Abstract:
In this video game device, a three-dimensional game field  70  laterally extended around a tubular subject is provided. The 3D game field  70  is divided into display regions of vertically 12 lines by circumferentially 16 columns, and each display region is capable of displaying a panel. A two-dimensional field table  80  is structured by spreading the 3D game field  70  across a 2D plane, and is provided with a plurality of entries each corresponding to one of the display regions of the 3D game field  70.  To the entries of the 2D field table  80,  pattern data of the panels is stored, and texture data corresponding thereto is placed on the corresponding display region of the 3D game field  70.  Compared to a conventional game device applying a 2D game field, the degree of freedom and the level of variety of a game are enhanced by the substantially up-scaled display range of a-screen-basis game field, and game descriptions can be more creative with a 3D appearance.

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to 3D display game devices and 3D display game recording media, and more particularly, to a 3D display game device and a 3D display games recording medium of a type in which the game proceeds as a player takes any predetermined action for a plurality of game elements displayed on a game field spreading across a display screen. 
     2. Description of the Background Art 
     Conventional video games varied in type include a video game, which is previously provided with a game field to play a game thereon. A role-playing game, for example, is provided with an enormous game field, and a main character is free to hop around thereover. In this case, however, the game field cannot be fully displayed in a single display screen, therefore scenes are changed as the game proceeds. On the other hand, there is another type of video game whose game field is sufficiently small for a single display screen. A typical example is puzzle game. 
     Conventional puzzle games include a descending puzzle game in which game elements such as block or panel drop and an ascending game in which such game elements rise. In such puzzle games, game elements such as block or panel are displayed on a game field spreading across a two-dimensional space (two-dimensional plane) (hereinafter, referred to as 2D game field), and a player plays a game by taking any action predetermined therefor. 
     In an exemplary conventional puzzle game, a 2D game field is previously divided into 12-square high by 6-square wide to display game elements such as block or panel thereon. On this 2D game field, a plurality of game elements varied in type are displayed. The player actuates a controlling device (controller) so as to change the location of the game elements. In this manner, when the game elements of a kind are in line over a predetermined number or when the game elements laterally occupy a space (one line), the game elements in line or the game elements occupying one line are eliminated. The game is measured by the number of the game elements eliminated or the number of lines eliminated on the 2D game field. 
     Another type of video game whose two-dimensional game field being comparatively small is a taking-up game such as “go”, chess, or “othello” (trade name) , and a shooting game such as “invader” (trade name). 
     As described in the foregoing, such conventional video games whose game fields for playing games thereon being sufficiently small for a single display screen all employ a game field spreading across a 2D space, therefore the area of the game field displayable on a single screen becomes inevitably smaller, and the number of game elements displayable thereon becomes resultantly less. Accordingly, restrictions imposed on the manner of game descriptions and game rules for newly developing games are tightened, and lead to difficulty in developing games full of creativity and imagination. 
     Further, no matter how the games are creative, two-dimensional game descriptions prevent the games from being fully creative in some cases. 
     SUMMARY OF THE INVENTION 
     Therefore, an object of the present invention is to provide a 3D display game device in which the degree of freedom and the level of variety of a game being enhanced by the substantially up-scaled display range of a-screen-basis game field, and game descriptions being creative with a 3D appearance. 
     The present invention has the following features to attain the object above. 
     A first aspect of the present invention is directed to a three-dimensional display game device in which a game proceeds as a player takes an action predetermined for game elements varied in pattern displayed on a game field spreading across a display screen, the 3D display game device comprising: 
     a controller which is actuated by the player; and 
     an image processing part for effecting program processing for a 3D display game in response to actuation of the controller, and then generating image data for the 3D display game for display on the display, wherein 
     the image processing part comprises: 
     a 3D game field display control part for generating, for display on the display, a 3D game field which is laterally extended around a tubular subject and provided with a plurality of display regions arranged along a line direction of the subject which is equal to a circumferential direction, and along a column direction thereof intersecting the line direction; 
     a two-dimensional field table structured by spreading the 3D game field across a 2D plane, and is provided with a plurality of entries each corresponding to one of the display regions of the 3D game field, wherein, to the entries, pattern data of the game elements to be displayed on the corresponding display regions is written; 
     a read part for reading the pattern data of the game elements after designating a read address of the 2D field table; 
     a texture data generation part for generating texture data for displaying a shape unique to every pattern of the game elements; and 
     a placement processing part for placing the texture data corresponding to the pattern data of the game elements read from the 2D field table on the corresponding display regions of the 3D game field for display. 
     As described above, in the first aspect, a game field is the 3D game field laterally extended around the tubular subject. Therefore, the degree of freedom and the level of variety of a game are enhanced by the up-scaled game field compared to the conventional 2D puzzle games. Further, as the game can be structured with a 3D appearance, thinking games such as puzzle game, taking-up game, or shooting game can be more creative and fun. Still further, as the game proceeds not only in the front but at the back, the game can be sophisticated with an everlasting appeal. Still further, according to the first aspect, a 2D field table structured by spreading the 3D game field across a 2D plane is provided to control game elements which are to be placed on the display regions of the 3D game field. Therefore, 3D display is realized through 2D processing, thus the processing can be simplified. 
     In the later-described embodiment, the 3D game field can rotate in the line direction in response to the actuation of a controller. Accordingly, the player can easily know what is going on at the back of the game field. To rotate the 3D game field, for example, the correspondence between the display regions of the 3D game field and the entries of the 2D field table is shifted along the line direction. By shifting the correspondence in such manner, the game elements placed on the display regions of the 3D game field are accordingly shifted in the line direction. With such shifting, there is no need to move data stored in the 2D field table, and thus the processing for rotation can be simplified. Since the correspondence between the display regions of the 3D game field and the entries of the 2D field table is normally defined by a read order from the 2D field table, the shifting can be exemplarily realized by shifting a start position for the read part to read data from the 2D field table in the line direction. When the image processing part is high in efficiency, the pattern data of the game elements stored in the entries of the 2D field table may be moved in the line direction for rotation of the 3D game field. 
     Herein, as the 3D game field is laterally extended around the tubular subject, the game elements are visually in different shapes when a sight line is singularly fixed. Therefore, a plurality of texture data indicating the shapes varied from column to column of the 3D game field is stored for every pattern of the game elements, and when the pattern data of the game elements is each read from an entry of the 2D field table, texture data which corresponds to the pattern data and indicates the shape for the column where the display region of the 3D game field corresponding to the entry is located is selectively read for use. In this manner, there is no more need to produce texture data by calculation every time rendering is performed, and thus the rendering processing can be simplified. Note that, it is not desirable for a game program to store the texture data indicating the shapes varied from column to column for every pattern of the game elements since the volume of data gets high. Therefore, the game program only stores basic texture data indicating a basic shape for every pattern of the game elements, and the basic texture data is processed in the image processing part to produce a plurality of texture data indicating the shapes varied from column to column. In this manner, the texture data stored on the game program can be compressed. Herein, it is also possible to process the basic texture data in an initial stage and then store the result in memory, or subject the basic texture data to deformation processing to produce texture data indicating shapes for columns. In the latter, there is no more need for memory for storing the texture data. 
     A second aspect of the present invention is directed to a recording medium on which a program to be run by the image processing part provided in the 3D display game device as described in the first aspect is recorded. The program realizes an operation environment on the 3D display game device, and comprises: a step of generating, when executed by the image processing part for display on the display, a 3D game field which is laterally extended around a tubular subject and provided with a plurality of display regions arranged along a line direction of the subject which is equal to a circumferential direction, and along a column direction thereof intersecting the line direction; a step of creating a 2D field table structured by spreading the 3D game field across a 2D plane, and is provided with a plurality of entries each corresponding to one of the display regions of the 3D game field, wherein, to the entries, pattern data of the game elements to be displayed on the corresponding display regions is written; a step of reading the pattern data of the game elements after designating a read address of the 2D field table; a step of generating texture data for displaying a shape unique to every pattern of the game elements; and a step of placing the texture data corresponding to the pattern data of the game elements read from the 2D field table on the display regions of the 3D game field corresponding thereto for display. 
     These and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is an outer view of a video game system according to an embodiment of the present invention; 
     FIG. 2 is a block diagram showing the electrical configuration of the video game system shown in FIG. 1; 
     FIG. 3 is a memory map illustrating a memory space possessed by an external ROM  21  shown in FIG. 2; 
     FIGS.  4 ( a ) and  4 ( b ) are diagrams for illustrating a 3D game field applied in the video game system of the embodiment of the present invention. 
     FIG. 5 is a diagram showing the correspondence between a 2D field table and display regions of a 3D game field; 
     FIGS.  6 ( a ) and  6 ( b ) are diagrams showing the structure of each entry of the 2D field table. 
     FIG. 7 is a flowchart of the main routine; 
     FIG. 8 is a flowchart of the panel processing; 
     FIG. 9 is a flowchart of the drop processing; 
     FIG. 10 is a flowchart of the cursor movement processing; 
     FIG. 11 is a flowchart of the panel interchange processing; 
     FIG. 12 is a flowchart of the search processing for eliminating panels; 
     FIG. 13 is a flowchart of the panel explosion processing; 
     FIG. 14 is a flowchart of the game over processing; 
     FIG. 15 is a flowchart of the display processing; 
     FIG. 16 is a diagram showing a parts table; 
     FIG. 17 is a diagram exemplarily illustrating the display state change of panels through the interchange animation processing routine; and 
     FIG. 18 is a diagram illustrating the display state change of the panels when the interchange button is successively pressed. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     FIG. 1 is an outer view of a video game system according to an embodiment of the present invention. In FIG. 1, the video game system of this embodiment is provided with a video game body  10 , a ROM cartridge  20  to be attached to the video game body  10 , a television receiver  30  to be connected to the video game body  10 , and a controller  40  also to be connected to the video game body  10 . 
     The ROM cartridge  20  as an exemplary external recording medium includes an external ROM, into which data relevant to games such as game program or character data is fixedly stored, and is configured to be detachable with respect to the video game body  10 . The controller  40  is structured by a housing shaped to be grasped with one or both hand(s) and a plurality of switches provided thereon. The switches each functions in an arbitrary manner as is defined for every game program. For the external recording medium, other types of recording media such as CD-ROM or DVD may be used in addition to the ROM cartridge  20  or as an alternative thereto. 
     FIG. 2 is a block diagram showing the electrical configuration of the video game system shown in FIG.  1 . In FIG. 2, the video game body  10  includes a Central Processing Unit (hereinafter, referred to simply as “CPU”)  11  and a Reality Coprocessor (hereinafter, referred to simply as “RCP”)  12 . To the RCP  12 , a cartridge connector  13  for detachably attaching the ROM cartridge  20  thereto and a RAM  15  are connected. An audio signal generation circuit  16  for outputting an audio signal processed in the CPU  11  and an image signal generation circuit  17  for outputting an image signal processed in the CPU  11  are connected to the RCP  12 . A controller control circuit  18  for serially transferring operation data of one or more controllers is also connected to the RCP 12 . 
     The RCP  12  is a signal processing circuit receiving a higher-order instruction from the CPU  11  and performing various types of processing corresponding thereto (e.g., polygon coordinate transformation, shading processing, image processing for rastering polygon data to an image to be displayed and converting the polygon data into a data format (dot data) storable in a frame memory, or interface processing between the CPU  11  and the RAM  15 , and between the CPU  11  and the controller control circuit  18 ). The RAM  15  temporarily stores data and program to-be-processed and/or processed by the CPU  11 . 
     A connector  195  provided at the rear of the video game body  10  is connected to an output part of the audio signal generation circuit  16 . A connector  196  provided at the rear of the video game body  10  is connected to an output part of the image signal generation circuit  17 . A speaker  32  housed in the television receiver  30  is detachably connected to the connector  195 . A display  31  such as a CRT housed in the television receiver  30  is detachably connected to the connector  196 . 
     One or more (four in FIG. 1) controller connectors (hereinafter, simply referred to as “connectors”)  194  provided at the front of the video game body  10  are connected to the controller control circuit  18 . A controller  40  can be detachably connected via a connecting jack to each of the connectors  194 . When connected to the connector  194 , the controller  40  is electrically connected to the video game body  10 , and thus is able to receive/transmit and transfer data thereto/therefrom. 
     FIG. 3 is a memory map illustrating a memory space possessed by the external ROM  21 . In FIG. 3, the external ROM  21  has a memory region structured by a program region  211 , an image data region  212 , a sound memory region  213 , and an additional region  214 . 
     The program region  211  stores program data for executing various types of processing necessary for the game. In detail, the program region  211  fixedly stores in advance an operating program of the CPU  11  (program for effecting processing corresponding to later-described flowcharts in FIGS. 7 to  15 ). The image data region  212  stores data for displaying panel, background and cursor, for example. The sound memory region  213  stores sound data such as BGM and sound effects, for example. The additional region  214  stores additional data necessary for the game to proceed. 
     FIG. 4 is a diagram for illustrating a 3D game field applied to the video game system of this embodiment. In this embodiment, the game field provided for the player is a 3D subject surface. To be more specific, as shown in FIG.  4 ( a ), a 3D game field  70  is laterally extended around a cylindrical 3D subject. The player plays the game with respect to the 3D game field  70  in FIG.  4 ( a ). The 3D game field  70  is divided vertically by  12  lines and circumferentially by  16  columns (see also FIG.  4 ( b )) into display regions, and each display region is capable if displaying a panel. The player can move the panels displayed on the 3D game field  70  with a cursor  71 . The panels are varied in pattern, and when three or more panels of a pattern are vertically or laterally in line, those panels are eliminated. Panels which have been located above those eliminated panels accordingly drop, and if three or more panels of a pattern become in line thereby, those panels are sequentially eliminated (referred to as chaining). The 3D game field  70  has new panels continuously rising, and therefore the player is required to unceasingly eliminate the panels. When the player fails to eliminate panels quickly enough and the panels reach the top of the 3D game field  70 , the game is over. 
     In accordance with program data stored in the external ROM  21  (stored in the program region  211  in FIG.  3 ), the CPU  11  in FIG. 2 develops, on the RAM  15 , a 2D field table corresponding to the display regions of the 3D game field  70 . FIG. 5 is a diagram showing the correspondence between the 2D field table and the display regions of the 3D game field  70 . In FIG. 5, a 2D field table  80  is structured by spreading the 3D game field  70  across a 2D plane, and is provided with a plurality of entries (or registration areas) each corresponding to one of the display regions of the 3D game field  70 . In FIG. 5, the bracketed numbers in the entries each denote an address number, and the address number indicates a column number and a line number of one display region of the 3D game field  70 . 
     Hereinafter, by referring to FIG. 6, the structure of the entry is described in detail. FIG.  6 ( a ) is a diagram showing the structure of an exemplary entry of the 2D field table  80 . In FIG.  6 ( a ), an entry E includes an address E 1 , a status value E 2 , a counter E 3 , a panel pattern E 4 , and a chain bit E 5 . The address E 1  indicates the location of the entry on the 2D field table  80  with the line number ( 0  to  9 , a, b) and the column number ( 0  to  9 , A to F), and corresponds to one of the display regions of the 3D game field  70 . The status value E 2  indicates the status of the panel displayed on the corresponding display region of the 3D game field  70 . More specifically, as shown in FIG.  6 ( b ), the status value E 2  indicates in which status the panel is, i.e., normal, drop wait, land, being interchanged, elimination, explosion, and vacancy. The counter E 3  is a time counter to measure time for various purposes. The panel pattern E 4  indicates a panel pattern to be displayed. The panel pattern is determined by color or design, or combination thereof, and an area where no panel is observed is considered as being a see-through panel so that a panel opposing thereto (panel located on the back of the cylinder) can be visible therethrough. More preferably, to easily distinguish between a panel at the front (the side before the player) and a panel at the rear if these panels are of a pattern, the panel at the rear is changed into slightly-smoky color. The chain bit E 5  indicates whether or not the panel corresponding thereto is in the chaining status. 
     Next, by referring to the flowcharts in FIGS. 7 to  15 , the operation of the video game system of this embodiment is described. First, by referring to the main routine in FIG. 7, the comprehensive operation is described. When the game body  10  is switched on, the CPU  11  first effects the initial setting operation (step S 101 ). In the initial setting operation, the 2D field table  80  shown in FIG. 5 is developed in the RAM  15 , and then the entries of the 2D field table  80  are each provided with a predetermined default value. For example, according to previously-programmed data, the data E 1  to E 5  for displaying panels at the start of the game, as in FIG.  4 ( a ), is written into corresponding entries of the 2D field table  80 . In this case, the data E 1  to E 5  corresponding to each entry is set according to random number data so as to vary the degree of difficulty of the game by increasing the number of panels as the game proceeds stage by stage, and more preferably to vary the panel patterns in the same stage. A parts table as shown in FIG. 16 is also developed in the RAM  15 . In the parts table, a plurality of display data is registered in a predetermined format (e.g., bit map format) for every panel pattern. Herein, the 3D game field  70  applied to this embodiment is laterally extended around the cylindrical subject in a curving manner, therefore the panels are in visually different shapes depending on which column the panels are located. Specifically, the panel in the vicinity of the front is almost rectangular, and becomes flatter as the distance from the front gets farther. Accordingly, in the parts table, display data which indicates the panel shapes differ according to the columns is registered for every panel pattern. The CPU  11  then reads the display data from the parts table, and places the data on the corresponding display region of the 3D game field  70  for display of the panel. 
     In the program data stored in the external ROM  21  (stored in the program region  211  in FIG.  3 ), basic display data (e.g., display data of panel located in the front column) to the plurality of display data registered in the parts table in FIG. 16 is written, and the CPU  11  processes the basic display data to produce display data for every column. In this manner, the display data is significantly compressed and accordingly the storage capacity of the external ROM  21  is saved as much. 
     Next, the CPU  11  effects the panel processing (step S 102 ). In the panel processing, the panels are subjected to various types of processing. The details thereof are described later. The CPU  11  then effects the additional animation processing (step S 103 ). The additional animation processing is processing executed to display background or score through the animation processing. Thereafter, the CPU  11  effects the panel display processing (step S 104 ). The details thereof are described later. Thereafter, the CPU  11  effects the sound processing (step S 105 ). In the sound processing, data of BGM or sound effects is produced according to the data stored in the sound memory region  213  in FIG. 3, and accordingly the speaker  32  housed in the television receiver  30  outputs sound corresponding thereto. Herein, in the main routine shown in FIG. 7, one cycle thereof is executed in one field period. That is, a series of processing shown in FIG. 7 never fails to be executed in one single field period. 
     FIG. 8 is a detailed flowchart showing the operation in the panel processing (step S 102 ) shown in FIG.  7 . Hereinafter, by referring to FIG. 8, the panel processing is described in detail. The CPU  11  first determines whether or not any currently-displayed panel is being exploded, waiting to drop, or being interchanged (step S 201 ). This determination is made by referring to the status value E 2  (see FIG. 6) for every entry of the 2D field table  80  in FIG.  5 . If no panel is being exploded, waiting to drop, or being interchanged, the CPU  11  effects the panel rising processing (step S 202 ). In detail, the CPU  11  has new panels for a whole line (or a fixed number of panels less than for a line; e.g., 8 panels in line visible at the front) risen from the bottom of the 3D game field  70 . Thereafter, the operation of CPU  11  goes to step S 203 . If any panel is in the status of explosion/drop wait/being interchanged, the CPU  11  does not effect the panel rising processing but the drop processing in step S 203 , which has a higher priority. 
     The details of the subroutine step S 203  are shown in FIG.  9 . Hereinafter, by referring to FIG. 9, the drop processing is described in detail. Herein, the drop processing is, in a case where panels were eliminated as being in line over a fixed number (e.g., four) in the preceding step, processing executed to drop any suspended panel located above the eliminated panels. The CPU  11  first checks the status value E 2  of the first entry of the 2D field table  80  in FIG. 5 to check in which status the first panel is (step S 300 ). Although the first entry can be arbitrarily determined, an entry having an address of (0, 0) is regarded as the first entry in this example. Thereafter, the CPU  11  determines whether or not the checked status value E 2  indicates vacancy (step S 301 ). Herein, vacancy means such status that the corresponding display region of the 3D game field  70  has no panel displayed (see-through). 
     When the status value E 2  of the currently-targeted entry indicates vacancy, the operation of the CPU  11  goes to step S 307 . When the status value E 2  of the currently-targeted entry does not indicate vacancy, on the other hand, the CPU  11  determines whether or not the checked status value E 2  indicates drop wait, being exploded/interchanged, or land (steps S 302  to S 304 ). When the status value E 2  does not indicate drop wait, explosion/being interchanged, or land, the CPU  11  checks another entry located one line below to the currently-targeted entry, and then determines whether or not the status value E 2  thereof indicates vacancy (step S 305 ) If the status value E 2  of the entry one line below does not indicate vacancy, the CPU  11  then determines whether or not every entry of the 2D field table  80  has been checked (step S 307 ). If not every entry is checked yet, the CPU  11  checks the status value E 2  of the next entry (step S 308 ), and the operation thereof returns to step S 301 . 
     Described below is an operation when the status value E 2  of the entry one line below to the currently-targeted entry indicates vacancy. In this case, the panel displayed on the display region of the 3D game field  70  corresponding to the currently-targeted entry is suspended, and thus the panel is required to drop. Therefore, the CPU  11  sets a bit value indicating drop wait to the status value E 2  of the currently-targeted entry, and also sets a predetermined value to the counter E 3  thereof (step S 306 ) Thereafter, the operation of the CPU  11  goes to step S 307 . 
     Described below is an operation when the status value E 2  of the currently-targeted entry indicates drop wait. In this case, the CPU  11  determines whether or not the count value of the counter E 3  of the entry is 0 (step S 309 ). Note that, the predetermined value has been set to the counter E 3  in step S 306 , and the initial value thereof is one or more. When the count value of the counter E 3  is not 0, the CPU  11  decrements the counter value of the counter E 3  by 1 (step S 310 ). Accordingly, when the predetermined value set to the counter E 3  is exemplarily “3”, it is known that the count value of the counter E 3  becomes 0 three frames after, and the count value thereof is determined as being 0 four frames after. After determining that the count value of the counter E 3  becomes 0, the CPU  11  moves the corresponding panel one line below (step S 311 ). To be more specific, the CPU  11  copies the status value E 2 , the panel pattern E 4 , and the chain bit E 5  of the currently-targeted entry (in this paragraph, referred to as target entry) so as to overwrite the entry one line below (in this paragraph, referred to as lower entry) therewith, and also sets a bit value indicating vacancy to the status value E 2  of the target entry and clears the panel pattern E 4  and the chain bit E 5  thereof. Thereafter, the CPU  11  determines whether or not the status value E 2  of the entry one line below to the lower entry (in this paragraph, referred to as still-lower entry) indicates vacancy (step S 312 ). If the status value E 2  of the still-lower entry indicates vacancy, the operation of the CPU  11  goes to step S 307  to continue the drop processing. If the status value E 2  of the still-lower entry does not indicate vacancy, on the other hand, the CPU  11  sets a bit value indicating land to the status value E 2  of the lower entry (step S 313 ) Thereafter, the operation of the CPU  11  goes to step S 307 . 
     Described next is an operation when the status value E 2  of the currently-targeted entry indicates land. In this case, the CPU  11  sets a bit value indicating normal to the status value E 2  of the entry and clears the chain bit E 5  thereof (step S 314 ). Thereafter, the operation of the CPU  11  goes to step S 307 . 
     Note that, when the status value E 2  of the currently-targeted entry indicates explosion or being interchanged, the CPU  11  does not effect any processing but goes to step S 307  so as not to drop the panel corresponding to the entry before the panel is subjected to the explosion processing or interchange processing. After determining that every entry has been checked in step S 307 , the CPU  11  terminates the drop processing and then returns to the panel processing in FIG.  8 . 
     By referring back to FIG. 8, the CPU  11  now effects the cursor movement processing (step S 204 ). Herein, the cursor movement processing is processing executed to change the relative positional relationship between the cursor  71  and the 3D game field  70  by responding to the actuation of a cruciate key (directional switch)  41  (see FIG. 1) provided on the controller  40 . The details of the subroutine step S 204  are shown in FIG.  10 . By referring to FIG. 10, the cursor movement processing is described next below. The CPU  11  first determines whether or not a right-direction switch of the cruciate key  41  is pressed (step S 401 ). When the right-direction switch is pressed, the CPU  11  leftwardly rotates the 3D game field  70  by a column (step S 402 ). In this manner, the cursor stays on the same position on the screen but is regarded as being rightwardly moved by a column relative to the 3D game field  70 . Herein, to leftwardly rotate the 3D game field  70  by a column, the contents of the entries of the 2D field table  80  in FIG. 5 are moved to each adjoining entry on the left. Note that the contents of the entries in the  0 -th column are moved to the F-th column. Next, the CPU  11  determines whether or not a left-direction switch of the cruciate key  41  provided on the controller  40  is pressed (step S 403 ). When the left-direction switch is pressed, the CPU  11  rightwardly rotates the 3D game field  70  by a column (step S 404 ). In this manner, the cursor stays on the same position on the screen but is regarded as being leftwardly moved by a column relative to the 3D game field  70 . Herein, to rightwardly rotate the 3D game field  70  by a column, the entry data is subjected to the update processing so as to move the contents of the entries of the 2D field table  80  in FIG. 5 to each adjoining entry on the right. Note that the contents of the entries in the F-th column are moved to the  0 -th column, which is a head column after rotated once. In this manner, by responding to the actuation of the directional switch  41 , the processing to change the display status of the 3D game field  70  is executed. 
     Although the entry data of the 2D field table  80  is rightwardly or leftwardly moved to rotate the 3D game field  70  rightwardly or leftwardly in this embodiment, as an alternative thereto, the correspondence between the entry addresses of the 2D field table  80  and the display region addresses of the 3D game field  70  may be rightwardly or leftwardly shifted. In this manner, results are to be similar to this embodiment. To shift the correspondence between the entry addresses and the display region addresses, a starting position to read data from the 2D field table  80  may be rightwardly or leftwardly shifted. 
     Thereafter, the CPU  11  determines whether or not an upward-direction switch of the cruciate key  41  provided on the controller  40  is pressed (step S 405 ). If the upward-direction switch is pressed, the CPU  11  determines whether or not the cursor is located at the top (the  0 -th line) of the 3D game field  70  (step S 406 ). When the cursor is not located at the top of the 3D game field  70 , the CPU  11  moves the cursor  71  one line above (step S 407 ). When the cursor is located at the top of the 3D game field  70 , the cursor  71  cannot be moved further upward. Therefore, the operation of the CPU  11  goes to step S 408  without a change of the cursor position. Then, the CPU  11  determines whether or not a downward-direction switch of the cruciate key  41  provided on the controller  40  is pressed (step S 408 ). If the downward-direction switch is pressed, the CPU  11  determines whether or not the cursor is located at the bottom (the b-th line) of the 3D game field  70  (step S 409 ). When the cursor is located above the bottom of the 3D game field  70 , the CPU  11  moves the cursor  71  one line below (step S 410 ). When the cursor is located at the bottom of the 3D game field  70 , on the other hand, the cursor  71  cannot be moved further downward and thus the CPU  11  terminates the cursor movement processing in FIG. 10 without a change of the cursor position, and the operation thereof returns to the panel processing routine in FIG.  8 . 
     By referring back to FIG. 8, the CPU  11  now effects the panel interchange processing (step S 205 ). Herein, the panel interchange processing is processing executed to interchange the display positions of two panels displayed in the cursor  71 . The details of the subroutine step S 1205  are shown in FIG.  11 . By referring to FIG. 11, the panel interchange processing is described next below. The CPU  11  first determines whether or not an interchange button (any one button provided on the controller  40  is assigned as the interchange button) is pressed (step S 501 ). When it is determined that the interchange button is pressed, the CPU  11  then determines whether or not the panels in the cursor  71  are in the state of drop wait or explosion (step S 502 ). When the panels in the cursor  71  are in the state of drop wait or explosion, the CPU  11  terminates the panel interchange processing in FIG. 11 without interchanging the panels in the cursor  71  even if the interchange button is pressed. This is to give a higher priority to the drop processing or explosion processing. When the panels in the cursor  71  are not in the status of drop wait or explosion, on the other hand, the CPU  11  determines whether or not the panels therein are being interchanged (step S 503 ). This determination is made by referring to the status value E 2  of the entries of the 2D field table corresponding to the cursor  71 . If there is no panel being interchanged, the operation of the CPU  11  goes to step S 504 . 
     In step S 504 , the CPU  11  interchanges panel data of the two panels in the cursor  71 , sets a bit value indicating the panel being interchanged to the status value E 2  of the corresponding entries, sets a predetermined value to an interchange animation counter, and clears the chain E 5  of the corresponding entries. Herein, interchanging panel data means that predetermined data (status value E 2 , panel pattern E 4 , chain bit E 5 ) is exchanged between two entries of the 2D field table  80  corresponding to the two panels in the cursor  71 . The interchange animation counter is not shown but is provided in a predetermined region in the RAM  15 , for example. By setting the bit value indicating the panel being interchanged to the status value E 2 , the interchange animation processing routine (not shown) is started. 
     FIG. 17 illustrates an example of the display state change of panels through the interchange animation processing routine. In FIG. 17, a timing to shows panels before interchange, timings t 1  to t 3  show panels in progress, and a timing t 4  shows panels after interchange. That is, in the interchange animation processing routine, four timings of t 1  to t 4  are provided to display the panels being interchanged. Accordingly, in this embodiment, a predetermined value set to the interchange animation counter is 4. By showing the player the process of panel interchange in several steps, the player perceives the interchange occurring not instantaneously but gradually. As is described later, the display regions of the 3D game field  70  are structured by polygons, and the panel display data selected from the parts table in FIG. 16 is provided thereto as texture for display of the panels. Herein, the display regions in the cursor  71  are exceptional, and are not treated as polygons but as a bit map display area. This is the reason why, in the cursor  71 , the panels can be displayed in a superimposing manner as shown with the timings t 1  to t 3 . After step S 504 , the operation of the CPU  11  returns to the panel processing in FIG.  8 . 
     Next, an operation when the interchange button is determined not to be pressed in step S 501  is described below. In this case, the CPU  11  determines whether or not the panels in the cursor  71  are being interchanged (step S 505 ). This determination is made by referring to the status value E 2  of the entries of the 2D field table  80  corresponding to the cursor  71 . If the panels in the cursor  71  are not being interchanged, the operation of the CPU  11  returns to the panel processing in FIG.  8 . When the panels in the cursor  71  are being interchanged, on the other hand, the CPU  11  determines whether or not the count value of the interchange animation counter is 0 (step S 506 ). If the count value of the interchange animation counter is not 0, the CPU  11  decrements the count value of the interchange animation counter by 1 (step S 507 ). Thereafter, the operation of the CPU  11  returns to the panel processing in FIG.  8 . As is described in the foregoing, the predetermined value set to the interchange animation counter is 4, and the counter value thereof will be 0 four frames after with the current frame included. At this time, the panels in the cursor  71  are displayed as shown in FIG. 17 with the timing t 4 . In the 5th frame following thereto, the CPU  11  determines the count value of the interchange animation counter as being 0, and then sets the bit value indicating normal to the status value E 2  of the corresponding entries (step S 508 ). This is the end of the panel interchange processing. Thereafter, the operation of the CPU  11  returns to the panel processing in FIG.  8 . 
     Next, an operation when the interchange button is successively pressed, that is, when the interchange button is pressed for the second time before the panel interchange processing responding to the press for the first time is completed is described. In this case, the CPU  11  determines that there are panels being interchanged in step S 503 , and the operation thereof goes to stop S 509 . In step S 509 , the CPU  11  sets normal to the status value E 2  of the panels being interchanged, and clears the interchange animation counter. The interchange animation processing routine currently in progress is forcibly terminated thereby. Thereafter, the operation of the CPU  11  goes to step S 504 . The interchange animation processing routine is started again thereby. FIG. 18 shows an example of the display state change of the panels when the interchange button is successively pressed. As shown in FIG. 18, when the button is given the first press with the timing t 0  and the second press with the timing t 1 , the panels are not displayed with timings t 2  and t 3  but are with the timing t 4 . The interchange animation processing routine responding to the first press is forcibly terminated thereby. Thereafter, the interchange animation processing routine responding to the second press is started. The panel display in the interchange animation processing routine responding to the second press is made with timings t 1 ′ to t 4 ′. The panel display made with the timings t 1 ′ to t 4 ′ is similar to the panel display made with the timings t 1 ′ to t 4 ′ in FIG.  17 . In a case in which the interchange button is successively pressed, the interchange animation processing routine responding to the first press is forcibly terminated, whereby the second press can be swiftly responded to display. 
     Referring back to FIG. 8, the CPU  11  now effects the search processing for eliminating panels (step S 206 ) . Herein, the search processing for eliminating panels is processing executed to search for panels satisfying an elimination condition. The details of the subroutine step S 206  are shown in FIG.  12 . Hereinafter, by referring to FIG. 12, the search processing for eliminating panels is described. The CPU  11  first performs a lateral search of the 2D field table  80  in FIG. 5 (step S 601 ), and then determines whether or not three or more panels of a pattern (mark) are laterally in line (step S 602 ). If three or more panels of a pattern are laterally in line, the CPU  11  sets a bit value indicating elimination to the status value E 2  of the corresponding entries of the 2D field table  80  (step S 603 ). Thereafter, the CPU  11  performs a vertical search of the 2D field table  80  (step S 604 ), and then determines whether or not three or more panels of a pattern are vertically in line (step S 605 ). If three or more panels of a pattern are vertically in line, the CPU  11  sets the bit value indicating elimination to the status value E 2  of the corresponding entries of the 2D field table  80  (step S 606 ). 
     After the lateral and vertical searches, the CPU  11  checks the status value E 2  of the first entry of the 2D field table  80  (step S 607 ). Herein, although the first entry can be arbitrarily determined as in step S 300 , an entry having an address of (0, 0) is regarded as the first entry in this example. The CPU  11  then determines whether or not the checked status value E 2  indicates elimination (step S 608 ). When the checked status value E 2  indicates elimination, the CPU  11  sets a bit value indicating explosion to the status value E 2 , and also sets a predetermined value to the corresponding counter E 3  (step S 609 ). When the checked status value E 2  does not indicate elimination, on the other hand, the CPU  11  does not change the status value E 2 . Then, the CPU  11  determines whether or not every entry has been checked (step S 610 ), if not yet, checks the next entry (step S 611 ), and the operation thereof returns to step S 608 . Thereafter, steps S 608  to S 611  are repeated to check every entry, and then the operation of the CPU  11  returns to the panel processing in FIG.  8 . 
     Note that the panels to be searched in steps S 601  or S 604  are limited to the ones whose status value E 2  indicates normal, land, or elimination. It means that the panels being interchanged, being exploded, or waiting to drop are not searched. Herein, the panels whose status value E 2  being set elimination in the lateral search are also subjected to the vertical search. Therefore, when three or more panels laterally in line and three or more panels vertically in line cross each other, elimination is set to all those panels. 
     Referring back to FIG. 8, the CPU  11  now effects the panel explosion processing (step S 207 ). Herein, the panel explosion processing is processing executed to eliminate panels satisfying the elimination condition. The details of the subroutine step S 207  are shown in FIG.  13 . Hereinafter, by referring to FIG. 13, the panel explosion processing is described. The CPU  11  first checks the status value E 2  of the first entry (step S 701 ). Herein, the first entry can be arbitrarily determined as in step S 300 , an entry having an address of (0, 0) is regarded as the first entry in this example. The CPU  11  then determines whether or not the checked status value E 2  indicates explosion (step S 702 ). When the checked status value E 2  indicates explosion, the CPU  11  determines whether or not the count value of the counter E 3  of the corresponding entry is 0 (step S 703 ). The predetermined value of the counter E 3  has been set in step S 609  (FIG.  12 ). When the count value of the counter E 3  is not 0, the CPU  11  decrements the count value of the counter E 3  by 1 (step S 704 ). Accordingly, with the predetermined value set, the count value of the counter E 3  becomes 0 after the number of frames equal to the value. After step S 704 , the operation of the CPU  11  goes to step S 708 . When the count value of the counter E 3  is 0, on the other hand, the CPU  11  sets the bit value indicating vacancy to the status value E 2  of the same entry (step S 705 ). In this manner, the panel having a count value 0 is eliminated from the display region of the 3D game field  70 . 
     Next, the CPU  11  determines whether or not another panel is located above the eliminated panel, that is, whether or not the eliminated panel carries another panel thereon in the same column (step S 706 ). When another panel is located above the eliminated panel, the CPU  11  sets ON every chain bit E 5  of the entries corresponding to the panels piled on the eliminated panel (step S 707 ). Then, the operation of the CPU  11  goes to step S 708 . When the eliminated panel does not carry another panel thereon, the operation of the CPU  11  goes to step S 708  without setting ON the chain bit E 5 . 
     The reason for setting ON the chain bits with respect to the panels piled on the eliminated panel is as follows. That is, since setting ON the chain bit leads to elimination of a panel located next below, and results in panel drop through the drop processing in FIG.  9 . As the panels are rearranged due to the panel drop and land, the search processing for eliminating panels in FIG. 12 is executed again to determine whether or not any panel satisfies the elimination condition. If satisfied, the panel is eliminated through the explosion processing in FIG.  13 . To be more specific, in this case, a certain panel&#39;s elimination resulted from the panel interchange in the cursor  71  brings about successive elimination of other relevant panels. The chain bit E 5  is provided for distinguishing whether the panel elimination is effectuated by the panel interchange or chaining. If the panel elimination is effectuated by chaining, the game is structured to score higher than the panel elimination effectuated by the panel interchange. Further, it is expected in this embodiment that such panel elimination effectuated by chaining may possibly occur in a row. If this is the case, the more often the panel elimination effectuated by chaining occurs, the more points are scored. 
     Thereafter, the CPU  11  determines whether or not every entry of the 2D field table  80  has been checked (step S 708 ), if not yet, checks the next entry (step S 709 ), and the operation of the CPU  11  returns to step S 702  to check every entry. Thereafter, the CPU  11  terminates the panel explosion processing, and the operation thereof returns to the panel processing in FIG.  8 . 
     Referring back to FIG. 8, the CPU  11  now effects the game over processing (step S 208 ). The details of the subroutine step S 208  are shown in FIG.  14 . Hereinafter, by referring to FIG. 14, the game over processing is described. The CPU  11  first determines whether or not any panel is located at the top of the 3D game field laterally extended around the 3D game field  70  (step S 801 ). When no panel is observed at the top of the 3D game field, the CPU  11  clears a game over counter (is not shown but provided in the RAM  15 , for example) (step S 802 ), and the operation thereof returns to the panel processing in FIG.  8 . When any panel is observed at the top of the 3D game field, the CPU  11  determines whether or not the new panel rising processing has been ceased (step S 803 ). As described in the foregoing, the new panel rising processing is ceased when there is any panel being exploded, waiting to drop, or being interchanged (steps S 201  and S 202  in FIG.  8 ). When the panel rising processing has been ceased, the operation of the CPU  11  returns to the panel processing in FIG. 8 without determining whether or not the game is over. When the panel rising processing has not been ceased, on the other hand, the CPU  11  determines whether or not a count value of the game over counter has reached a predetermined value (step S 804 ), if not, increments the count value of the game over counter by 1 (step S 805 ), if yes, effects the game over processing (step S 806 ). As is known from the above, in this embodiment, the game is not terminated when some panel reaches the top of the 3D game field but when the count value of the game over counter reaches the predetermined value. Thereafter, the operation of the CPU  11  returns to the panel processing in FIG.  8 . 
     By referring back to FIG. 8, after the game over processing in step S 208 , the CPU  11  terminates the panel processing in FIG.  8  and returns to the main routine in FIG.  7 . Then, the CPU  11  now effects the display processing (step S 104 ). The details of the subroutine step S 104  are shown in FIG.  15 . Hereinafter, by referring to FIG. 15, the display processing is described. The CPU  11  first selects, from the parts table in FIG. 16, the panel display data having a pattern corresponding to each panel pattern E 4  stored in the entries of the 2D field table  80  (S 901 ). In the parts table, as already described, a plurality of display data is registered for a pattern. This is because the panels are in visually different shapes depending on which column of the display region of the 3D game field  70  the panels are located. Accordingly, the CPU  11  determines on which column of the 3D game field  70  the panel is to be displayed by also referring to the addresses E 1  stored in the entries, and according to the determination, selects the corresponding panel display data registered in the parts table for the pattern. Then, the CPU  11  places the panel display data selected in step S 901 , as texture, on the display regions (structured by polygons) of the 3D game field laterally extended around the 3D game field  70 . The CPU  11  then converts the polygon data to which texture is provided into frame display data so as to write the data into frame memory (is not shown but provided in the RAM  15 , for example) (step S 902 ). Thereafter, the CPU  11  displays the panels on the display  31  in accordance with the frame display data written in the frame memory (step S 903 ). 
     As described in the foregoing, in this embodiment, the panel display data is read from the previously-provided parts table, and is subjected to the prerendering processing in such a manner as to place the same on the 3D game field  70  as texture; therefore, high-speed rendering processing is possible. The real time rendering processing is of course possible, in which, as an alternative to the parts data, the panel shape for each column is calculated every time the RCP  12  performs rendering. 
     Note that, although the 3D game field applied in this embodiment is laterally extended around a cylindrical subject, other tubular subjects (e.g., polygonal tube, elliptical tube) may be possible for the 3D game field. Further, although the game element in this embodiment is exemplarily a panel, the game element is not limited to the panel but may be a capsule, a geometric block, or character. Still further, although the additional game element is set to rise in this embodiment, the additional game element may be set to drop. Still further, although the panels are set to be eliminated when those of a pattern being in line over a fixed number (e.g., three or more panels being in line) in this embodiment, any other different condition may be adopted to eliminated the panels. 
     Although the present invention can be applied to various types of games as is known from the above, some other types of games are specifically mentioned by way of example. 
     (1) First Game Example 
     In a first game example, a game element is a plurality of panels varied in type on which oblique lines or angle lines are drawn. Additional panels are set to drop or rise. A player actuates a directional switch so as to change the positional relationship between the panels. In this manner, the lines drawn on the panels are connected and thus a broken line is formed. When a start point and an end point thereof meet after going around a 3D game field, it is detected that an elimination condition is satisfied, and thus the panels forming the line are eliminated. 
     (2) Second game Example 
     In a second game example, a game element is elliptical capsules each dividable into halves. The parts of the capsule are colored with the same tint or different, and differed in type according to the color. Additional capsules are set to drop in a 3D game field, and a player actuates a directional switch so as to change the positional relationship between the capsules before landing. When the parts of capsules of a type displayed on the 3D game field with a 3D appearance are laterally or vertically in line over a fixed number, it is detected that an elimination condition is satisfied, and thus the parts of capsules being in line over the fixed number are eliminated. 
     (3) Third Game Example 
     In a third game example, a game element is balls which are differed in type according to the color. Additional balls are set to drop in a 3D game field, and a player actuates a directional switch so as to change the positional relationship between the balls before landing. When the balls of a type are laterally or vertically in line over a fixed number, it is detected that an elimination condition is satisfied, and thus the balls being in line over the fixed number are eliminated. 
     (4) Fourth Game Example 
     In a fourth game example, a game element is a plurality of blocks which are differed in type according to the shape. Each block is shaped by plurally combining a minimum unit of shape (e.g., square) (e.g., rod-shaped, convex, L-shaped, large square). Additional blocks are set to drop in a 3D game field, and a player actuates a directional switch so as to change the positional relationship between the blocks before landing. When a whole line of the 3D game field is occupied by the landed blocks, the elimination condition is satisfied and thus the blocks satisfying the condition are eliminated. 
     (5) Fifth Game Example 
     In a fifth game example, a game element is pieces and the game played therewith is a taking-up. Such game includes “go”, chess, or “othello” (trade name), and the like. In this example, the number of squares provided in the lateral direction (line) of the board is larger than the conventional “go” or “othello” with a 2D appearance, and these squares form a cylindrical shape. A player thus needs to have a game plan with consideration of pieces not only in the front but at the back. Accordingly, the game becomes more complex and sophisticated in terms of thinking than the conventional “go” or “othello” with a 2D appearance, and thus the game becomes more fun. 
     (6) Sixth Game Example 
     A sixth game example is a shooting game, and a game element therein is targets and a shooting part. The shooting part unceasingly downs the targets which continuously appear. In this example, the number of squares, for display of the targets thereon, provided in the lateral direction (line) is larger than a conventional shooting game with a 2D appearance, and a player thus needs to down the targets evenly among lines while laterally moving the shooting part over a wider range. Accordingly, the game becomes sophisticated in terms of thinking, and thus the game becomes more fun. 
     While the invention has been described in detail, the foregoing description is in all aspects illustrative and not restrictive. It is understood that numerous other modifications and variations can be devised without departing from the scope of the invention.