US20070298876A1 - Game program, game device, and game method - Google Patents

Game program, game device, and game method Download PDF

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Publication number
US20070298876A1
US20070298876A1 US11/846,121 US84612107A US2007298876A1 US 20070298876 A1 US20070298876 A1 US 20070298876A1 US 84612107 A US84612107 A US 84612107A US 2007298876 A1 US2007298876 A1 US 2007298876A1
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United States
Prior art keywords
game
identification data
name
game device
recognized
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Abandoned
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US11/846,121
Inventor
Takahito Uenishi
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: UENISHI, TAKAHITO
Publication of US20070298876A1 publication Critical patent/US20070298876A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/301Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/402Communication between platforms, i.e. physical link to protocol
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/408Peer to peer connection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention generally relates to a game program. More specifically, the present invention relates to a game program that, in game execution of a first computer, causes a second computer capable of receiving first identification data that identifies game name through a communication portion of the second computer to display the game name of active game on the first computer. In addition, the present invention relates to a game device and a game method that are realized by this game program.
  • a mobile game device includes a game device unit, a liquid crystal monitor, input portions, and a communication portion.
  • the liquid crystal monitor is arranged substantially in a middle of the game device unit.
  • the input portions are arranged on both sides of the liquid crystal monitor.
  • the input portions have a plurality of input keys, for example.
  • the communication portion is disposed inside the game device unit.
  • Two or more thus-configured mobile game devices transmit/receive game data to/from each other through their communication portions so that the game corresponding to cooperative communication play can be executed (see, for example, Non-Patent Document: Prince of Tennis 2005 CRYSTALDRIVE (Nintendo DS), Konami Computer Entertainment Studio, Dec. 30, 2004).
  • players likely play the cooperative games with their friends.
  • players are not limited to play with their friends, and can play with people other than their friends who have the cooperative games. Accordingly, when players find someone other than their friends who are playing a game near the player, the player can play the cooperative game if the other person has the same multiplayer game for use in communications networks.
  • the players cannot easily find out which type of game is being played by the person other than their friends, the players are required to move closer to the unknown person to find out what game is being played. Such behavior is not normal in daily life. Even if some players are willing to approach an unknown person, when the players intend to play a multiplayer game with more cooperative game players, the players have to find other players that are playing the game again and again.
  • the object of the present invention is to allow a player to easily play a game for use in communications networks with any other player.
  • a game program in game execution of a first computer, causes a second computer to display a game name of an active game on the first computer.
  • the second computer is capable of receiving first identification data that identifies the game name through a communication portion of the second computer.
  • This game program causes the second computer to realize the following functional parts:
  • a correspondence table is set to map a correspondence relationship between first identification data and game name.
  • the first identification data recognition function at least one first identification data that is received through the communication portion is recognized by a control portion.
  • the corresponding game name recognition function the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion.
  • the game name display function the recognized game name is displayed on a display portion.
  • At least one first identification data that is received through the communication portion is recognized by the control portion. Subsequently, the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion. Consequently, the recognized game name is displayed on the display portion.
  • a player can read a game name that is displayed on the display portion, and thus can find out a game that is played by any other player. Therefore, players can easily play a game for use in communications networks (a communication game) with any other players.
  • a game program in the game program according to the first aspect, causes the second computer to display the game name.
  • the second computer is capable of receiving a second identification data that identifies a type of the first computer through the communication portion of the second computer.
  • This game program in the game program according to the first aspect, further causes the second computer to realize the following functional parts:
  • Second identification data recognition function that recognizes at least one second identification data that is received through the communication portion
  • Second identification data determination function determines whether the recognized second identification data of the first computer matches second identification data of the second computer.
  • the second identification data determination function at least one second identification data that is received through the communication portion is recognized by the control portion.
  • the control portion determines that the recognized second identification data of the first computer that is received by the second computer matches the second identification data of the second computer
  • in the first identification data recognition function at least one first identification data that is received through the communication portion is recognized.
  • the control portion recognizes at least one second identification data that is received through the communication portion, and determines that the second identification data of the first computer that is recognized by the control portion matches the second identification data of the second computer, the at least one first identification data that is received through the communication portion is recognized. Accordingly, if the first computer is the same type as the second computer, the game name corresponding to the first identification data is recognized based on the correspondence table by the control portion, and the recognized game name is displayed on the display portion.
  • a player can read a game name that is displayed on the display portion, and thus can find out the game that is played by any other player who has the same type computer, e.g., mobile game device, as the player. Therefore, players can easily play a communication game with any other players
  • a game program in the game program according to the first or second aspect, in game execution of the second computer, causes the second computer to transmit a first identification data that identifies a game name of an active game on the second computer through a communication portion of the second computer.
  • This game program in the game program according to the first or second aspect, further causes the second computer to realize the following functional parts;
  • Game name recognition function that recognizes the game name of an active game on the second computer.
  • First identification data detection function detects the first identification data corresponding to the game name of an active game on the second computer based on the correspondence table
  • the game name recognition function the game name of an active game on the second computer is recognized by the control portion.
  • the first identification data detection function the first identification data corresponding to the game name of an active game on the second computer is detected based on the correspondence table by the control portion.
  • the transmission command issue function a transmission command that transmits the detected first identification data through the communication portion is issued by the control portion.
  • the first identification data corresponding to the game name of active game on the second computer can be transmitted through the communication portion based on the correspondence table.
  • anyone who receives the first identification data from the player can find out the name of the game that is played by the player on anyone's side display portion.
  • a game device receives first identification data that identifies a game name that is executed in a first computer through a communication portion of the game device to display the game name.
  • This game device includes a table setting section, a first identification data recognition section, a corresponding game name recognition section, and a game name display section.
  • the table setting section sets a correspondence table that maps a correspondence relationship between first identification data and game name.
  • the first identification data recognition section recognizes at least one first identification data that is received through the communication portion.
  • the corresponding game name recognition section recognizes the game name corresponding to the recognized first identification data based on the correspondence table.
  • the game name display section displays the recognized game name.
  • a game method in game execution of a first computer, causes a second computer to display a game name of an active game on the first computer, the second computer capable of receiving a first identification data that identifies the game name through a communication portion thereof.
  • the game method includes a table setting step, a first identification data recognizing step, a corresponding game name recognizing step, and a game name displaying step.
  • the table setting step sets a correspondence table that maps a correspondence relationship between first identification data and game name.
  • the first identification data recognizing step recognizes at least one first identification data that is received through communication portion.
  • the corresponding game name recognizing step recognizes the game name corresponding to recognized first identification data based on correspondence table.
  • the game name displaying step displays recognized game name.
  • FIG. 1 is an external view of a mobile game device as an exemplary computer to which a game program according to the present invention can be applied;
  • FIG. 2 is a control block diagram of the exemplary mobile game device
  • FIG. 3 is a function block diagram of the exemplary mobile game device
  • FIG. 4 is a flow chart schematically illustrating various types of processing in a game name display system
  • FIG. 5 is a view illustrating a relationship between first identification data of the first and second game devices, and a correspondence table
  • FIG. 6 is a view illustrating a relationship between second identification data of the first and second game devices.
  • FIG. 7 is a view of exemplary text information that is displayed on a monitor.
  • the mobile game device 1 includes a main unit 2 , a liquid crystal monitor portion 3 , input portions 4 , a cartridge mounting portion 5 , and a communication portion 23 .
  • the main unit 2 includes upper and lower housings 2 a and 2 b.
  • the upper and lower housings 2 a and 2 b are pivotably coupled to each other.
  • the liquid crystal monitor portion 3 includes first and second, or upper and lower liquid crystal monitor sections 3 a and 3 b that are disposed on the upper and lower housings 2 a and 2 b, respectively.
  • the upper liquid crystal monitor section 3 a is a non-touch-sensitive monitor or non-touch screen
  • the lower liquid crystal monitor section 3 b is a touch-sensitive monitor or touch screen.
  • the non-touch-sensitive monitor 3 a is composed of a liquid crystal panel.
  • the touch-sensitive monitor 3 b is composed of a liquid crystal panel and a touch-sensitive panel.
  • a screen film of the liquid crystal panel and a data input film of the touch-sensitive panel are laminated as a unitary film.
  • the input portion 4 includes a direction key 4 a, a select key 4 b, a start key 4 c, a command key 4 d, power key 4 e, and L and R keys 4 f and 4 g.
  • the direction key 4 a has a cross shape, and is arranged in a center of a left-side part of the lower housing 2 b.
  • the select key 4 b and the start key 4 c are arranged on the left and right sides in the top of the left-side part of the lower housing 2 b, respectively.
  • the command key 4 d is arranged in the center of a right-side part of the lower housing 2 b.
  • the power key 4 c is arranged in the top of the left-side part of the lower housing 2 b.
  • the L and R keys 4 f and 4 g are arranged at left and right corners of the lower housing 2 b.
  • the cartridge mounting portion 5 is located in a lower part of the lower housing 2 b.
  • a game cartridge can be mounted to the cartridge mounting portion 5 .
  • the communication portion 23 is disposed in an interior of the main unit 2 , for example, the upper housing 2 a.
  • the communication portion 23 provides a local wireless network function and Internet connection function through wireless LAN, or the like.
  • a volume control key, an earphone jack, and the like are provided, but their description is omitted for sake of simplicity
  • the mobile game device I further includes a control portion or control unit 10 in the interior thereof, as shown in FIG. 2 .
  • the control unit 10 includes a CPU (Central Processing Unit) 11 using a microprocessor, a ROM (Read Only Memory) 12 as a main storage, a RAM (Random Access Memory) 13 , an image-processing circuit 14 , a sound processing circuit 15 , a communication control circuit 20 , and a communication interface 21 . These elements are connected to each other by a bus 16 .
  • the CPU 11 interprets commands in a game program, and realizes various types of data processing and control.
  • the ROM 12 stores a program or the like that is required for game device 1 fundamental control (e.g., startup control).
  • the RAM 13 provides workspace for the CPU 11 .
  • the image-processing circuit 14 controls the liquid crystal monitor portion 3 based on graphics-drawing commands from the CPU 11 , and displays a given image on at least one of the upper and lower monitor sections 3 a and 3 b.
  • the image processing circuit 14 includes a touch input detector circuit 14 a.
  • the coordinate data of the contact point is provided from the touch input detector circuit 14 a to the CPU 11 .
  • the CPU 11 recognizes the contact point.
  • the pointing device comes in direct contact with the touch-sensitive panel 3 b in the position of an object that is displayed on the liquid crystal panel
  • the coordinate data of the object is provided from the touch input detector circuit 14 a to the CPU 11 .
  • the CPU 11 recognizes the object.
  • the sound processing circuit 15 generates analog sound signals based on sounding commands of the CPU 11 , and provides the signals to a speaker 22 .
  • the communication control circuit 20 is provided in the communication portion 23 , and serves to wirelessly connect the game device 1 to other game devices, or the like.
  • the communication control circuit 20 is connected to the CPU 11 through the bus 16 .
  • the communication control circuit 20 controls connection signals based on the commands of the CPU 11 , and transmits the signals to connect the game device 1 to the Internet through a local wireless network or wireless LAN.
  • An external storage device 17 separated from the control unit 10 is connected to the bus 16 .
  • An example of the external storage device 17 is a game cartridge that is detachably attached to the main unit 2 , e.g., the lower housing 2 b.
  • the external storage device 17 includes a ROM 18 as a storage medium and a memory 19 as a user rewritable memory in the interior thereof.
  • the ROM 18 previously stores a game program that causes the game device 1 as a computer to realize game function, and various types of data such as image data that are required to execute the game program.
  • a rewritable memory such as a flash memory is used as the memory 19 .
  • the memory 19 stores saved data related to the game when necessary.
  • a storage medium of the external storage device 17 is not limited to semiconductor storage elements, various types of storage media such as magnetic storage media, optical storage media and magneto-optical storage media can be used. Additionally, interface circuitry is provided between the bus 16 and each element based on requirement, but its illustration is omitted for sake of simplicity.
  • the game device 1 the game program that is stored in the ROM 18 of the external storage device 17 is loaded, and the loaded game program is executed by the CPU 11 .
  • a player can play various types of games on the liquid crystal monitor portion 3 .
  • the game device 1 can be connected to a wireless network through the communication control circuit 20 , or can be connected to other game devices through a communication cable so that the player exchanges data or plays a cooperative game with the other game device.
  • the game device 1 is configured to receive first identification data that identifies a name of an active game on another game device through the communication portion 23 .
  • the game device 1 is configured to transmit first identification data that identifies a name of an active game on the game device 1 to another game device through the communication portion 23 .
  • the game device 1 is configured to receive second identification data that identifies the type of another game device through the communication portion 23 .
  • the game device 1 is configured to transmit second identification data that identifies the type of the game device 1 to another game device through the communication portion 23 .
  • FIG. 3 is a function block diagram illustrating various types of function that play principal roles in a game name display system in the present invention.
  • a game name recognition section 50 has function that recognizes the name of the active game on the game device 1 .
  • the game name that is executed in the game device 1 is recognized by the control portion 10 .
  • a table setting section 51 has a function that sets a correspondence table that maps a correspondence relationship between the first identification data and the game name.
  • a first identification data detection section 52 has a function that detects the first identification data that corresponds to the recognized game name of the active game on the game device 1 .
  • the control portion 10 detects the first identification data that corresponds to the game name that is executed in the game device 1 that is recognized by the control portion 10 .
  • the second identification data detection section 53 has a function that recognizes the second identification data that is stored in the memory portion.
  • the control portion 10 recognizes the second identification data, for example, hardware identifying data as the second identification data that is stored in the memory portion 10 , e.g., a main storage device (ROM 12 ).
  • a transmission command issue section 54 has a function that issues a transmission command that transmits the detected first identification data through the communication portion 23 .
  • the transmission command issue section 54 has a function that issues a transmission command that transmits the recognized second identification data through the communication portion 23 .
  • the control portion 10 issues a transmission command that transmits the first identification data that is detected by the control portion 10 through the communication portion 23 .
  • the control portion 10 issues a transmission command that transmits the second identification data that is recognized by the control portion 10 through the communication portion 23 .
  • a first identification data recognition section 55 has a function that recognizes the first identification data that is received through the communication portion 23 .
  • the first identification data that is received through the communication portion 23 is recognized by the control portion 10 .
  • a second identification data recognition section 56 has a function that recognizes the second identification data that is received through the communication portion 23 .
  • the second identification data that is received through the communication portion 23 is recognized by the control portion 10 .
  • the second identification data determination section 57 has a function that determines whether the second identification data of the other game device matches the second identification data of the game device 1 .
  • the control portion 10 determines whether the second identification data of the other game device that is recognized by the control portion 10 matches the second identification data of the game device 1 .
  • the first identification data that is received through the communication portion 23 is recognized by the control portion 10 in the first identification data recognition section 55 .
  • a corresponding game name recognition section 58 has a function that recognizes the game name corresponding to the recognized first identification data based on the correspondence table.
  • the control portion 10 recognizes the game name corresponding to the first identification data that is recognized by the control portion 10 based on the correspondence table.
  • a game name display section 59 has a function that displays the recognized game name.
  • the game name that is recognized by the control portion 10 is displayed on the liquid crystal monitor portion 3 .
  • the game name display system displays the name of a game that is active on another game device (second game device) on the liquid crystal monitor portion 3 of the game device 1 (first game device).
  • This game name display system is realized principally by the aforementioned various sections.
  • the second game device is configured similarly to the aforementioned first game device 1 , and includes section similar to the aforementioned first game device 1 .
  • the control portion 10 e.g., the CPU 11
  • recognizes game name data e.g., game name B data (hereinafter, referred to as the game name, and the game name B) of the game that is initiated in the first game device 1 (S 2 ).
  • game name B is previously specified in a B game program that is stored in the ROM 18 of the external storage device 17 , and the B game program is read from the ROM 18 of the external storage device 17 into the RAM 13 of the control unit 10 .
  • the CPU 11 recognizes the game name B that is read into the RAM 13 .
  • a plurality of game names A, B and C that can be played over communications networks (communication play), and first identification data ID 1 ( a ), ID 1 ( b ) and ID 1 ( c ) that correspond to the plurality of game names A, B and C, respectively, are read from the ROM 18 of the external storage device 17 into the RAM 13 of the control unit 10 , and are stored in the RAM 13 (S 3 ).
  • a list between the game names A, B and C of the games that can provide cooperative communication play, and the first identification data ID 1 ( a ), ID 1 ( b ) and ID 1 ( c ) that correspond to the plurality of game names A, B and C is previously mapped in the game program that is stored in the ROM 18 .
  • a correspondence table 60 that contains the plurality of game names A, B and C and the first identification data ID 1 ( a ), ID 1 ( b ) and ID 1 ( c ) is set by the CPU 11 based on the plurality of game names A, B, and C and the first identification data ID 1 ( a ), ID 1 ( b ) and ID 1 ( c ) as shown in FIG. 5 ( b ) (S 4 ). Subsequently, when setting the correspondence table 60 , the CPU 11 accesses the correspondence table 60 (S 5 ).
  • the CPU 11 recognizes the first identification data corresponding to the game name B in execution (S 6 ). For example, in the case where the B game is initiated and executed, when the CPU 11 accesses the correspondence table 60 , the CPU 11 recognizes the first identification data ID 1 ( b ) corresponding to the game name B of the B game.
  • the second identification data that represents the type of the first game device i.e., the unique hardware identification data or the second identification data ID 2 ( a ) of the first game device 1 is read from the ROM 12 into the RAM 13 , and is thus recognized by the CPU 11 (S 7 ).
  • the CPU 11 issues a transmission command that transmits the first identification data ID 1 ( b ) that is recognized by the CPU 11 , and the second identification data ID 2 ( a ) that is recognized by the CPU 11 through the communication portion 23 (S 8 ).
  • the first and second identification data ID 1 ( b ) and ID 2 ( a ) are externally transmitted through the communication portion 23 of the first game device 1 (see a dashed arrow in FIG. 4 ).
  • the CPU 11 issues the transmission command that transmits the first and second identification data ID 1 ( b ) and ID 2 ( a ) through the communication portion 23 of the first game device 1 at a time interval that is previously set in the game program.
  • the aforementioned various types of processing are also executed in the second game device.
  • the first and second identification data are externally transmitted at the previously set time interval also from the second game device (see the dashed arrow in FIG. 4 ).
  • the first game device 1 When the first game device 1 receives the first and second identification data from the second game device through the communication portion 23 , the received first and second identification data are stored in the RAM 13 and are recognized by the CPU 11 (S 9 ).
  • the CPU 11 determines whether the second identification data of the second game device matches the second identification data ID 2 ( a ) of the first game device 1 (S 10 ). If the CPU 11 determines that the second identification data of the second game device matches the second identification data ID 2 ( a ) of the first game device 1 (Yes in S 10 , see a solid arrow in FIG. 6 ( a )), the CPU 11 recognizes the first identification data of the second game device that is received through the communication portion 23 (S 11 , see a solid arrow in FIG. 5 ( b )).
  • the second identification data ID 2 ( a ) of the second game device matches the second identification data ID 2 ( a ) of the first game device 1 .
  • the CPU 11 recognizes the first identification data ID 1 ( b ) of the second game device that is received through the communication portion 23 . Then, the CPU 11 counts the number of the first identification data that are recognized by the CPU 11 , and the counted number is stored in the RAM 13 (S 12 ).
  • the CPU 11 determines that the second identification data of the second game device does not match the second identification data of the first game device 1 (No in S 10 , see a dashed arrow in FIG. 6 ( b ))
  • the CPU 11 does not recognize the first identification data of the second game device that is received through the communication portion 23 , and the first and second identification data are deleted from the RAM 13 based on the command from the CPU 11 (S 13 ).
  • the second identification data ID 2 ( b ) of the second game device does not match the second identification data ID 2 ( a ) of the first game device 1 .
  • the CPU 11 does not recognize the first identification data ID 1 ( b ) of the second game device that is received through the communication portion 23 .
  • the first and second identification data ID 1 ( b ) and ID 2 ( b ) are deleted from the RAM 13 based on the command from the CPU 11 .
  • the CPU 11 accesses the correspondence table 60 (S 14 ).
  • the CPU 11 recognizes the game name B corresponding to the first identification data ID 1 ( b ) of the second game device (S 15 , shown by a solid arrow in FIG. 5 ( b )).
  • the liquid crystal monitor portion 3 e.g., the upper liquid crystal monitor section 3 a
  • the upper liquid crystal monitor section 3 a displays the game name B and the number of players who play this game, e.g., “B Game: 1 Player”, as shown in FIG. 7 ( a ) (S 16 ). Accordingly, the player can recognize information of other players, who play the same game as the player, on the basis of the information that is displayed on the upper liquid crystal monitor section 3 a.
  • the CPU 11 determines whether the executed game is over (S 17 ). If the CPU 11 determines that the executed game is over (Yes in S 17 ), the game name display system is ended. If the CPU 11 determines that the executed game is not over (No in S 17 ), the procedure returns to Step S 8 .
  • the steps from S 1 to S 16 are also executed in the second game device. Accordingly, the second game device displays the game name corresponding to the first identification data of the first game device 1 on the liquid crystal monitor portion 3 , e.g., the upper liquid crystal monitor section 3 a similarly to the first game device 1 .
  • the number of the second game devices is one, the number of the second game devices is not limited to one.
  • the number of the second game devices can be two or more.
  • the liquid crystal monitor portion 3 e.g., the upper liquid crystal monitor section 3 a displays the game name corresponding to the first identification data of a plurality of second game devices that are received by the first game device 1 , and the number of players who play each game that is executed in the plurality of second game devices, as shown in FIG. 7 ( b ).
  • the mobile game device 1 is used as an exemplary computer to which a game program is applied
  • the computer e.g., game device
  • the computer can be a game device that includes a separated monitor, a commercial gaming machine that includes a game machine unit with a monitor attached thereto unitarily, a personal computer or a workstation that can serve as a game device by executing a game program, or the like that include a communication portion that can provide communication.
  • the present invention includes a program that realizes the aforementioned game, a program method that realizes the game, and a computer-readable storage medium that stores the program.
  • Examples of the storage medium are a computer-readable flexible disk, semiconductor memory, CD-ROM, DVD, MO, ROM cassette, or other medium.
  • At least one first identification data that is received through the communication portion 23 is first recognized by the control portion 10 .
  • the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion 10 . Consequently, the recognized game name is displayed on the display portion 3 .
  • a player can read a game name that is displayed on the display portion 3 to find out the game that is executed by any other player. Therefore, players can easily play a communication game with any other players.
  • the term “comprising” and its derivatives, as used herein, are intended to be open ended terms that specify the presence of the stated features, elements, components, groups, integers, and/or steps, but do not exclude the presence of other unstated features, elements, components, groups, integers and/or steps.
  • the foregoing also applies to words having similar meanings such as the terms, “including”, “having” and their derivatives.
  • the terms “part,” “section,” “portion,” “member” or “element” when used in the singular can have the dual meaning of a single part or a plurality of parts.
  • detect as used herein to describe an operation or function carried out by a component, a section, a device or the like includes a component, a section, a device or the like that does not require physical detection, but rather includes determining, measuring, modeling, predicting or computing or the like to carry out the operation or function.

Abstract

A game device configured to allow a player to easily play a communication game with any other player is provided. The game device includes a table setting section configured to map a correspondence relationship between first identification data and game name. A first identification data recognition section is configured to recognize at least one first identification data that is received through a communication portion. A corresponding game name recognition section is configured to recognize the game name corresponding to the recognized first identification data based on the correspondence table. A game name display section is configured to display the recognized game name on a display portion.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation of International application No. PCT/JP2006/305236, filed on Mar. 16, 2006, which claims priority to Japanese Application No. 2005-096806, filed in Japan on Mar. 30, 2005. The entire contents of both applications are hereby incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention generally relates to a game program. More specifically, the present invention relates to a game program that, in game execution of a first computer, causes a second computer capable of receiving first identification data that identifies game name through a communication portion of the second computer to display the game name of active game on the first computer. In addition, the present invention relates to a game device and a game method that are realized by this game program.
  • 2. Background Information
  • Various types of video games corresponding cooperative communication play have been proposed until now. These video games are executed in a game device such as a mobile game device. For example, a mobile game device includes a game device unit, a liquid crystal monitor, input portions, and a communication portion. The liquid crystal monitor is arranged substantially in a middle of the game device unit. The input portions are arranged on both sides of the liquid crystal monitor. The input portions have a plurality of input keys, for example. The communication portion is disposed inside the game device unit. Two or more thus-configured mobile game devices transmit/receive game data to/from each other through their communication portions so that the game corresponding to cooperative communication play can be executed (see, for example, Non-Patent Document: Prince of Tennis 2005 CRYSTALDRIVE (Nintendo DS), Konami Computer Entertainment Studio, Dec. 30, 2004).
  • In conventional video games corresponding to cooperative communication play, when a player plays a game corresponding to communication play (multiplayer game using communications networks) cooperatively with someone, the player is required to actively find another cooperative game player who has the same multiplayer game for use in communications networks.
  • For this reason, in the conventional multiplayer games for use in communications networks, players likely play the cooperative games with their friends. However, players are not limited to play with their friends, and can play with people other than their friends who have the cooperative games. Accordingly, when players find someone other than their friends who are playing a game near the player, the player can play the cooperative game if the other person has the same multiplayer game for use in communications networks. However, since the players cannot easily find out which type of game is being played by the person other than their friends, the players are required to move closer to the unknown person to find out what game is being played. Such behavior is not normal in daily life. Even if some players are willing to approach an unknown person, when the players intend to play a multiplayer game with more cooperative game players, the players have to find other players that are playing the game again and again.
  • In view of the above, it will be apparent to those skilled in the art from this disclosure that there exists a need for an improved method, program or apparatus that allows a player to easily play a game with any other player. This invention addresses this need in the art as well as other needs, which will become apparent to those skilled in the art from this disclosure.
  • SUMMARY OF THE INVENTION
  • The object of the present invention is to allow a player to easily play a game for use in communications networks with any other player.
  • A game program according to a first aspect of the present invention, in game execution of a first computer, causes a second computer to display a game name of an active game on the first computer. The second computer is capable of receiving first identification data that identifies the game name through a communication portion of the second computer. This game program causes the second computer to realize the following functional parts:
  • (1) Table setting function that sets a correspondence table that maps a correspondence relationship between first identification data and game name;
  • (2) First identification data recognition function that recognizes at least one first identification data that is received through the communication portion;
  • (3) Corresponding game name recognition function that recognizes the game name corresponding to the recognized first identification data based on the correspondence table; and
  • (4) Game name display function that displays the recognized game name.
  • In this game program, in the table setting function, a correspondence table is set to map a correspondence relationship between first identification data and game name. In the first identification data recognition function, at least one first identification data that is received through the communication portion is recognized by a control portion. In the corresponding game name recognition function, the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion. In the game name display function, the recognized game name is displayed on a display portion.
  • In this case, at least one first identification data that is received through the communication portion is recognized by the control portion. Subsequently, the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion. Consequently, the recognized game name is displayed on the display portion.
  • As a result, a player can read a game name that is displayed on the display portion, and thus can find out a game that is played by any other player. Therefore, players can easily play a game for use in communications networks (a communication game) with any other players.
  • A game program according to a second aspect of the present invention, in the game program according to the first aspect, causes the second computer to display the game name. The second computer is capable of receiving a second identification data that identifies a type of the first computer through the communication portion of the second computer. This game program, in the game program according to the first aspect, further causes the second computer to realize the following functional parts:
  • (5) Second identification data recognition function that recognizes at least one second identification data that is received through the communication portion; and
  • (6) Second identification data determination function determines whether the recognized second identification data of the first computer matches second identification data of the second computer.
  • In this game program, in the second identification data determination function, at least one second identification data that is received through the communication portion is recognized by the control portion. In the second identification data determination function, when the control portion determines that the recognized second identification data of the first computer that is received by the second computer matches the second identification data of the second computer, in the first identification data recognition function, at least one first identification data that is received through the communication portion is recognized.
  • In this case, when the control portion recognizes at least one second identification data that is received through the communication portion, and determines that the second identification data of the first computer that is recognized by the control portion matches the second identification data of the second computer, the at least one first identification data that is received through the communication portion is recognized. Accordingly, if the first computer is the same type as the second computer, the game name corresponding to the first identification data is recognized based on the correspondence table by the control portion, and the recognized game name is displayed on the display portion.
  • As a result, a player can read a game name that is displayed on the display portion, and thus can find out the game that is played by any other player who has the same type computer, e.g., mobile game device, as the player. Therefore, players can easily play a communication game with any other players
  • A game program according to a third aspect of the present invention, in the game program according to the first or second aspect, in game execution of the second computer, causes the second computer to transmit a first identification data that identifies a game name of an active game on the second computer through a communication portion of the second computer. This game program, in the game program according to the first or second aspect, further causes the second computer to realize the following functional parts;
  • (7) Game name recognition function that recognizes the game name of an active game on the second computer.
  • (8) First identification data detection function detects the first identification data corresponding to the game name of an active game on the second computer based on the correspondence table; and
  • (9) Transmission command issue function that issues a transmission command that transmits the detected first identification data through the communication portion.
  • In this game program, in the game name recognition function, the game name of an active game on the second computer is recognized by the control portion. In the first identification data detection function, the first identification data corresponding to the game name of an active game on the second computer is detected based on the correspondence table by the control portion. In the transmission command issue function, a transmission command that transmits the detected first identification data through the communication portion is issued by the control portion.
  • In this case, the first identification data corresponding to the game name of active game on the second computer can be transmitted through the communication portion based on the correspondence table.
  • Accordingly, anyone who receives the first identification data from the player can find out the name of the game that is played by the player on anyone's side display portion.
  • A game device according to a fourth aspect of the present invention receives first identification data that identifies a game name that is executed in a first computer through a communication portion of the game device to display the game name. This game device includes a table setting section, a first identification data recognition section, a corresponding game name recognition section, and a game name display section. The table setting section sets a correspondence table that maps a correspondence relationship between first identification data and game name. The first identification data recognition section recognizes at least one first identification data that is received through the communication portion. The corresponding game name recognition section recognizes the game name corresponding to the recognized first identification data based on the correspondence table. The game name display section displays the recognized game name.
  • A game method according to a fifth aspect of the present invention, in game execution of a first computer, causes a second computer to display a game name of an active game on the first computer, the second computer capable of receiving a first identification data that identifies the game name through a communication portion thereof. The game method includes a table setting step, a first identification data recognizing step, a corresponding game name recognizing step, and a game name displaying step. The table setting step sets a correspondence table that maps a correspondence relationship between first identification data and game name. The first identification data recognizing step recognizes at least one first identification data that is received through communication portion. The corresponding game name recognizing step recognizes the game name corresponding to recognized first identification data based on correspondence table. The game name displaying step displays recognized game name.
  • These and other objects, features, aspects and advantages of the present invention will become apparent to those skilled in the art from the following detailed description, which, taken in conjunction with the annexed drawings, discloses a preferred embodiment of the present invention.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Referring now to the attached drawings which form a part of this original disclosure:
  • FIG. 1 is an external view of a mobile game device as an exemplary computer to which a game program according to the present invention can be applied;
  • FIG. 2 is a control block diagram of the exemplary mobile game device;
  • FIG. 3 is a function block diagram of the exemplary mobile game device;
  • FIG. 4 is a flow chart schematically illustrating various types of processing in a game name display system;
  • FIG. 5 is a view illustrating a relationship between first identification data of the first and second game devices, and a correspondence table;
  • FIG. 6 is a view illustrating a relationship between second identification data of the first and second game devices; and
  • FIG. 7 is a view of exemplary text information that is displayed on a monitor.
  • DETAILED DESCRIPTION
  • A preferred embodiment of the present invention will now be explained with reference to the drawings. It will be apparent to those skilled in the art from this disclosure that the following description of the preferred embodiment of the present invention is provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.
  • Game Device Configuration
  • As shown in FIG. 1, the mobile game device 1 includes a main unit 2, a liquid crystal monitor portion 3, input portions 4, a cartridge mounting portion 5, and a communication portion 23. The main unit 2 includes upper and lower housings 2 a and 2 b. The upper and lower housings 2 a and 2 b are pivotably coupled to each other. The liquid crystal monitor portion 3 includes first and second, or upper and lower liquid crystal monitor sections 3 a and 3 b that are disposed on the upper and lower housings 2 a and 2 b, respectively. In this configuration, for example, the upper liquid crystal monitor section 3 a is a non-touch-sensitive monitor or non-touch screen, while the lower liquid crystal monitor section 3 b is a touch-sensitive monitor or touch screen. The non-touch-sensitive monitor 3 a is composed of a liquid crystal panel. The touch-sensitive monitor 3 b is composed of a liquid crystal panel and a touch-sensitive panel. In the touch-sensitive monitor 3 b, a screen film of the liquid crystal panel and a data input film of the touch-sensitive panel are laminated as a unitary film. The input portion 4 includes a direction key 4 a, a select key 4 b, a start key 4 c, a command key 4 d, power key 4 e, and L and R keys 4 f and 4 g. The direction key 4 a has a cross shape, and is arranged in a center of a left-side part of the lower housing 2 b. The select key 4 b and the start key 4 c are arranged on the left and right sides in the top of the left-side part of the lower housing 2 b, respectively. The command key 4 d is arranged in the center of a right-side part of the lower housing 2 b. The power key 4 c is arranged in the top of the left-side part of the lower housing 2 b. The L and R keys 4 f and 4 g are arranged at left and right corners of the lower housing 2 b. The cartridge mounting portion 5 is located in a lower part of the lower housing 2 b. For example, a game cartridge can be mounted to the cartridge mounting portion 5. The communication portion 23 is disposed in an interior of the main unit 2, for example, the upper housing 2 a. For example, the communication portion 23 provides a local wireless network function and Internet connection function through wireless LAN, or the like. In addition, a volume control key, an earphone jack, and the like are provided, but their description is omitted for sake of simplicity.
  • The mobile game device I further includes a control portion or control unit 10 in the interior thereof, as shown in FIG. 2. The control unit 10 includes a CPU (Central Processing Unit) 11 using a microprocessor, a ROM (Read Only Memory) 12 as a main storage, a RAM (Random Access Memory) 13, an image-processing circuit 14, a sound processing circuit 15, a communication control circuit 20, and a communication interface 21. These elements are connected to each other by a bus 16.
  • The CPU 11 interprets commands in a game program, and realizes various types of data processing and control. The ROM 12 stores a program or the like that is required for game device 1 fundamental control (e.g., startup control). The RAM 13 provides workspace for the CPU 11. The image-processing circuit 14 controls the liquid crystal monitor portion 3 based on graphics-drawing commands from the CPU 11, and displays a given image on at least one of the upper and lower monitor sections 3 a and 3 b. In addition, the image processing circuit 14 includes a touch input detector circuit 14 a. When a pointing device, such as a touch pen or a player's finger, comes in direct contact with the touch-sensitive panel 3 b, the coordinate data of the contact point is provided from the touch input detector circuit 14 a to the CPU 11. Thus, the CPU 11 recognizes the contact point. Additionally, when the pointing device comes in direct contact with the touch-sensitive panel 3 b in the position of an object that is displayed on the liquid crystal panel, the coordinate data of the object is provided from the touch input detector circuit 14 a to the CPU 11. Thus, the CPU 11 recognizes the object. The sound processing circuit 15 generates analog sound signals based on sounding commands of the CPU 11, and provides the signals to a speaker 22. The communication control circuit 20 is provided in the communication portion 23, and serves to wirelessly connect the game device 1 to other game devices, or the like. The communication control circuit 20 is connected to the CPU 11 through the bus 16. The communication control circuit 20 controls connection signals based on the commands of the CPU 11, and transmits the signals to connect the game device 1 to the Internet through a local wireless network or wireless LAN.
  • An external storage device 17 separated from the control unit 10 is connected to the bus 16. An example of the external storage device 17 is a game cartridge that is detachably attached to the main unit 2, e.g., the lower housing 2 b. The external storage device 17 includes a ROM 18 as a storage medium and a memory 19 as a user rewritable memory in the interior thereof. The ROM 18 previously stores a game program that causes the game device 1 as a computer to realize game function, and various types of data such as image data that are required to execute the game program. A rewritable memory such as a flash memory is used as the memory 19. For example, the memory 19 stores saved data related to the game when necessary. In addition, a storage medium of the external storage device 17 is not limited to semiconductor storage elements, various types of storage media such as magnetic storage media, optical storage media and magneto-optical storage media can be used. Additionally, interface circuitry is provided between the bus 16 and each element based on requirement, but its illustration is omitted for sake of simplicity.
  • In the game device 1, the game program that is stored in the ROM 18 of the external storage device 17 is loaded, and the loaded game program is executed by the CPU 11. Thus, a player can play various types of games on the liquid crystal monitor portion 3. In addition, the game device 1 can be connected to a wireless network through the communication control circuit 20, or can be connected to other game devices through a communication cable so that the player exchanges data or plays a cooperative game with the other game device.
  • Overview of Various Routines in the Game Device
  • The game device 1 is configured to receive first identification data that identifies a name of an active game on another game device through the communication portion 23. The game device 1 is configured to transmit first identification data that identifies a name of an active game on the game device 1 to another game device through the communication portion 23.
  • In addition, the game device 1 is configured to receive second identification data that identifies the type of another game device through the communication portion 23. The game device 1 is configured to transmit second identification data that identifies the type of the game device 1 to another game device through the communication portion 23.
  • The game device 1 displays the name of the active game on the other game device on the liquid crystal monitor portion 3. FIG. 3 is a function block diagram illustrating various types of function that play principal roles in a game name display system in the present invention.
  • A game name recognition section 50 has function that recognizes the name of the active game on the game device 1. In the game name recognition section 50, the game name that is executed in the game device 1 is recognized by the control portion 10.
  • A table setting section 51 has a function that sets a correspondence table that maps a correspondence relationship between the first identification data and the game name.
  • A first identification data detection section 52 has a function that detects the first identification data that corresponds to the recognized game name of the active game on the game device 1. In the first identification data detection section 52, the control portion 10 detects the first identification data that corresponds to the game name that is executed in the game device 1 that is recognized by the control portion 10.
  • The second identification data detection section 53 has a function that recognizes the second identification data that is stored in the memory portion. In the second identification data detection section 53, the control portion 10 recognizes the second identification data, for example, hardware identifying data as the second identification data that is stored in the memory portion 10, e.g., a main storage device (ROM 12).
  • A transmission command issue section 54 has a function that issues a transmission command that transmits the detected first identification data through the communication portion 23. In addition, the transmission command issue section 54 has a function that issues a transmission command that transmits the recognized second identification data through the communication portion 23. In the transmission command issue section 54, the control portion 10 issues a transmission command that transmits the first identification data that is detected by the control portion 10 through the communication portion 23. Additionally, in the transmission command issue section 54, the control portion 10 issues a transmission command that transmits the second identification data that is recognized by the control portion 10 through the communication portion 23.
  • A first identification data recognition section 55 has a function that recognizes the first identification data that is received through the communication portion 23. In the first identification data recognition section 55, the first identification data that is received through the communication portion 23 is recognized by the control portion 10.
  • A second identification data recognition section 56 has a function that recognizes the second identification data that is received through the communication portion 23. In the second identification data recognition section 56, the second identification data that is received through the communication portion 23 is recognized by the control portion 10.
  • The second identification data determination section 57 has a function that determines whether the second identification data of the other game device matches the second identification data of the game device 1. In the second identification data determination section 57, the control portion 10 determines whether the second identification data of the other game device that is recognized by the control portion 10 matches the second identification data of the game device 1. In the second identification data determination section 57, when the control portion 10 determines that the second identification data of the other game device matches the second identification data of the game device 1, the first identification data that is received through the communication portion 23 is recognized by the control portion 10 in the first identification data recognition section 55.
  • A corresponding game name recognition section 58 has a function that recognizes the game name corresponding to the recognized first identification data based on the correspondence table. In the corresponding game name recognition section 58, the control portion 10 recognizes the game name corresponding to the first identification data that is recognized by the control portion 10 based on the correspondence table.
  • A game name display section 59 has a function that displays the recognized game name. In the correspondence game name recognition section 59, the game name that is recognized by the control portion 10 is displayed on the liquid crystal monitor portion 3.
  • Details and Processing Flow of Game Name Display System
  • The game name display system displays the name of a game that is active on another game device (second game device) on the liquid crystal monitor portion 3 of the game device 1 (first game device). This game name display system is realized principally by the aforementioned various sections. In addition, the second game device is configured similarly to the aforementioned first game device 1, and includes section similar to the aforementioned first game device 1.
  • In the following description, the details and processing flow of the game name display system are explained with reference to FIGS. 4 to 7.
  • For example, when a multiplayer game for use in communications networks (a communication game), e.g., B game, is initiated in the first game device 1 (S1), the control portion 10, e.g., the CPU 11, recognizes game name data, e.g., game name B data (hereinafter, referred to as the game name, and the game name B), of the game that is initiated in the first game device 1 (S2). For example, the game name B is previously specified in a B game program that is stored in the ROM 18 of the external storage device 17, and the B game program is read from the ROM 18 of the external storage device 17 into the RAM 13 of the control unit 10. Thus, the CPU 11 recognizes the game name B that is read into the RAM 13. As shown in FIG. 5(a), a plurality of game names A, B and C that can be played over communications networks (communication play), and first identification data ID1(a), ID1(b) and ID1(c) that correspond to the plurality of game names A, B and C, respectively, are read from the ROM 18 of the external storage device 17 into the RAM 13 of the control unit 10, and are stored in the RAM 13 (S3). In addition, a list between the game names A, B and C of the games that can provide cooperative communication play, and the first identification data ID1(a), ID1(b) and ID1(c) that correspond to the plurality of game names A, B and C is previously mapped in the game program that is stored in the ROM 18.
  • When the plurality of game names A, B and C and the first identification data ID1(a), ID1(b) and ID1(c) are stored in RAM 13, a correspondence table 60 that contains the plurality of game names A, B and C and the first identification data ID1(a), ID1(b) and ID1(c) is set by the CPU 11 based on the plurality of game names A, B, and C and the first identification data ID1(a), ID1(b) and ID1(c) as shown in FIG. 5(b) (S4). Subsequently, when setting the correspondence table 60, the CPU 11 accesses the correspondence table 60 (S5). Then, the CPU 11 recognizes the first identification data corresponding to the game name B in execution (S6). For example, in the case where the B game is initiated and executed, when the CPU 11 accesses the correspondence table 60, the CPU 11 recognizes the first identification data ID1(b) corresponding to the game name B of the B game. In addition, as shown in FIG. 6(a), the second identification data that represents the type of the first game device, i.e., the unique hardware identification data or the second identification data ID2(a) of the first game device 1 is read from the ROM 12 into the RAM 13, and is thus recognized by the CPU 11 (S7). Then, the CPU 11 issues a transmission command that transmits the first identification data ID1(b) that is recognized by the CPU 11, and the second identification data ID2(a) that is recognized by the CPU 11 through the communication portion 23 (S8). Thus, the first and second identification data ID1(b) and ID2(a) are externally transmitted through the communication portion 23 of the first game device 1 (see a dashed arrow in FIG. 4). In addition, the CPU 11 issues the transmission command that transmits the first and second identification data ID1(b) and ID2(a) through the communication portion 23 of the first game device 1 at a time interval that is previously set in the game program.
  • The aforementioned various types of processing are also executed in the second game device. Similarly to the first game device 1, the first and second identification data are externally transmitted at the previously set time interval also from the second game device (see the dashed arrow in FIG. 4).
  • When the first game device 1 receives the first and second identification data from the second game device through the communication portion 23, the received first and second identification data are stored in the RAM 13 and are recognized by the CPU 11 (S9).
  • Subsequently, the CPU 11 determines whether the second identification data of the second game device matches the second identification data ID2(a) of the first game device 1 (S10). If the CPU 11 determines that the second identification data of the second game device matches the second identification data ID2(a) of the first game device 1 (Yes in S10, see a solid arrow in FIG. 6(a)), the CPU 11 recognizes the first identification data of the second game device that is received through the communication portion 23 (S11, see a solid arrow in FIG. 5(b)). For example, in a case where the first game device 1 receives first and second identification data ID1(b) and ID2(a) from the second game device, the second identification data ID2(a) of the second game device matches the second identification data ID2(a) of the first game device 1. In this case, the CPU 11 recognizes the first identification data ID1(b) of the second game device that is received through the communication portion 23. Then, the CPU 11 counts the number of the first identification data that are recognized by the CPU 11, and the counted number is stored in the RAM 13 (S12).
  • Conversely, if the CPU 11 determines that the second identification data of the second game device does not match the second identification data of the first game device 1 (No in S10, see a dashed arrow in FIG. 6(b)), the CPU 11 does not recognize the first identification data of the second game device that is received through the communication portion 23, and the first and second identification data are deleted from the RAM 13 based on the command from the CPU 11 (S13). For example, in a case where the first game device 1 receives the first and second identification data ID1(b) and ID2(b) from the second game device, the second identification data ID2(b) of the second game device does not match the second identification data ID2(a) of the first game device 1. In this case, the CPU 11 does not recognize the first identification data ID1(b) of the second game device that is received through the communication portion 23. The first and second identification data ID1(b) and ID2(b) are deleted from the RAM 13 based on the command from the CPU 11.
  • When the first identification data ID1(b) of the second game device that is received through the communication portion 23 is recognized by the CPU 11, and the number of first identification data ID1(b) receipts are counted, the CPU 11 accesses the correspondence table 60 (S14). The CPU 11 recognizes the game name B corresponding to the first identification data ID1(b) of the second game device (S15, shown by a solid arrow in FIG. 5(b)). Subsequently, the liquid crystal monitor portion 3, e.g., the upper liquid crystal monitor section 3 a, displays the game name B that corresponds to the first identification data ID1(b) of the second game device, and the number of first identification data receipts that are stored in the RAM 13 (S16). For example, the upper liquid crystal monitor section 3 a displays the game name B and the number of players who play this game, e.g., “B Game: 1 Player”, as shown in FIG. 7(a) (S16). Accordingly, the player can recognize information of other players, who play the same game as the player, on the basis of the information that is displayed on the upper liquid crystal monitor section 3 a. At the end of the routine, the CPU 11 determines whether the executed game is over (S17). If the CPU 11 determines that the executed game is over (Yes in S17), the game name display system is ended. If the CPU 11 determines that the executed game is not over (No in S17), the procedure returns to Step S8.
  • The steps from S1 to S16 are also executed in the second game device. Accordingly, the second game device displays the game name corresponding to the first identification data of the first game device 1 on the liquid crystal monitor portion 3, e.g., the upper liquid crystal monitor section 3 a similarly to the first game device 1.
  • Note that, although the above description describes the case where the number of the second game devices is one, the number of the second game devices is not limited to one. The number of the second game devices can be two or more. In this case, the liquid crystal monitor portion 3, e.g., the upper liquid crystal monitor section 3 a displays the game name corresponding to the first identification data of a plurality of second game devices that are received by the first game device 1, and the number of players who play each game that is executed in the plurality of second game devices, as shown in FIG. 7(b).
  • In the foregoing embodiment, although the mobile game device 1 is used as an exemplary computer to which a game program is applied, the computer, e.g., game device, can be a game device that includes a separated monitor, a commercial gaming machine that includes a game machine unit with a monitor attached thereto unitarily, a personal computer or a workstation that can serve as a game device by executing a game program, or the like that include a communication portion that can provide communication.
  • The present invention includes a program that realizes the aforementioned game, a program method that realizes the game, and a computer-readable storage medium that stores the program. Examples of the storage medium are a computer-readable flexible disk, semiconductor memory, CD-ROM, DVD, MO, ROM cassette, or other medium.
  • In the present invention, at least one first identification data that is received through the communication portion 23 is first recognized by the control portion 10. Subsequently, the game name corresponding to the recognized first identification data is recognized based on the correspondence table by the control portion 10. Consequently, the recognized game name is displayed on the display portion 3. As a result, a player can read a game name that is displayed on the display portion 3 to find out the game that is executed by any other player. Therefore, players can easily play a communication game with any other players.
  • General Interpretation of Terms
  • In understanding the scope of the present invention, the term “comprising” and its derivatives, as used herein, are intended to be open ended terms that specify the presence of the stated features, elements, components, groups, integers, and/or steps, but do not exclude the presence of other unstated features, elements, components, groups, integers and/or steps. The foregoing also applies to words having similar meanings such as the terms, “including”, “having” and their derivatives. Also, the terms “part,” “section,” “portion,” “member” or “element” when used in the singular can have the dual meaning of a single part or a plurality of parts.
  • The term “detect” as used herein to describe an operation or function carried out by a component, a section, a device or the like includes a component, a section, a device or the like that does not require physical detection, but rather includes determining, measuring, modeling, predicting or computing or the like to carry out the operation or function.
  • The term “configured” as used herein to describe a component, section or part of a device includes hardware and/or software that is constructed and/or programmed to carry out the desired function. The terms of degree such as “substantially”, “about” and “approximately” as used herein mean a reasonable amount of deviation of the modified term such that the end result is not significantly changed.
  • While only a preferred embodiment has been chosen to illustrate the present invention, it will be apparent to those skilled in the art from this disclosure that various changes and modifications can be made herein without departing from the scope of the invention as defined in the appended claims. For example, the size, shape, location or orientation of the various components can be changed as needed and/or desired. Components that are shown directly connected or contacting each other can have intermediate structures disposed between them. The functions of one element can be performed by two, and vice versa. The structures and functions of one embodiment can be adopted in another embodiment. It is not necessary for all advantages to be present in a particular embodiment at the same time. Every feature which is unique from the prior art, alone or in combination with other features, also should be considered a separate description of further inventions by the applicant, including the structural and/or functional concepts embodied by such feature(s). Thus, the foregoing description of the preferred embodiment according to the present invention is provided for illustration only, and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.

Claims (5)

1. A computer readable medium encoded with a computer program instructing a first game device to perform the steps comprising:
setting a correspondence table that maps a correspondence relationship between first identification data and game name;
recognizing at least one first identification data that identifies a game name of an active game on a first game device;
recognizing a game name corresponding to the recognized first identification data based on the correspondence table; and
recognizing second identification data that identifies a type of the first game device.
2. The computer readable medium set forth in claim 1 further comprising
transmitting the detected first and second identification data of the first game device through a communication portion of the first game device;
receiving first and second identification data from at least one second game device;
recognizing at least one second identification data that identifies a type of a second game device and that is received through a communication portion of the first game device, and
determining whether the recognized second identification data of the second game device matches second identification data of the first game device; and
recognizing first identification data of the second game device if the second identification data of the second game device matches the second identification data of the first game device.
3. The game program set forth in claim 2 further comprising
recognizing a game name of an active game on the second game device by accessing the correspondence table; and
displaying the recognized game name of the active game on the second game device.
4. A game system comprising:
a table setting section configured to set a correspondence table that maps a correspondence relationship between first identification data and game name;
a first identification data recognition section configured to recognize at least one first identification data that identifies a game name of an active game on a second game device and that is received through a communication portion of a first game device;
a corresponding game name recognition section configured to recognize the game name corresponding to the recognized first identification data based on the correspondence table; and
a game name display section configured to display the recognized game name.
5. A game method comprising:
setting a correspondence table that maps a correspondence relationship between first identification data and game name;
recognizing at least one first identification data that identifies a game name of an active game on a second game device and that is received through a communication portion of a first game device;
recognizing the game name corresponding to the recognized first identification data based on the correspondence table; and
displaying the recognized game name.
US11/846,121 2005-03-30 2007-08-28 Game program, game device, and game method Abandoned US20070298876A1 (en)

Applications Claiming Priority (3)

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JP2005-096806 2005-03-30
JP2005096806A JP2006271751A (en) 2005-03-30 2005-03-30 Game program, game device and game method
PCT/JP2006/305236 WO2006109406A1 (en) 2005-03-30 2006-03-16 Game program, game machine, and game method

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JP5437358B2 (en) * 2011-12-14 2014-03-12 株式会社ソニー・コンピュータエンタテインメント Terminal device and data transmission / reception method

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US7300353B2 (en) * 2001-04-27 2007-11-27 Konami Computer Entertainment Osaka, Inc. Game server, recording medium for storing game action control program and network game action control method for implementing multiple player team alteration
US7102640B1 (en) * 2002-03-21 2006-09-05 Nokia Corporation Service/device indication with graphical interface
US20040087369A1 (en) * 2002-10-21 2004-05-06 Nintendo Co., Ltd. Wireless communication game system

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TW200702023A (en) 2007-01-16

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