity of all save data for multiple game programs stored in the second storage unit has reached a predetermined upper limit value.
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