Communication game system
Abstract
Problem to be solved.To realize a safe and easy-to-participate network game because it is possible to communicate with a friend who has exchanged identification information via a network. A communication game system includes, for example, a plurality of game devices capable of wirelessly communicating with each other. The game device registers the identification information of the other party acquired by short-range wireless communication or manually in the friend list. After that, the game device connects to the Internet and asks, for example, a server whether network communication is possible with the other party in the friend list. When it is determined that communication is possible, the game device acquires the address of the other party and performs network communication. If there are already communicating partners when connected from another game device, the game device sends the identification information to introduce the communication partners to each other. The referred game device communicates with the referred party via the network, and adds the partner's identification information to the friend list if necessary. [Selection diagram] Fig. 7

Term
Projected expiry 11 November 2035.
- Priority and filed
- Published
- Today
- Projected expiry
14 claims: 7 independent, 7 dependent
- 1複数のゲーム装置を含む通信ゲームシステムであって、 各ゲーム装置は、 自己の識別情報を記憶する第1記憶手段、 他の前記ゲーム装置の前記識別情報である相手識別情報を登録する登録手段、 ネットワーク通信を行うためにネットワークにアクセス可能なアクセスポイントに接続するネットワーク接続手段、 前記ネットワーク接続手段によって前記アクセスポイントを介して前記ネットワークに接続している場合において、前記登録手段によって登録された前記相手識別情報に対応する前記他のゲーム装置とネットワーク通信可能であるか否かを判定する判定手段、および 前記判定手段によってネットワーク通信可能であると判定された前記他のゲーム装置との間でネットワーク通信を行う第1通信手段を備える、通信ゲームシステム。
- 2前記各ゲーム装置は、前記他のゲーム装置と近距離無線によって通信を行う第2通信手段をさらに備え、 前記登録手段は、前記第2通信手段による前記通信で前記他のゲーム装置から受信した前記相手識別情報を第2記憶手段に記憶する、請求項1記載の通信ゲームシステム。
- 3前記ネットワーク上のサーバをさらに備え、 前記各ゲーム装置は、 前記自己の識別情報を含み前記ネットワークに接続中であることを示す通知を前記サーバに送信する通知手段、および 前記第2記憶手段に記憶されている前記相手識別情報に対応する前記他のゲーム装置が前記ネットワークに接続中であるか否かの問合せを前記サーバに送信する問合せ手段をさらに備えていて、 前記サーバは、 前記通知に基づいて前記ネットワークに接続中である前記ゲーム装置の少なくとも前記自己の識別情報およびアドレスを第3記憶手段に記憶する接続中リスト記憶手段、 前記問合せを受信したとき当該受信した前記相手識別情報が前記第3記憶手段に記憶されているか否かを検出する第1検出手段、および 前記第1検出手段によって前記相手識別情報が前記第3記憶手段に記憶されていることが検出されたとき、当該相手識別情報に対応する前記ゲーム装置の前記アドレスを、前記問合せを送信した前記ゲーム装置に送信する応答手段を備えていて、 前記判定手段は、前記サーバから受信した前記問合せに対する結果に基づいて、前記他のゲーム装置が前記ネットワークに接続中であるか否かを判定し、 前記第1通信手段は、前記判定手段によって前記他のゲーム装置が前記ネットワークに接続中であると判定されるとき、前記サーバから受信した前記アドレスに基づいて前記他のゲーム装置との間でネットワーク通信を行う、請求項2記載の通信ゲームシステム。
- 4前記各ゲーム装置は、ユーザの操作に応じて入力された相手識別情報を取得する相手入力手段をさらに備え、 前記登録手段は、前記相手入力手段によって取得された前記相手識別情報を第2記憶手段に記憶する、請求項1または2記載の通信ゲームシステム。
- 5前記ネットワーク上のサーバをさらに備え、 前記各ゲーム装置は、 前記自己の識別情報を含み前記ネットワークに接続中であることを示す通知を前記サーバに送信する通知手段、および 前記第2記憶手段に記憶されている前記相手識別情報を前記サーバに送信する登録相手送信手段をさらに備えていて、 前記サーバは、 前記通知に基づいて前記ネットワークに接続中である前記ゲーム装置の少なくとも前記自己の識別情報およびアドレスを第3記憶手段に記憶する接続中リスト記憶手段、 前記ゲーム装置から受信した前記相手識別情報を当該ゲーム装置ごとに第4記憶手段に記憶する登録相手記憶手段、 前記相手識別情報を受信したとき、当該受信した前記相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されているか否かを検出する第2検出手段、および 前記第2検出手段によって、前記受信した相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されていることが検出されたとき、当該相手識別情報に対応する前記ゲーム装置の前記アドレスを、当該相手識別情報を送信した前記ゲーム装置に送信する応答手段を備えていて、 前記判定手段は、前記サーバから受信したデータに基づいて、前記第2記憶手段に記憶されている前記相手識別情報に対応する前記他のゲーム装置が前記ネットワークに接続中であり、かつ、前記自己の識別情報が当該他のゲーム装置にとっての前記相手識別情報として登録されているか否かを判定し、 前記第1通信手段は、前記判定手段によって前記他のゲーム装置が前記ネットワークに接続中であり、かつ、前記自己の識別情報が前記他のゲーム装置の前記相手識別情報として登録されていると判定されるとき、前記サーバから受信した前記アドレスに基づいて前記他のゲーム装置との間でネットワーク通信を行う、請求項4記載の通信ゲームシステム。
- 6前記各ゲーム装置は前記自己の識別情報を表示する第1表示手段をさらに備える、請求項4または5記載の通信ゲームシステム。
- 7前記各ゲーム装置のうち、第1のゲーム装置は、第2のゲーム装置とネットワーク通信中の状態にある場合に、第3のゲーム装置から通信接続されたとき、前記第3のゲーム装置に前記第2のゲーム装置に対応する前記相手識別情報を送信するとともに、前記第2のゲーム装置に前記第3のゲーム装置に対応する前記相手識別情報を送信する紹介手段をさらに備える、請求項1ないし6のいずれかに記載の通信ゲームシステム。
- 8前記各ゲーム装置のうち、第1のゲーム装置は、第2のゲーム装置とネットワーク通信中の状態にある場合に、前記第2のゲーム装置から第3のゲーム装置に対応する前記相手識別情報を受信したとき、前記第3のゲーム装置との間でネットワーク通信を行う第3通信手段をさらに備える、請求項1ないし7のいずれかに記載の通信ゲームシステム。
- 9前記第1のゲーム装置は、 前記第3通信手段によってネットワーク通信を行った前記第3のゲーム装置に対応する前記相手識別情報を前記第2記憶手段に記憶するか否かを判断する登録判断手段、および 前記登録判断手段によって記憶すると判断されたとき、当該第3のゲーム装置に対応する前記相手識別情報を前記第2記憶手段に追加的に記憶する追加登録手段をさらに備える、請求項8記載の通信ゲームシステム。
- 10前記各ゲーム装置は、前記第1通信手段によるネットワーク通信を行うか前記第2通信手段による近距離無線通信を行うかを選択する通信方法選択手段をさらに備える、請求項2ないし9のいずれかに記載の通信ゲームシステム。
- 11複数のゲーム装置がネットワークを介して通信する通信ゲームシステムにおいて用いられるゲーム装置であって、 自己の識別情報を記憶する第1記憶手段、 他の前記ゲーム装置の識別情報である相手識別情報を登録する登録手段、 ネットワーク通信を行うために前記ネットワークにアクセス可能なアクセスポイントに接続するネットワーク接続手段、 前記ネットワーク接続手段によって前記アクセスポイントを介して前記ネットワークに接続している場合において、前記登録手段によって登録された前記相手識別情報に対応する前記他のゲーム装置とネットワーク通信可能であるか否かを判定する判定手段、および 前記判定手段によってネットワーク通信可能であると判定された前記他のゲーム装置との間でネットワーク通信を行う第1通信手段を備える、ゲーム装置。
- 12複数のゲーム装置がネットワークを介して通信する通信ゲームシステムにおいて用いられ、少なくとも自己の識別情報を記憶する第1記憶手段を備えるゲーム装置のゲームプログラムであって、 前記ゲーム装置のプロセサに、 他の前記ゲーム装置の識別情報である相手識別情報を登録する登録ステップ、 ネットワーク通信を行うためにネットワークにアクセス可能なアクセスポイントに接続するネットワーク接続ステップ、 前記ネットワーク接続ステップによって前記アクセスポイントを介して前記ネットワークに接続している場合において、前記登録ステップによって登録された前記相手識別情報に対応する前記他のゲーム装置とネットワーク通信可能であるか否かを判定する判定ステップ、および 前記判定ステップによってネットワーク通信可能であると判定された前記他のゲーム装置との間でネットワーク通信を行う第1通信ステップを実行させる、ゲームプログラム。
- 13複数のゲーム装置がネットワークを介して通信する通信ゲームシステムにおいて用いられるサーバであって、 各ゲーム装置は、自己の識別情報を記憶する第1記憶手段と他の前記ゲーム装置の識別情報である相手識別情報を記憶する第2記憶手段を備えていて、 前記ネットワークに接続中である前記ゲーム装置から受信した少なくとも前記自己の識別情報およびアドレスを第3記憶手段に記憶する接続中リスト記憶手段、 前記ゲーム装置から受信した前記相手識別情報を当該ゲーム装置ごとに第4記憶手段に記憶する登録相手記憶手段、 前記相手識別情報を受信したとき、当該相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されているか否かを検出する第2検出手段、および 前記第2検出手段によって、前記相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されていることが検出されたとき、当該相手識別情報に対応する前記ゲーム装置の前記アドレスを、当該相手識別情報を送信した前記ゲーム装置に送信する応答手段を備える、サーバ。
- 14複数のゲーム装置がネットワークを介して通信する通信ゲームシステムにおいて用いられるサーバの通信処理プログラムであって、 各ゲーム装置は、自己の識別情報を記憶する第1記憶手段と他の前記ゲーム装置の識別情報である相手識別情報を記憶する第2記憶手段を備えていて、 前記サーバのプロセサに、 前記ネットワークに接続中である前記ゲーム装置から受信した少なくとも前記自己の識別情報およびアドレスを第3記憶手段に記憶する接続中リスト記憶ステップ、 前記ゲーム装置から受信した前記相手識別情報を当該ゲーム装置ごとに第4記憶手段に記憶する登録相手記憶ステップ、 前記相手識別情報を受信したとき、当該相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されているか否かを検出する第2検出ステップ、および 前記第2検出ステップによって、前記相手識別情報が前記第3記憶手段に記憶され、かつ、当該相手識別情報を送信した前記ゲーム装置の前記識別情報が、当該相手識別情報に対応する前記ゲーム装置にとっての前記相手識別情報として前記第4記憶手段に記憶されていることが検出されたとき、当該相手識別情報に対応する前記ゲーム装置の前記アドレスを、当該相手識別情報を送信してきた前記ゲーム装置に送信する応答ステップを実行させる、サーバの通信処理プログラム。
Independent claims14
177 paragraphs, as filed
0001The present invention relates to a communication game system and a game device used therein, a game program of the game device, a server and a communication processing program of the server, and particularly, for example, a communication game system in which a plurality of game devices communicate via a network, and use thereof. It relates to a game device, a game program of the game device, a server, and a communication processing program of the server.
0002In a conventional network game system or online game system, for example, a player connects to a server from a terminal (personal computer, dedicated game machine, etc.) via a network, and is among the players of other terminals connected to the server. The opponent of the game was determined from the above, and the game (competition game, role-playing game, etc.) was played with the player. An example of this type of network game system is disclosed in, for example, Patent Document 1. Players who play network games are basically completely strangers. Each player communicated, for example, in a chat room to decide whether or not to play the game, or suddenly played a game with a stranger player. In addition, players who want to play online games with their friends show the schedule such as time and play location (server, lobby, room, etc.) in advance, and connect to the server from their own terminals according to the schedule. I was trying to play games with my friends.
0003On the other hand, Patent Document 2 by the applicant discloses an example of a game system in which a communication game is played by short-range wireless communication. In the technique of Patent Document 2, a communication battle game is played between a plurality of game devices by searching for other game devices existing within the communicable range.<patcit num="1"><text>JP-A-2002-45573</text></patcit><patcit num="2"><text>Japanese Patent Application Laid-Open No. 2005-6766</text></patcit>
<p num="0004"> In the conventional network game system, it is possible to communicate with a stranger, so if the other party has the necessary information to communicate, the other party will unilaterally even if he / she does not know the other party at all. I was sometimes connected. In this way, since you have to play the game suddenly with a stranger, there are concerns about rules and manner violations such as some human vandalism due to anonymity, so for general game users There was an aspect that it was difficult to attach. In addition, in order to play with friends, it is necessary to communicate the time and the like in advance by telephone, e-mail, etc. and act as scheduled, which is troublesome.</p><p num="0005"> In this way, conventional network games include elements that make users feel uneasy and annoyed, and are not always easy for general game users to participate in, and can be enjoyed safely or casually. could not.</p><p num="0006"> On the other hand, in the technology of Patent Document 2, by performing short-range wireless communication, it is possible to play a communication game while looking at each other's faces, for example, with a nearby partner, so that the game can be enjoyed safely and easily. .. However, since the game can be played only within the range where wireless communication is possible, the players cannot enjoy the communication game if they move to a place away from the other party due to returning home or the like.</p><p num="0007"> Therefore, a main object of the present invention is to provide a novel communication game system and a game device, game program, server and server communication processing program used therein.</p><p num="0008"> Another object of the present invention is to provide a communication game system and a game device, a game program, a server, and a communication processing program of a server, which can realize a network game that is easy to participate in.</p><p num="0009"> A further object of the present invention is to provide a communication game system and a game device, a game program, a server, and a communication processing program of a server, which can perform network communication only with a partner who has registered identification information. ..</p><p num="0010"> Another object of the present invention is to provide a communication game system and a game device, a game program, a server, and a communication processing program of a server, which can communicate with a partner who communicates by short-range radio even at a remote place. It is to be.</p>
<p num="0011"> The first invention (the invention of claim 1) is a communication game system including a plurality of game devices. Each game device includes a first storage means, a registration means, a network connection means, a determination means, and a first communication means. The first storage means stores its own identification information. The registration means registers the opponent identification information which is the identification information of another game device. The network connection means connects to an access point that can access the network for network communication. The determination means determines whether or not network communication is possible with another game device corresponding to the opponent identification information registered by the registration means when the determination means is connected to the network via the access point by the network connection means. .. The first communication means performs network communication with another game device determined by the determination means to be capable of network communication.</p><p num="0012"> In the invention of claim 1, the communication game system is for playing a communication game via a network such as the Internet, and a plurality of game devices (10: reference numerals corresponding to Examples described later. The same shall apply hereinafter. .)including. In each game device, the first storage means (48, 74) stores its own identification information. In the embodiment, the ID and the player name as the identification information are stored. The registration means (42, 48, 28b, 80, S21, S47, S49, S289-S293) registers the opponent identification information which is the identification information of other game devices. The opponent identification information is acquired by exchanging with another game device or its player, and is stored as friend list data in the embodiment. For exchange, for example, the game device may output its own identification information. The other party identification information may be acquired from, for example, another game device communicated by short-range radio. Alternatively, the opponent identification information acquired by teaching the identification information to the opponent player in advance may be input by the player. The self-identifying information may be displayed, for example, in order to teach the opponent player. The network connection means (42, 64, S65) connects to the access point (70) for network communication. An access point is, for example, a wireless LAN access point provided in a home or in a public wireless LAN, and a game device connects to a network such as the Internet via the access point. Whether or not the determination means (42, S83, S303) can communicate with another game device corresponding to the opponent identification information registered by the registration means when connected to the network via the access point. To judge. For example, when a server (72) that manages connection information indicating a connected game device is provided on the network, the server may be inquired and a judgment may be made from the result. The first means of communication (42, 64, S93, S95, S305, S307) , Performs network communication with other game devices determined to be capable of network communication.</p><p num="0013"> According to the invention of claim 1, the other party identification information can be registered. In addition, the network is accessed via the access point, and it is determined whether or not the network communication is possible with another game device corresponding to the registered opponent identification information. Then, when it is determined that network communication is possible, it is possible to communicate with the other party via the network. In this way, each game device can determine whether or not network communication is possible with the partner who registered the identification information, and if possible, can perform network communication with the registered partner. Therefore, since the communication game can be played only with the opponent who has registered the identification information, it is possible to participate in the network game safely and easily, and it is possible for general game users who have avoided the network game to participate. A network game that is easy to use can be realized. In addition, it is possible to easily perform network communication with the friend simply by registering the identification information of the friend.</p><p num="0014"> The invention of claim 2 is subordinate to the invention of claim 1, and each game device further includes a second communication means for communicating with another game device by short-range radio. The registration means stores the other party identification information received from another game device in the communication by the second communication means in the second storage means.</p><p num="0015"> In the invention of claim 2, the second communication means (42, 64, S21, S39, S41, S45, S47) of the game device communicates with another game device by short-range wireless communication. The registration means (S49) stores the other party identification information received from another game device by short-range wireless communication in the second storage means (48, 28b, 80). In this way, the identification information of the other party communicated by the short-range radio can be acquired and registered. Therefore, it is possible to communicate via the network even after being separated from a friend who has communicated by short-range radio.</p><p num="0016"> The invention of claim 3 is subordinate to the invention of claim 2, further comprising a server on the network. Each game device further includes a notification means and an inquiry means. The notification means sends a notification to the server indicating that it is connected to the network, including its own identification information. The inquiry means sends an inquiry to the server as to whether or not another game device corresponding to the opponent identification information stored in the second storage means is connected to the network. The server includes a connected list storage means, a first detection means, and a response means. The connected list storage means stores at least its own identification information and address of the game device connected to the network based on the notification in the third storage means. When the first detection means receives the inquiry, it detects whether or not the received partner identification information is stored in the third storage means. When the response means detects that the opponent identification information is stored in the third storage means by the first detection means, the response means transmits the address of the game device corresponding to the opponent identification information to the game device that sent the inquiry. To do. The game device determination means determines whether or not another game device is connected to the network based on the result of the inquiry received from the server. When the determination means determines that another game device is connected to the network, the first communication means performs network communication with the other game device based on the address received from the server.</p><p num="0017"> In the invention of claim 3, the communication game system further includes a server (72) provided on the network, that is, connectable via the network. The notification means (42, S67, S71, S171) of the game device sends a notification to the server indicating that it is connected to the network, including its own identification information. In the embodiment, the notification data includes an ID, a player name, a connection address, a game name, and the like, and is transmitted at regular intervals, for example. The server's connected list storage means (S203) stores, for example, at least the identification information and the address of the game device connected to the network in the third storage means (84), which is managed based on the notification. In the embodiment, the ID of the connected game device, the player name, the connection address, the game name, etc. are included. The list data during connection is stored. In this way, the server manages the information of the game device connected to the network. The game device inquiry means (42, 64, S77, S301) inquires the server whether or not another game device corresponding to the registered identification information is connected to the network. The inquiry target may be all registered partner identification information, or may be, for example, some partner identification information selected by the player. In the embodiment, inquiry data including at least the ID of the game device to be inquired is transmitted. When the first detection means (S207, S209, S323, S325) of the server receives the inquiry, whether or not the received partner identification information is stored in the third storage means, that is, corresponds to the partner identification information. Detects whether or not the game device to be connected is connected to the network. When it is detected that the opponent identification information is stored in the third storage means, the response means (S211, S213, S331, S333) inquires about the address of another game device corresponding to the opponent identification information. Is transmitted to the game device that has transmitted. Further, in the embodiment, when it is detected that the game device to be inquired is not connected, data indicating that communication is not possible is transmitted. The game device determination means determines whether or not another game device corresponding to the registered opponent identification information is connected to the network based on the inquiry result received from the server. That is, it is determined whether or not network communication is possible with another game device corresponding to the opponent identification information registered by the short-range radio. The first communication means (42, 64, S93, S95, S305, S307) is the address received from the server when it is determined that another game device corresponding to the registered opponent identification information is connected to the network. Based on the above, network communication is performed with the other game device. In this way, since the identification information of the game device connected to the network is managed by the server, the other party registered by the short-range radio is connected. Whether or not it can be detected by the server. Then, when the other party is connected, the information (address) for connecting to the other party can be acquired by the response of the server. Therefore, even when the other party who has registered the identification information by performing short-range wireless communication is separated, the communication can be performed via the network.</p><p num="0018"> The invention of claim 4 is subordinate to the invention of claim 1 or 2, and each game device further includes an opponent input means for acquiring the opponent identification information input according to the operation of the user. The registration means stores the other party identification information acquired by the other party input means in the second storage means.</p><p num="0019"> In the invention of claim 4, the opponent input means (S289) acquires the identification information of another game device input by the user or the player. The registration means (S293) stores the input partner identification information in the second storage means (48, 28b, 80). In this way, the identification information of the other party can be registered manually. Therefore, it is possible to communicate with friends who cannot meet because they live far away or who cannot perform short-range wireless communication by sharing the identification information and manually registering them via the network.</p><p num="0020"> The invention of claim 5 is subordinate to the invention of claim 4, further comprising a server on the network. Each game device further includes a notification means and a registration partner transmission means. The notification means sends a notification to the server indicating that it is connected to the network, including its own identification information. The registration partner transmission means transmits the partner identification information stored in the second storage means to the server. The server includes a connecting list storage means, a registration partner storage means, a second detection means, and a response means. The connected list storage means stores at least its own identification information and address of the game device connected to the network based on the notification in the third storage means. The registered partner storage means stores the partner identification information received from the game device in the fourth storage means for each game device. When the second detection means receives the other party identification information, the received other party identification information is stored in the third storage means, and the identification information of the game device that has transmitted the other party identification information is used as the other party identification information. It detects whether or not it is stored in the fourth storage means as opponent identification information for the corresponding game device. The response means is the knowledge of the game device in which the received opponent identification information is stored in the third storage means by the second detection means and the opponent identification information is transmitted. When it is detected that another information is stored in the fourth storage means as the opponent identification information for the game device corresponding to the opponent identification information, the address of the game device corresponding to the opponent identification information is set to the opponent. The identification information is transmitted to the game device that transmitted the identification information. The determination means is that another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server, and the self-identification information is the other. It is determined whether or not it is registered as opponent identification information for the game device. The first communication means receives from the server when it is determined by the determination means that another game device is connected to the network and that its own identification information is registered as the opponent identification information of the other game device. Network communication is performed with other game devices based on the created address.</p><p num="0021"> In the invention of claim 5, the communication game system further includes a server (72) provided on the network, that is, connectable via the network. The notification means (42, S67, S71, S171) of the game device sends a notification to the server indicating that it is connected to the network, including its own identification information. In the embodiment, the notification data includes an ID, a player name, a connection address, a game name, and the like, and is transmitted at regular intervals, for example. The server's connected list storage means (S203) stores, for example, at least the identification information and the address of the game device connected to the network in the third storage means (84), which is managed based on the notification. In the embodiment, the connected list data including the ID of the connected game device, the player name, the connection address, the game name, and the like is stored. In this way, the server manages the information of the game device connected to the network. The registration partner transmission means (42, 64, S77, S301) of the game device transmits the registered partner identification information to the server. Inquiry data including all the other party identification information stored in the second storage means may be transmitted. The registration partner storage means (S321) of the server stores the partner identification information received from the game device in the fourth storage means (84) for each game device. In the embodiment, the received partner identification information is stored as friend list data for each game device in the connected list data. In this way, the server also stores the friend list data of the game device connected to the network. When the second detection means (S323-S329) receives the other party identification information, the received other party identification information is stored in the third storage means, and the identification information of the game device that has transmitted the other party identification information is stored in the third storage means. It detects whether or not it is stored in the fourth storage means as the opponent identification information for the game device corresponding to the opponent identification information. That is, the game device corresponding to the opponent identification information is connected to the network, and the identification information of the game device to which the opponent identification information is transmitted is the game device corresponding to the opponent identification information. Whether or not it is registered in the friend list data is detected. In the response means (S331, S333, S337), the received opponent identification information is stored in the third storage means, and the identification information of the game device to which the opponent identification information is transmitted is used for the game device corresponding to the opponent identification information. When it is detected that the opponent identification information is stored in the fourth storage means, the address of the game device corresponding to the received opponent identification information is transmitted to the game device that has transmitted the opponent identification information. Further, in the embodiment, when it is detected that the game device corresponding to the received opponent identification information is not connected, or when the transmitted game device identification information is used for the game device corresponding to the received opponent identification information. When it is detected that the game is not registered as the partner identification information, data indicating that communication with another game device corresponding to the partner identification information is not possible is transmitted. In the game device determination means (42, S83, S303), another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server. In addition, it is determined whether or not the self-identification information is registered as the opponent identification information for another game device. In this way, when the identification information can be manually input, it is required that the identification information is registered with each other as a condition for performing network communication. By setting such conditions, network communication can be performed only with friends who have shared identification information with each other. Further, for example, it is possible to prevent network communication from being performed when one side illegally acquires the identification information of the other party. The first communication means (42, 64, S93, S95, S305, S307) is another registered game device. When it is detected that the opponent identification information is stored in the fourth storage means, the address of the game device corresponding to the received opponent identification information is transmitted to the game device that has transmitted the opponent identification information. Further, in the embodiment, when it is detected that the game device corresponding to the received opponent identification information is not connected, or when the transmitted game device identification information is used for the game device corresponding to the received opponent identification information. When it is detected that the game is not registered as the partner identification information, data indicating that communication with another game device corresponding to the partner identification information is not possible is transmitted. In the game device determination means (42, S83, S303), another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server. In addition, it is determined whether or not the self-identification information is registered as the opponent identification information for another game device. In this way, when the identification information can be manually input, it is required that the identification information is registered with each other as a condition for performing network communication. By setting such conditions, network communication can be performed only with friends who have shared identification information with each other. Further, for example, it is possible to prevent network communication from being performed when one side illegally acquires the identification information of the other party. The first communication means (42, 64, S93, S95, S305, S307) is another registered game device. When it is detected that the opponent identification information is stored in the fourth storage means, the address of the game device corresponding to the received opponent identification information is transmitted to the game device that has transmitted the opponent identification information. Further, in the embodiment, when it is detected that the game device corresponding to the received opponent identification information is not connected, or when the transmitted game device identification information is used for the game device corresponding to the received opponent identification information. When it is detected that the game is not registered as the partner identification information, data indicating that communication with another game device corresponding to the partner identification information is not possible is transmitted. In the game device determination means (42, S83, S303), another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server. In addition, it is determined whether or not the self-identification information is registered as the opponent identification information for another game device. In this way, when the identification information can be manually input, it is required that the identification information is registered with each other as a condition for performing network communication. By setting such conditions, network communication can be performed only with friends who have shared identification information with each other. Further, for example, it is possible to prevent network communication from being performed when one side illegally acquires the identification information of the other party. The first communication means (42, 64, S93, S95, S305, S307) is another registered game device. Data is sent. In the game device determination means (42, S83, S303), another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server. In addition, it is determined whether or not the self-identification information is registered as the opponent identification information for another game device. In this way, when the identification information can be manually input, it is required that the identification information is registered with each other as a condition for performing network communication. By setting such conditions, network communication can be performed only with friends who have shared identification information with each other. Further, for example, it is possible to prevent network communication from being performed when one side illegally acquires the identification information of the other party. The first communication means (42, 64, S93, S95, S305, S307) is another registered game device. Data is sent. In the game device determination means (42, S83, S303), another game device corresponding to the opponent identification information stored in the second storage means is connected to the network based on the data received from the server. In addition, it is determined whether or not the self-identification information is registered as the opponent identification information for another game device. In this way, when the identification information can be manually input, it is required that the identification information is registered with each other as a condition for performing network communication. By setting such conditions, network communication can be performed only with friends who have shared identification information with each other. Further, for example, it is possible to prevent network communication from being performed when one side illegally acquires the identification information of the other party. The first communication means (42, 64, S93, S95, S305, S307) is another registered game device. When it is determined that the device is connected to the network and its own identification information is registered as opponent identification information for the other game device, it is connected to another game device based on the address received from the server. Network communication between them. In this way, the identification information of the game devices connected to the network is managed by the server, and the friend list of each game device is stored in the server. Therefore, the server can detect whether or not the other party registered manually or by short-range radio is connected, and whether or not the self-identification information is registered as the other party identification information for the other party. Can be detected by the server. Then, when network communication with the other party is possible, information (address) for connecting to the other party can be acquired from the server. Therefore, for example, even if it is a distant friend who has manually registered the identification information, or even if he / she is away from the other party who has performed short-range wireless communication, he / she can communicate via the network.</p><p num="0022"> The invention of claim 6 is subordinate to the invention of claim 4 or 5, and each game device further includes a first display means for displaying its own identification information.</p><p num="0023"> In the invention of claim 6, the first display means (42, 50, 52, 60, 12, 14, S243-S247) of the game device displays its own identification information. The displayed identification information, that is, the identification information to be registered manually may be encrypted identification information. When displaying the encrypted identification information, the registration means decrypts and registers the acquired identification information. Since the self-identification information is displayed in this way, each user can know the identification information of the game device owned by the user and can tell the friend.</p><p num="0024"> The invention of claim 7 is subordinate to the invention of any one of claims 1 to 6, and when the first game device of each game device is in a state of network communication with the second game device, When a communication connection is made from the third game device, the opponent identification information corresponding to the second game device is transmitted to the third game device, and the opponent identification information corresponding to the third game device is transmitted to the second game device. Further provided with referral means for transmitting information.</p><p num="0025"> In the invention of claim 7, the first game device may bring its own communication partners (the second game device and the third game device) together by means of introduction (42, S117, S119, S121). it can. In this way, the first game device can provide the identification information of the other party that is not registered with its own communication partner, so that the second game device and the third game device communicate with each other, for example, in the vicinity. You will be able to communicate with the network with people you have never done before or with friends of friends you do not know yet. Therefore, it is possible to expand the range of communication partners in network communication.</p><p num="0026"> The invention of claim 8 is subordinate to the invention of any one of claims 1 to 7, and when the first game device of each game device is in a state of network communication with the second game device, When the opponent identification information corresponding to the third game device is received from the second game device, the third communication means for performing network communication with the third game device is further provided.</p><p num="0027"> In the invention of claim 8, the first game device is transmitted from the communication partner (second game device) to another game device (third) by the third communication means (42, 64, S97, S99, S101, S103). The identification information of the game device) can be acquired, and communication with the other game device introduced can be performed via a network. Therefore, for example, it is possible to communicate with a friend who has never communicated nearby or a friend of a friend who has not yet met via the network, so that the range of the parties who can communicate in network communication can be expanded. ..</p><p num="0028"> The invention of claim 9 is subordinate to the invention of claim 8, and the first game device is a means for determining registration. And additional registration means. The registration determination means determines whether or not to store the other party identification information corresponding to the third game device that has performed network communication by the third communication means in the second storage means. When the additional registration means is determined to be stored by the registration determination means, the additional registration means additionally stores the opponent identification information corresponding to the third game device in the second storage means.</p><p num="0029"> In the invention of claim 9, the registration determination means (42, S105, S107) of the first game device communicates by the third communication means, that is, the identification information of the other game device introduced by the communication partner is the first. 2 Determine whether to register in the storage means. In the embodiment, it is determined whether or not the identification information is already registered in the friend list data, and if it is not registered, for example, whether or not to add it to the friend list according to the operation of the player. Judged. When the additional registration means (42, S109) is determined to be registered, the additional registration means adds the identification information to the friend list data of the second storage means. Therefore, when a referral is received and communicated with a partner who has not yet exchanged the identification information via the network, it is possible to select whether or not to register the identification information of the partner in the friend list. Only the identification information of the opponent desired by the player can be registered.</p><p num="0030"> The invention of claim 10 is subordinate to the invention of any of claims 2 to 9, and each game device selects whether to perform network communication by the first communication means or short-range wireless communication by the second communication means. Further provided with means for selecting a communication method.</p><p num="0031"> In the invention of claim 10, short-range wireless communication or network communication can be selected by the communication method selection means (42, S7-S13, S17, S19). In the embodiment, the communication method is selected according to the presence / absence of the wireless LAN access point, the presence / absence of the friend list, and the operation of the player. Therefore, it is possible to selectively execute communication with a nearby partner and communication with a distant partner.</p><p num="0032"> The second invention (invention of claim 11) is a game device used in a communication game system in which a plurality of game devices communicate via a network. The game device includes a first storage means, a registration means, a network connection means, a determination means, and a first communication means. The first storage means stores its own identification information. The registration means registers the opponent identification information which is the identification information of another game device. The network connection means connects to an access point that can access the network for network communication. The determination means determines whether or not network communication is possible with another game device corresponding to the opponent identification information registered by the registration means when the determination means is connected to the network via the access point by the network connection means. .. The first communication means performs network communication with another game device determined by the determination means to be capable of network communication.</p><p num="0033"> The invention of claim 11 is a game device used in a communication game system as described above, and similarly to the first invention described above, network communication is performed only with friends registered by short-range wireless communication, manual input, or the like. You can also make network communication with the friend introduced by the friend. Therefore, it is possible to realize a network game that anyone can easily participate in.</p><p num="0034"> A third invention (invention of claim 12) is used in a communication game system in which a plurality of game devices communicate via a network, and a game program of a game device including at least a first storage means for storing its own identification information. Is. The game program causes the processor of the game device to perform a registration step, a network connection step, a determination step, and a first communication step. The registration step registers opponent identification information, which is identification information of another game device. The network connection step connects to an access point that has access to the network for network communication. The determination step is registered when the network connection step connects to the network via the access point. It is determined whether or not network communication is possible with another game device corresponding to the opponent identification information registered by the step. In the first communication step, network communication is performed with another game device determined to be capable of network communication by the determination step.</p><p num="0035"> The invention of claim 12 is a game program of a game device used in a communication game system as described above, and has the same effects as those of the first invention and the second invention described above.</p><p num="0036"> A fourth invention (invention of claim 13) is a server used in a communication game system in which a plurality of game devices communicate via a network. Each game device includes a first storage means for storing its own identification information and a second storage means for storing opponent identification information which is identification information of another game device. The server includes a connecting list storage means, a registration partner storage means, a second detection means, and a response means. The connected list storage means stores at least its own identification information and address received from the game device connected to the network in the third storage means. The registered partner storage means stores the partner identification information received from the game device in the fourth storage means for each game device. When the second detection means receives the other party identification information, the other party identification information is stored in the third storage means, and the identification information of the game device to which the other party identification information is transmitted corresponds to the other party identification information. It detects whether or not it is stored in the fourth storage means as the opponent identification information for the game device. In the response means, the opponent identification information is stored in the third storage means by the second detection means, and the identification information of the game device that has transmitted the opponent identification information is the opponent identification information of the game device corresponding to the opponent identification information. When it is detected that the information is stored in the fourth storage means, the address of the game device corresponding to the opponent identification information is transmitted to the game device that has transmitted the opponent identification information.</p><p num="0037"> In the invention of claim 13, the server is used in a communication game system in which a plurality of game devices as described above communicate with each other via a network. Similar to the first invention described above, each game device stores its own identification information in the first storage means and stores the other party identification information in the second storage means. This server is applied when the opponent identification information can be registered manually by the player in each game device. The server's connected list storage means (S203) stores at least its own identification information and address received from the game device connected to the network in the third storage means (84). That is, the server manages the identification information of the game device connected to the network. In the embodiment, the connecting list data including the connection address, the player name, and the like associated with the identification information of the game device is stored. The registered partner storage means (S321) stores the partner identification information received from the game device in the fourth storage means (84) for each game device. That is, the server also stores the friend list of each game device. In the embodiment, the opponent identification information is stored in association with the identification information of the game device that has transmitted the opponent identification information in the connected list data. When the second detection means (S323-S329) receives the other party identification information, the other party identification information is stored in the third storage means, and the identification information of the game device to which the other party identification information is transmitted becomes the other party identification information. It detects whether or not it is stored in the fourth storage means as opponent identification information for the corresponding game device. That is, whether or not the game device corresponding to the opponent identification information is connected to the network and the game device corresponding to the opponent identification information also registers the identification information of the game device that transmitted the opponent identification information. Is detected. In the response means (S331, S333, S337), the received opponent identification information is stored in the third storage means, and the identification information of the game device to which the opponent identification information is transmitted is used for the game device corresponding to the opponent identification information. Received when it is detected that it is stored in the 4th storage means as the other party identification information The address of the game device corresponding to the trusted partner identification information is transmitted to the game device that transmitted the partner identification information. That is, when it is determined that the game device corresponding to the opponent identification information and the game device that has transmitted the opponent identification information can perform network communication, the information for connecting to the game device corresponding to the opponent identification information is provided. Reply to the game device that sent the other party identification information. When it is determined that network communication is not possible, data indicating that communication is not possible is returned. in this way , The server manages the identification information of the connected game device and stores the friend list of each game device. Then, when it is detected that the mutual identification information is registered in each other's game device, the information for connecting is returned. Therefore, network communication can be performed only between game devices that have registered identification information with each other. For this reason, for example, when one side illegally acquires the other party's identification information and manually registers it, or when the other party's identification information is legally exchanged by short-range radio or transmission, one side communicates with the other. It is possible to prevent network communication from being performed in the case of refusal and failure to register. Therefore, since communication can be performed via the network only when each other has registered the identification information, it is possible to realize a network game in which participants can participate safely and easily.</p><p num="0038"> A fifth invention (invention of claim 14) is a communication processing program of a server used in a communication game system in which a plurality of game devices communicate via a network. Each game device includes a first storage means for storing its own identification information and a second storage means for storing opponent identification information which is identification information of another game device. This communication processing program causes the processor of the server to execute the connecting list storage step, the registration partner storage step, the second detection step, and the response step. The connecting list storage step stores at least its own identification information and address received from the game device connected to the network in the third storage means. The registration partner storage step stores the partner identification information received from the game device in the fourth storage means for each game device. In the second detection step, when the other party identification information is received, the other party identification information is stored in the third storage means, and the identification information of the game device to which the other party identification information is transmitted corresponds to the other party identification information. It detects whether or not it is stored in the fourth storage means as the opponent identification information for the game device. In the response step, the opponent identification information is stored in the third storage means by the second detection step, and the identification information of the game device that has transmitted the opponent identification information is the opponent identification for the game device corresponding to the opponent identification information. When it is detected that the information is stored in the fourth storage means, the address of the game device corresponding to the opponent identification information is transmitted to the game device that has transmitted the opponent identification information.</p><p num="0039"> The invention of claim 14 is a program corresponding to the server of the above-mentioned fourth invention, and has the same effect as the above-mentioned fourth invention.</p>
<p num="0040"> According to the present invention, the identification information of another game device is registered, and when it is determined that network communication is possible with the game device corresponding to the registered identification information, network communication is performed with the other party. I did. Therefore, since network communication can be performed only with the other party who has registered the identification information, it is possible to realize a network game that is easy to participate in.</p><p num="0041"> When exchanging identification information with a partner who communicates by short-range wireless communication and registering, it is then connected to a network such as the Internet, and it is determined that the partner is connected based on the identification information, for example, via a server. When it was done, I tried to communicate with the other party. Therefore, since it is possible to communicate with the other party with whom the identification information has been exchanged via the network, the communication game can be played even if the other party who has played the communication game by short-range wireless communication is located at a remote location. ..</p><p num="0042"> When the other party's identification information is registered manually, it is determined that the other party can communicate via the network if the other party's identification information is also registered. Therefore, it is possible to communicate via the network by exchanging identification information and registering with friends and acquaintances who cannot meet directly.</p><p num="0043"> Also, in network communication, we introduced another communication partner to the communication partner. .. Therefore, the range of communication partners can be expanded, and the circle of friends can be expanded by registering the identification information of the introduced party.</p><p num="0044"> In this way, it is safe for network games because it starts with familiar people who communicate with each other in a short distance and acquaintances who can convey identification information and gradually spreads to friends of friends. It will be possible to participate casually. Therefore, it is possible to realize a network game that is easy for general game users and the like who have avoided network games to participate.</p><p num="0045"> The above-mentioned objectives, other objectives, features and advantages of the present invention will be further apparent from the detailed description of the following examples made with reference to the drawings.</p>
0046<figref num="1">It is an external view which shows an example of the game apparatus used in the communication game system of one Example of this invention.</figref><figref num="2">FIG. 1 is a block diagram showing an electrical configuration of the game device of the embodiment.</figref><figref num="3">FIG. 1 is an illustrated diagram showing an example of a communication game system when a short-range wireless communication game is executed using the game device of the embodiment.</figref><figref num="4">FIG. 1 is an illustrated diagram showing an example of a communication game system when a communication game by network communication is executed using the game device of the embodiment.</figref><figref num="5">It is a schematic diagram which shows an example of the memory map of the RAM of a game apparatus.</figref><figref num="6">It is a schematic diagram which shows an example of the memory map of a server.</figref><figref num="7">It is a schematic diagram which shows an example of the outline of the Internet communication processing.</figref><figref num="8">It is a flow chart which shows an example of the operation of a game apparatus.</figref><figref num="9">It is an illustration showing an example of a communication range selection screen, FIG. 9 (A) shows a screen displayed when a network game can be executed, and FIG. 9 (B) shows a screen displayed when a network game cannot be executed. Indicates the screen to be displayed.</figref><figref num="10">It is a flow chart which shows an example of the operation in the wireless communication processing of FIG.</figref><figref num="11">It is a flow chart which shows a part of an example of operation in the Internet communication processing of FIG.</figref><figref num="12">It is a flow chart which shows a part of the continuation of FIG.</figref><figref num="13">It is a flow chart which shows a part of the continuation of FIG.</figref><figref num="14">It is a flow chart which shows the continuation of FIG.</figref><figref num="15">It is a flow chart which shows an example of the operation of the access point confirmation process of FIG.</figref><figref num="16">It is a flow chart which shows an example of the operation of the notification processing of FIG.</figref><figref num="17">It is a schematic diagram which shows an example of a communication partner selection screen.</figref><figref num="18">It is a flow chart which shows an example of the operation of the communication processing of a server.</figref><figref num="19">It is a flow chart which shows an example of the operation of the online confirmation process of a server.</figref><figref num="20">It is a flow figure which shows an example of the operation of the self-ID display mode in the game apparatus of another Example.</figref><figref num="21">It is a flow chart which shows an example of the operation of the self-ID generation mode.</figref><figref num="22">It is a flow chart which shows an example of the operation of a player name setting mode.</figref><figref num="23">It is a flow chart which shows an example of the operation of the other party ID input mode.</figref><figref num="24">It is a flow figure which shows an example of the operation of a communication game mode.</figref><figref num="25">It is a flow chart which shows a part of an example of the operation of the Internet communication processing of FIG.</figref><figref num="26">It is a flow chart which shows a part of the continuation of FIG.</figref><figref num="27">It is a schematic diagram which shows an example of the memory map of the server of another Example.</figref><figref num="28">It is a flow chart which shows an example of the operation of the communication processing in the server of another Example.</figref><figref num="29">It is a flow figure which shows the modification of the operation of wireless communication processing.</figref>
0047With reference to FIG. 1, a gaming device 10 according to an embodiment of the present invention includes a first liquid crystal display (LCD) 12 and a second liquid crystal display 14. The LCD 12 and LCD 14 are housed in the housing 16 so as to be in a predetermined arrangement position. In this embodiment, the housing 16 is It is composed of an upper housing 16a and a lower housing 16b, the LCD 12 is housed in the upper housing 16a and the LCD 14 is housed in the lower housing 16b. Therefore, the LCD 12 and the LCD 14 are arranged close to each other so as to be arranged vertically (up and down).
0048In this embodiment, an LCD is used as a display, but an EL (Electronic Luminescence) display or a plasma display is used instead of the LCD. It may be.
0049As can be seen from FIG. 1, the upper housing 16a has a planar shape slightly larger than the planar shape of the LCD 12, while an opening is formed so as to expose the display surface of the LCD 12 from the main surface. On the other hand, the flat shape of the lower housing 16b is selected to be horizontally longer than that of the upper housing 16a, and an opening is formed in a substantially central portion in the lateral direction so as to expose the display surface of the LCD 14. Further, the lower housing 16b is provided with a sound vent hole 18 and an operation switch 20 (20a, 20b, 20c, 20d, 20e, 20L and 20R).
0050Further, the upper housing 16a and the lower housing 16b are rotatably connected to a part of the lower side (lower end) of the upper housing 16a and the upper side (upper end) of the lower housing 16b. Therefore, for example, when not playing a game, if the upper housing 16a is rotated and folded so that the display surface of the LCD 12 and the display surface of the LCD 14 face each other, the display surface of the LCD 12 and the display surface of the LCD 14 can be folded. It is possible to prevent damage such as scratches on the housing. However, the upper housing 16a and the lower housing 16b may not be rotatably connected to each other, but may form a housing 16 in which they are integrally (fixed) provided.
0051The operation switch 20 includes a direction indicator switch (cross switch) 20a, a start switch 20b, a select switch 20c, an operation switch (A button) 20d, an operation switch (B button) 20e, an operation switch (L button) 20L, and an operation switch (R). Button) Including 20R. The switches 20a, 20b and 20c are located on the left side of the LCD 14 on one main surface of the lower housing 16b. Also, the switches 20d and 20e are located on the right side of the LCD 14 on one main surface of the lower housing 16b. Further, the switch 20L and the switch 20R are respectively arranged on the left and right sides of the upper end (top surface) of the lower housing 16b and other than the connecting portion with the upper housing 16a so as to sandwich the connecting portion.
0052The turn signal switch 20a functions as a digital joystick. A player character that can be operated by the player by operating one of the four pressing parts. Or the player object) and the direction of movement of the cursor can be instructed. Start Sui The switch 20b is composed of push buttons and is used for starting (restarting) or pausing the game. The select switch 20c is composed of push buttons and is used for selecting a game mode or the like.
0053The action switch 20d, that is, the A button, is composed of a push button, and actions other than the direction instruction, that is, hit (punch), throw, grab (acquire), and ride on the player character. , Jump, cut, etc. can be performed. For example, in an action game, you can instruct to jump, punch, move a weapon, and so on. In role-playing games (RPGs) and simulation RPGs, it is possible to instruct the acquisition of items, the selection and determination of weapons and commands, and the like. The operation switch 20e, that is, the B button is composed of a push button, and is used for changing the game mode selected by the select switch 20c, canceling the action determined by the A button 20d, and the like.
0054The operation switch 20L (L button) and the operation switch 20R (R button) are composed of push buttons, and the L button 20L and the R button 20R can be used for the same operation as the A button 20d and the B button 20e. , A button 20d and B button 20e can be used for auxiliary operation.
0055A touch panel 22 is mounted on the upper surface of the LCD 14. As the touch panel 22, for example, any of a resistive film type, an optical type (infrared type), and a capacitance coupling type can be used. The upper surface of the touch panel 22 is pressed, stroked, touched, or tapped with a stick 24 or a pen (stylus pen) or a finger (hereinafter, these may be referred to as "stick 24, etc."). By doing so, the coordinates of the position operated by the stick 24 or the like (that is, the touch input) are detected, and the coordinate data corresponding to the detected coordinates (detection coordinates) is output.
0056In this embodiment, the resolution of the display surface of the LCD 14 (LCD 12 is the same or substantially the same) is 256 dots × 192 dots, and the detection accuracy (operation surface) of the touch panel 22 is also 256 dots × 192 dots corresponding to the display screen. is there. However, in FIG. 1, in order to show the touch panel 22 in an easy-to-understand manner, the touch panel 22 is shown in a size different from that of the LCD 14, but the size of the display screen of the LCD 14 and the size of the operation surface of the touch panel 22 are the same. .. The detection accuracy of the touch panel 22 may be lower or higher than the resolution of the display screen.
0057LCD12 and LCD14 may display different game screens. For example, in a racing game, one LCD can display a screen from the viewpoint of the driver's seat, and the other LCD can display the screen of the entire race (course). Further, in RPG, a character such as a map or a player character can be displayed on one LCD, and an item owned by the player character can be displayed on the other LCD. Further, one LCD (LCD12 in this embodiment) displays the game play screen, and the other LCD (LCD14 in this embodiment) contains images such as character information and icons for operating the game. The game screen (operation screen) can be displayed. Furthermore, by using the two LCD12 and LCD14 together as one screen, it is possible to display a huge monster (enemy character) that the player character must defeat.
0058Therefore, by operating the touch panel 22 with the stick 24 or the like, the player can instruct character images such as player characters, enemy characters, item characters, character information, and icons displayed on the screen of LCD14, and select commands. can do.
0059Depending on the type of game, it can also be used for other input instructions, for example, selection or operation of an icon displayed on the LCD 14, coordinate input instruction, and the like.
0060As described above, the game device 10 has LCD 12 and LCD 14 as display units for two screens, and the touch panel 22 is provided on the upper surface of either one (LCD 14 in this embodiment). Therefore, it has a configuration with two screens (12,14) and two operation units (20,22).
0061Further, in this embodiment, the stick 24 can be stored in, for example, a storage portion (hole or recess) 26 provided near the side surface (right side surface) of the upper housing 16a, and is taken out as needed. However, when the stick 24 is not provided, it is not necessary to provide the storage portion 26.
0062Further, the game device 10 includes a memory card (or game cartridge) 28. The memory card 28 is removable and is inserted through an insertion slot 30 provided on the back surface or the bottom surface (lower end) of the lower housing 16b. Although omitted in FIG. 1, a connector 46 (see FIG. 2) for joining with a connector (not shown) provided at the tip of the memory card 28 in the insertion direction is provided at the back of the insertion slot 30. Therefore, when the memory card 28 is inserted into the insertion slot 30, the connectors are joined to each other, and the CPU core 42 (see FIG. 2) of the game device 10 can access the memory card 28.
0063Although it cannot be represented in FIG. 1, it is a position corresponding to the sound vent hole 18 of the lower housing 16b, and a speaker 32 (see FIG. 2) is provided inside the lower housing 16b.
0064Further, although omitted in FIG. 1, for example, a battery housing box is provided on the back surface side of the lower housing 16b, and a power switch, a volume switch, an external expansion connector and an external expansion connector are provided on the bottom surface side of the lower housing 16b. Earphone jacks are also provided.
0065FIG. 2 is a block diagram showing an electrical configuration of the game device 10. With reference to FIG. 2, the game apparatus 10 includes an electronic circuit board 40, and circuit components such as a CPU core 42 are mounted on the electronic circuit board 40. The CPU core 42 is connected to the connector 46 via the bus 44, and has a RAM 48, a first graphic processing unit (GPU) 50, a second GPU 52, and an input / output controller interface circuit (hereinafter referred to as "I / F circuit"). .) 54, connected to LCD controller 60 and wireless communication unit 64.
0066As described above, the memory card 28 is detachably connected to the connector 46. The memory card 28 includes ROM 28a and RAM 28b, and although not shown, ROM 28a and RAM 28b are connected to each other by a bus and further to a connector (not shown) joined to the connector 46. Therefore, as mentioned above, the CPU core 42 can access the ROM 28a and the RAM 28b.
0067ROM28a is a game program for a game (virtual game) to be executed on the game device 10, image (character image, background image, item image, icon (button) image, message image, etc.) data and sound necessary for the game ( Data (sound data) of music) etc. are stored in advance. RAM (backup RAM) 28b stores (saves) in-game data and game result data.
0068RAM48 is used as a buffer memory or a working memory. That is, the CPU core 42 loads the game program, image data, sound data, and the like stored in the ROM 28a of the memory card 28 into the RAM 48, and executes the loaded game program. Further, the CPU core 42 executes the game processing while storing the data (game data, flag data, etc.) generated or acquired according to the progress of the game in the RAM 48.
0069In addition, game programs, image data, sound data, etc. are all at once from ROM28a. It is partially and sequentially read out in parts or as needed and stored in RAM48.
0070However, the ROM 28a of the memory card 28 stores programs for applications other than games, image data necessary for executing the applications, and the like. Further, sound (music) data may be stored as needed. In such a case, the game device 10 executes the application.
0071GPU50 and GPU52 each form part of the drawing means, for example consisting of a single-chip ASIC, graphics commands from CPU core 42. command: Drawing command) and game image data according to the graphics command To generate. However, the CPU core 42 provides each of the GPU 50 and the GPU 52 with an image generation program (included in the game program) necessary for generating the game image data in addition to the graphics command.
0072Further, a first video RAM (hereinafter referred to as "VRAM") 56 is connected to the GPU 50, and a second VRAM 58 is connected to the GPU 52. The data (image data: data such as character data and texture) required for the GPU 50 and the GPU 52 to execute the drawing command is acquired by the GPU 50 and the GPU 52 accessing the first VRAM 56 and the second VRAM 58, respectively. However, the CPU core 42 reads the image data required for drawing from the RAM 48 and writes it to the first VRAM 56 and the second VRAM 58 via the GPU 50 and the GPU 52. The GPU 50 accesses the VRAM 56, creates game image data for display, and stores the image data in the drawing buffer of the VRAM 56. The GPU 52 accesses the VRAM 58, creates game image data for drawing, and stores the image data in the drawing buffer of the VRAM 58. As the drawing buffer, a frame buffer, a line buffer, or the like may be adopted.
0073The VRAM 56 and VRAM 58 are connected to the LCD controller 60. The LCD controller 60 includes a register 62, and the register 62 is composed of, for example, 1 bit, and stores a value (data value) of "0" or "1" according to the instruction of the CPU core 42. When the data value of the register 62 is "0", the LCD controller 60 outputs the game image data created by the GPU 50 to the LCD 12 and outputs the game image data created by the GPU 52 to the LCD 14. On the other hand, when the data value of the register 62 is "1", the LCD controller 60 outputs the game image data created by the GPU 50 to the LCD 14, and outputs the game image data created by the GPU 52 to the LCD 12.
0074The LCD controller 60 can read image data directly from VRAM 56 and VRAM 58, or can read image data from VRAM 56 and VRAM 58 via GPU 50 and GPU 52.
0075Further, the VRAM 56 and VRAM 58 may be provided in the RAM 48, or the drawing buffer and the Z buffer thereof may be provided in the RAM 48.
0076An operation switch 20, a touch panel 22, and a speaker 32 are connected to the I / F circuit 54. Here, the operation switch 20 is the above-mentioned switches 20a, 20b, 20c, 20d, 20e, 20L and 20R, and when the operation switch 20 is operated, the corresponding operation signal (operation data) is the I / F circuit 54. It is input to the CPU core 42 via. Further, the operation data (coordinate data) output from the touch panel 22 is input to the CPU core 42 via the I / F circuit 54. Furthermore, the CPU core 42 outputs sound data necessary for the game, such as game music (BGM), sound effects, or game character sounds (pseudo-control sounds), from RAM 48. It reads out and outputs the sound from the speaker 32 via the I / F circuit 54.
0077The wireless communication unit 64 is a communication means for wirelessly transmitting and receiving data to and from other game devices 10 and communication devices. The wireless communication unit 64 modulates the communication data to the other party into a wireless signal and transmits it from the antenna, and also receives the wireless signal from the other party with the same antenna and demodulates it into communication data. Through the wireless communication unit 64, the game device 10 communicates data with another game device 10 to execute a communication game. The wireless communication unit 64 is compatible with, for example, IEEE 802.11 (Wi-Fi), and can communicate data with other game devices 10 and communication devices by wireless LAN. The game device 10 may execute a communication game with, for example, another game device 10 existing nearby by wireless LAN. Further, the game device 10 can communicate data with other computers, servers, the game device 10 and the like via the Internet using the TCP / IP protocol. Therefore, the game device 10 accesses an Internet service provider (ISP) from, for example, a wireless LAN access point of a home LAN or a public wireless LAN, and via the ISP, a network such as the Internet or WAN (Wide Area Network). It is possible to connect to a network and play a communication game with another game device 10 connected to the Internet at a remote location.
0078In this embodiment, the case where the wireless communication unit 64 operates according to the wireless LAN standard will be described, but in other embodiments, the wireless communication unit 64 may follow other wireless communication standards such as Bluetooth. It may be.
0079Further, the wireless communication unit 64 can also execute wireless communication based on, for example, a time division multiple access method. Communication games with other nearby game devices 10 may be executed in this wireless communication method. For example, each game device 10 is assigned a time slot during one communication cycle, and its own data is transmitted in the assigned slot. It should be noted that such wireless communication technology is disclosed in detail in JP-A-2004-135778 and JP-A-2004-136009 by the applicant, so please refer to it.
0080The communication game system of this embodiment is configured by using a plurality of game devices 10 as described above. In this communication game system, a communication game is played between a plurality of game devices 10 regardless of whether the distance is as shown in FIG. 3 or a long distance as shown in FIG.
0081First, as shown in FIG. 3, when a plurality of game devices 10 are close to each other, a communication game is executed between the plurality of game devices 10 by short-range wireless communication. For example, one of the plurality of game devices 10 becomes a master unit, and the other becomes a slave unit, and data is communicated between the master unit and the slave unit. Each player selects, for example, on the selection screen whether his / her own machine becomes a master unit or a slave unit. When the game device 10 functions as a master unit, it searches for a slave unit existing in the communicable range and connects to it, and when it functions as a slave unit, it searches for a participating master unit existing within the communicable range. Connecting.
0082When the communication game in the case of this short distance is executed, the identification information of the game device 10 is automatically exchanged between the plurality of game devices 10 or according to the selection operation of each player. That is, each game device 10 can acquire the identification information of the opponent's game device 10 that participated in the communication game by the communication game in the case of a short distance. For example, since it is assumed that such a communication game within a short distance range is played between friends, each player gathers with friends to play a communication game, and the game device owned by the friend. You can get 10 identification information. The acquired identification information of the other game device 10 is stored as friend list data.
0083The identification information that can be acquired by this short-distance communication game is the identification information for communication in the case of a long distance. Therefore, the player who has acquired the identification information of the other party by playing a short-distance communication game can play the communication game by communication via, for example, the Internet, even if he / she is separated from the other party thereafter.
0084As shown in FIG. 4, a communication game in the case of a long distance is executed between a plurality of game devices 10 via a network such as the Internet. For example, each game device 10 accesses the Internet via each access point 70, such as a wireless LAN access point. Further, in this embodiment, the communication game system includes a server 72 on the Internet, and this server 72 functions as a matching server for each game device 10. The server 72 is a computer, includes a CPU, a memory, a communication device for network communication, and the like, and operates according to a program stored in the memory.
0085For example, the game device 10 connects to the server 72 via the access point 70, and sends notification data including its own identification information indicating that it is online (connecting or communicating) to the server 72. By receiving this notification data, the server 72 grasps that the game device 10 corresponding to the identification information is connected. The server 72 stores the received identification information as connection list data. The transmission of the notification data by the game device 10 is executed, for example, at regular intervals, and the server 72 can grasp that the game device 10 is no longer in communication based on the fact that the notification data is no longer received, and the connected list data. To update.
0086Then, the game device 10 transmits inquiry data including the identification information of the friend list to the server 72, and inquires whether another game device 10 corresponding to the identification information is connected to the server 72. The server 72 detects whether or not the identification information of the inquiry is in the connecting list, and if it is determined that the inquiry is being connected, returns the connection address of the game device 10 to the inquiring game device 10. Therefore, when the game device 10 receives the inquiry result data indicating that the other party's game device 10 is connected, the game device 10 of the other party is based on the connection address of the other party acquired from the received data. You can play communication games by connecting to.
0087FIG. 5 shows an example of the memory map of the RAM 48 of the game device 10. The RAM 48 includes a self-identification data storage area 74, a server address storage area 76, a game data storage area 78, a friend list storage area 80, a communication partner information storage area 82, and the like. Note that FIG. 5 shows only a part of the memory map, and RAM 48 stores various data necessary for the progress of the game.
0088The self-identification data storage area 74 stores information such as its own ID, connection address, and player name. The ID is identification information of the game device 10 in the communication game. This ID may be stored in advance in, for example, the ROM 28a of the memory card 28, the non-volatile memory included in the RAM 48 of the game device 10, or the like. However, in this embodiment, the ID is, for example, the memory card 28 for this communication game is the game device 10 so that it can be changed if the owner of the memory card 28 or the owner of the game device 10 changes. It is generated when the player name is set as the initial setting. Alternatively, the ID may be generated when the owner name of the game device 10 is set or the like and stored in the non-volatile memory of the RAM 48 or the like. The method of setting this ID is arbitrary, but the ID must be set to a unique value or number. As an example, the ID may be generated by adding the time information when the ID is generated to the MAC address of the wireless communication unit 64 that also functions as an Ethernet (registered trademark) device of the game device 10. The time information may be obtained from, for example, a clock IC (not shown) connected to the CPU core 42.
0089The connection address is an IP address used by the game device 10 to connect to the Internet. This connection address is included in the transmission data as the source IP address. The connection address is a private IP address in this embodiment. For example, the connection address is DHCP (Dynamic Host Configuration) of wireless LAN access point 70. Protocol) DHCP client of wireless communication unit 64 assigned by the server function It is acquired by the function and stored in RAM48. Alternatively, the connection address may be manually set by the player in the game device 10. When the ISP contracted by the player or the ISP to which the access point 70 of the public wireless LAN is connected allocates a private IP address by DHCP etc., the source IP address of the transmission data is the global IP address at the gateway of the ISP. Is converted to. On the other hand, if the ISP contracted by the player or the ISP to which the access point 70 of the public wireless LAN is connected allocates a global IP address by DHCP or PPPoE or distributes a fixed global IP address, wireless. The LAN access point 70 uses NAPT (Network Address Port Translation) or the IP masquerade function to translate the source IP address of the transmitted data from a private address to a global address, and also translates the port number.
0090Further, the player name is input by the player's operation by default, for example. In the communication game, by receiving the transmission data including the player name data, the game device 10 can display the player name of the opponent.
0091The server address storage area 76 stores the global IP address, port number, and the like of the server 72 or the computer that manages the server 72. The server address may be stored in advance in the ROM 28a of the memory card 28, or may be input by a player operation. When sending data to server 72, this server address is included in the sending data as the destination IP address.
0092The game data storage area 78 stores a game program for executing a communication game, image data for generating a game screen, audio data for outputting audio, and the like.
0093In the friend list storage area 80, friend list data including identification information of a partner who has played a communication game with a player is stored. The friend list data includes information such as the ID of the opponent's game device 10 and the opponent's player name. The friend list data is generated according to the player's selection operation or automatically when the communication game is played by short-range wireless communication. Further, the identification information of the person (that is, the friend of a friend) who has been introduced by the friend via the Internet communication may be added to the friend list data according to the player's selection operation or automatically. The generated or updated friend list data is stored in RAM 28b, which is the non-volatile memory of the memory card 28. If the friend list data is stored in the RAM 28b of the memory card 28 at the start of a communication game or the like, the data is read out and stored in the friend list storage area 80.
0094The communication partner information storage area 82 stores information on a communication partner who is playing a communication game or is in a state of communication via Internet communication or network communication. The communication partner information includes the ID, connection address, player name, and the like of the partner game device 10. The connection address is the global IP address of the game device 10 of the communication partner. The connection address of the communication partner already registered in the friend list is acquired from the server 72 and stored in response to the inquiry. Further, when the friend is introduced by the communication partner via the Internet communication, the information of the friend is acquired from the game device 10 of the communication partner and stored. This connection address is set as the destination IP address when sending data to the communication partner in an internet communication game. Will be done. Since the destination IP address of the transmission data is converted into the private IP address or the like of the corresponding game device 10 at the ISP or the wireless LAN access point 70 or the like, the transmission data is delivered to the communication partner game device 10.
0095FIG. 6 shows an example of a memory map of the memory of the server 72. The memory of the server 72 includes the connected list storage area 84 and the like. Note that FIG. 6 shows only a part of the memory map of the server 72, and various necessary data are generated or acquired and stored in the memory.
0096As the connected list data, information on the game device 10 connected to the Internet is stored. Specifically, the ID, connection address, player name, and the like of the connected game device 10 are stored. When connected to the Internet, each game device 10 periodically transmits notification data indicating that it is connected to the server 72. The notification data includes the ID of the game device, the player name, and the connection address. The server 72 generates or updates the connecting list data when it receives the notification data. The server 72 may be provided for managing one communication game. However, when the server 72 manages a plurality of types of games, the information of each connected game device 10 described above is stored in association with the game name (game identification information) as shown in FIG.
0097In this communication game system, as described above, the identification information of the opponent's game device 10 that has executed the communication game together in the short-range wireless communication is stored as a friend list. After that, the game device 10 connects to the Internet and inquires to the server 72. As a result, if the game device 10 of the other party registered in the friend list is connected to the Internet, the game device 10 is connected to the server 72 to the game device 10. It is possible to acquire a connection address and execute a communication game with the game device 10 via the Internet. Further, in this embodiment, when the friends registered in the friend list of a certain game device 10 are not friends, both are introduced. That is, when the game device 10 which is a friend of a friend who played the communication game is connected to the Internet, the game device 10 can acquire the information of the friend's game device 10 from the friend. Then, a communication game can be executed between the introduced friends, and the identification information of the other party can be registered in the friend list data. Therefore, in this communication game system, it is possible to execute a network game while expanding the circle of friends of the players.
0098For example, Figure 7 shows an overview of this internet communication game. In FIG. 7, the game device B (player name: Hiroshi) and the game device C (player name: Mika) are registered in each other's friend list data and are friends. In addition, game device A (player name: "Jiro") and game device B are also friends registered in each other's friend list. However, game device A and game device C are not friends. FIG. 7 shows a case where the game device B and the game device C are communicating via the Internet. In this case, when the game device A connects to the Internet and receives the inquiry result from the server 72 that the game device B is connected, the game device A sends a connection request to the game device B to play the game. It is possible to execute a communication game by communicating with the device B. On the other hand, since the game device B is also in a state of communicating with the game device C, for example, after executing a communication game with the game device A, the game device A and the game device C are brought together. That is, the game device B transmits information including the connection address of the game device C to the game device A, and also transmits information including the connection address of the game device A to the game device C. Therefore, when the game device A and the game device C are introduced by the game device B, they can communicate with each other and execute a communication game.
0099Please refer to the flow chart for the operation when executing the communication game in this communication game system. I will explain it. FIG. 8 shows an example of the game operation of the game device 10. When the game processing is disclosed, in the first step S1 of FIG. 8, the CPU core 42 executes the player name setting based on the operation input data from the operation switch 20, the input data from the touch panel 22, and the like. The player name is set when the communication game is played for the first time, when the player name is changed, and the like. The CPU core 42 stores the generated player name data in the self-identification data storage area 74. If the player name has already been set and stored in the RAM 28b of the memory card 28, the CPU core 42 first reads the player name data from the RAM 28b and stores it in the RAM 48.
0100Next, in step S3, the CPU core 42 executes the ID generation process. For example, the CPU core 42 generates an ID of the game device 10 based on the MAC address of the wireless communication unit 64, the time information of the clock IC, and the like, and stores the ID data in the self-identification data storage area 74. ID generation is executed when the player name is set first or when the player name is changed. If the ID has already been generated and is stored in the RAM 28b of the memory card 28, the CPU core 42 first reads the ID data from the RAM 28b and stores it in the RAM 48.
0101Subsequently, in step S5, the CPU core 42 determines whether or not to start the communication game based on, for example, the operation input data from the operation switch 20 or the touch input data from the touch panel 22. If "NO" is set in step S5, that is, if, for example, the input data instructing the start of the game is not detected even after the lapse of a predetermined time, the game process is terminated.
0102If "YES" in step S5, that is, when input data instructing the start of the game is detected, the CPU core 42 wirelessly based on the data acquired from the wireless communication unit 64 in step S7. Determine if the wireless LAN access point 70 exists in the communicable range. For example, when the wireless communication unit 64 detects a radio wave emitted by the wireless LAN access point 70, the wireless communication unit 64 gives data indicating its existence to the CPU core 42.
0103If YES in step S7, the CPU core 42 determines whether or not the friend list data is stored in RAM 48 in step S9. If "YES" in step S9, the CPU core 42 displays a communication range selection screen on LCD 12 or 14 in step S11, which allows selection of both near and far friends using the GPU 50 or 52 and the LCD controller. On this communication range selection screen, as shown in Fig. 9 (A), both "friends near" and "friends far away" are displayed as selectable, and the cursor can be operated by operating the operation switch 20 or the touch panel 22. By selecting, either one can be selected. "Friends in the vicinity" correspond to communication games by short-range wireless communication, and "friends in the distance" correspond to network communication games via the Internet. This selection screen allows the player to choose whether to communicate with a nearby person or a distant person.
0104Subsequently, in step S13, the CPU core 42 determines whether or not the option "friend in the distance" is selected based on the input data from the operation switch 20 or the touch panel 22. If YES in step S13, the CPU core 42 executes Internet communication processing in step S15. By this process, a communication game via the Internet is executed. The operation of this Internet communication processing is shown in FIGS. 11 to 14 described later.
0105On the other hand, if it is "NO" in step S7, that is, if the wireless LAN access point 70 is not detected, the process proceeds to step S17. Also, in step S9, NO That is, if the friend list data has not been generated yet, the process proceeds to step S17.
0106In step S17, the CPU core 42 displays a communication range selection screen in which only nearby friends can be selected. On this communication range selection screen, as shown in Fig. 9 (B), only "close friends" are displayed as selectable, and "distant friends" cannot be selected (for example, light color or inverted). It may or may not be displayed as a status). If the wireless LAN access point 70 is not detected, the game device 10 cannot connect to the Internet and cannot execute Internet communication, so that the network game is excluded from the communication game options. Also, even if the friend list is not yet memorized, since there is no other party to execute the communication game via the Internet, the network game is also excluded from the options on the selection screen.
0107If "NO" is set in step S13, or when step S17 is completed, the CPU core 42 will select "Friends nearby" in step S19 based on the input data from the operation switch 20 or the touch panel 22. Determine if was selected. If NO in step S19, the process returns to step S7.
0108On the other hand, if "YES" in step S19, the CPU core 42 executes wireless communication processing in step S21. By this process, a communication game by short-range wireless communication is executed. The operation of this wireless communication process is shown in FIG. 10 described later. When step S15 or step S21 is completed, this game process ends.
0109FIG. 10 shows an example of the operation of the wireless communication process in step S21 of FIG. First, in step S31, the CPU core 42 searches for another game device 10 existing in the wireless communication range. For example, the CPU core 42 broadcasts predetermined data by using the wireless communication unit 64, and attempts to receive predetermined data transmitted from another game device 10.
0110Next, in step S33, the CPU core 42 determines whether or not another game device 10 is found as a result of the search based on the data acquired from the wireless communication unit 64. If "YES" in step S33, the CPU core 42 determines in step S35 whether or not to connect to the found game device 10 based on, for example, input data from the operation switch 20 or the touch panel 22. It should be noted that it may be determined whether or not to automatically connect without instructing the player.
0111On the other hand, if it is "NO" in step S33, that is, if data from another game device 10 is not detected, the process proceeds to step S37. If the result is "NO" in step S35, that is, if, for example, the input data indicating the connection to the found game device 10 is not detected, the process proceeds to step S37. In step S37, the CPU core 42 determines whether or not to continue the search based on, for example, input data from the operation switch 20 or the touch panel 22. It should be noted that it may be determined whether or not to continue the search automatically by detecting the passage of a predetermined time, for example, without instructing the player. If "NO" is detected in step S37, that is, when input data instructing to stop the search is detected, this wireless communication process is terminated. On the other hand, if YES in step S37, the process returns to step S31.
0112Further, if YES in step S35, that is, when input data instructing connection is detected, for example, the CPU core 42 performs the other game in step S39 via the wireless communication unit 64. Execute the connection process with the device 10 to establish the connection.
0113Subsequently, in step S41, the CPU core 42 executes the communication game process via the wireless communication unit 64. As a result, the game or application is executed while transmitting and receiving data to and from the other connected game device 10.
0114Then, in step S43, the CPU core 42 determines whether or not to exchange IDs. For example, it is determined whether or not the replacement is instructed based on the input data from the operation switch 20 or the touch panel 22. It should be noted that it may be determined whether or not the replacement is automatically performed without instructing the player.
0115If YES in step S43, the CPU core 42 transfers data including its own ID and player name stored in the self-identification data storage area 74 in step S45 via the wireless communication unit 64. To the game device 10 of. When a communication game is executed with a plurality of other game devices 10, the self-identification information is transmitted to the plurality of game devices 10.
0116Further, in step S47, the CPU core 42 receives the data including the ID and the player name transmitted from the other game device 10 via the wireless communication unit 64 and stores the data in the RAM 48. When a communication game is executed with a plurality of other game devices 10, the identification information of the plurality of game devices 10 is received.
0117Then, in step S49, the CPU core 42 extracts the ID and the player name from the received data, associates the ID with the player name, and additionally stores the ID and the player name in the friend list storage area 80. If it is already registered in the friend list data, the identification information will not be added.
0118On the other hand, if "NO" in step S43, the process proceeds to step S51 without exchanging IDs. In step S51, it is determined whether or not to end the communication game based on, for example, input data from the operation switch 20 or the touch panel 22. If NO in step S51, the process returns to step S41. On the other hand, if "YES" in step S51, this wireless communication process is terminated. Although not shown, if a new ID or the like is added to the friend list in step S49, the CPU core 42 will use the friend list data of the other friend list data at the time of termination processing or the like. It is saved in RAM28b of the memory card 28 together with the game data to be saved.
0119FIG. 11 shows an example of the operation of the Internet communication processing in step S15 of FIG. In the first step S61 of FIG. 11, the CPU core 42 determines whether or not the wireless LAN access point 70 exists within the wireless communication range in the same manner as in step S7 of FIG. If "NO" in step S61, you cannot access the Internet, so in step S63, CPU core 42 performs an error display process and displays an error message on LCD12 or LCD14, for example, "No access point". and, the Internet to end the door communication processing.
0120On the other hand, if YES in step S61, the CPU core 42 executes the connection process to the wireless LAN access point 70 via the wireless communication unit 64 in step S65, and connects to the wireless LAN access point 70. Establish. For example, by this process, the game device 10 acquires a connection address (private IP address) from the wireless LAN access point 70 and stores it in the self-identification data storage area 74.
0121Subsequently, in step S67, the CPU core 42 is stored in the self-identifying data storage area 74. The connection information data including information such as its own ID, connection address, and player name is transmitted to the server 72 via the wireless communication unit 64. The server address stored in the server address storage area 76 is set as the destination IP address of the transmission data, and the connection address of the self-identification data storage area 74 is set as the source IP address. Since the connection address is converted into a global IP address by, for example, a wireless LAN access point 70 or an ISP, the server 72 can store the global IP address of the game device 10 as a connection address in the memory, and data is sent to the game device 10. Can be sent.
0122Then, in step S69, the CPU core 42 starts the access point confirmation process. By this process, it is always confirmed whether or not the wireless LAN access point 70 exists in the communicable range of the game device 10. The CPU core 42 executes the access point confirmation process in parallel with other processes. An example of the operation of the access point confirmation process is shown in FIG.
0123In step S151 of FIG. 15, the CPU core 42 determines whether or not the wireless LAN access point 70 exists within the wireless communication range in the same manner as in step S7 of FIG. If "YES" in step S151, the CPU core 42 determines whether or not a certain time has elapsed in step S153. If "NO" in step S153, wait for a certain period of time to elapse, and if "YES", return to step S151.
0124On the other hand, if "NO" in step S151, the CPU core 42 determines whether or not it has timed out in step S155. For example, it is determined whether or not a predetermined time has elapsed since the wireless LAN access point 70 could not be detected. If NO in step S155, the process returns to step S151. On the other hand, if YES in step S155, the CPU core 42 saves the game data required in step S157 in RAM 28b of the memory card 28. Further, in step S159, the CPU core 42 displays an error and ends the access point confirmation process and the Internet communication process in the same manner as in step S63 of FIG.
0125Returning to FIG. 11, in step S71, the CPU core 42 starts the notification process. By this process, the server 72 is constantly notified that the game device 10 is connected. CPU core 42 executes notification processing in parallel with other processing. An example of the operation of the notification process is shown in FIG.
0126In step S171 of FIG. 16, the CPU core 42 transmits notification data indicating that communication is in progress or connection is in progress to the server 72 via the wireless communication unit 64. Since the notification data includes the identification information of the game device 10, the server 72 can grasp whether or not the game device 10 is connected by receiving the notification data. Subsequently, in step S173, the CPU core 42 determines whether or not a certain period of time has elapsed. If "NO" in step S173, wait for a certain period of time to elapse, and if "YES", return to step S171. When the CPU core 42 ends the Internet communication processing, this notification processing also ends.
0127Returning to FIG. 11, in step S73, the CPU core 42 transfers the player name of the opponent registered in the list to LCD 12 or 14 using GPU 50 or 52, LCD controller 60, etc., based on the friend list data. indicate.
0128Next, in step S75, the CPU core 42 determines whether or not the opponent of the communication game is selected from the displayed friend list based on the input data from the operation switch 20 or the touch panel 22 and the display position data of the player name. To judge. In addition, according to the player's will Instead, for example, the opponents may be selected randomly or in order. Alternatively, a plurality of people may be selected from the friend list to make inquiries at once, or all the people in the list may be selected to make inquiries at once.
0129If "YES" in step S75, the CPU core 42 transmits the inquiry data including the ID of the selection partner in step S77 to the server 72 via the wireless communication unit 64. In this way, it is possible to select an arbitrary partner from the friend list and make an inquiry about the selected partner.
0130If "NO" in step S75, or when step S77 ends, the CPU core 42 determines in step S79 whether the query result has been received from the server 72 via the wireless communication unit 64. If YES in step S79, the CPU core 42 stores the received data in RAM 48 in step S81. If the game device 10 inquired to the server 72 is connected, the received data includes the connection address of the game device 10, and if the game device 10 is not connected, the received data does not include the connection address. In the following step S83, the CPU core 42 determines whether or not the connection address of the selected partner has been acquired, and if NO, the process proceeds to step S85 in FIG. On the other hand, if YES in step S83, that is, when the selection partner is connected, the process proceeds to step S89 in FIG.
0131In step S85 of FIG. 12, the CPU core 42 determines whether or not the communication game is canceled based on the input data from the operation switch 20 or the touch panel 22. If "YES" in step S85, that is, when input data instructing cancellation is detected, for example, the CPU core 42 executes a process of canceling the communication game in step S87 to perform this Internet communication. End the process. On the other hand, if "NO" in step S85, the process proceeds to step S91.
0132Further, in step S89 of FIG. 12, the CPU core 42 displays the player name of the other party on the communication partner selection screen. An example of this screen is shown in FIG. 17, in which the player name corresponding to the game device 10 connected to the Internet as a communicable friend is displayed. The player can select the opponent to execute the communication game on this screen by operating the operation switch 20 or the touch panel 22 to indicate and determine the player name with the cursor.
0133Subsequently, in step S91, the CPU core 42 determines whether or not the communication partner is selected on the screen of FIG. 17 based on the input data from the operation switch 20 or the touch panel 22 and the display position data of the player name. .. If "NO" in step S91, that is, if no communication partner is selected on the communication partner selection screen, for example, the process proceeds to step S97.
0134On the other hand, if "YES" in step S91, the CPU core 42 executes the connection process to the selected communication partner (referred to as game device x for convenience) in step S93. The CPU core 42 stores the identification information of the selected communication partner, that is, the ID, the player name, the connection address, and the like in the communication partner information storage area 82. For example, the CPU core 42 transmits a connection request with the connection address of the game device x stored in the communication partner information storage area 82 as the destination IP address via the wireless communication unit 64, and the game device x responds with a connection. Is received to connect to the game device x.
0135Then, in step S95, the CPU core 42 executes communication game processing with the game device x via the wireless communication unit 64. As a result, it is possible to communicate with the connected communication partner. Games and applications (including chat) are executed while sending and receiving data.
0136In the following step S97, the CPU core 42 determines whether or not the information of another game device (referred to as game device y for convenience) has been received from the communication partner stored in the communication partner information storage area 82. To do. In this embodiment, when the communication partner has a game device y in a communicating state, the communication partner acts as an intermediary to introduce the game device y, so that the information of the game device y is the communication partner. Is sent from. In the example of FIG. 7, it corresponds to the case where the information of the game device A is transmitted from the game device B to the game device C.
0137If NO in step S97, that is, if there is no other game device y communicating with the communication partner, the process proceeds to step S111 in FIG. On the other hand, if YES in step S97, the CPU core 42 stores the received game device y information in RAM 48 in step S99. Since the received data includes identification information such as the ID of the game device y, the player name, and the connection address, the CPU core 42 stores (adds) the identification information of the game device y in the communication partner information storage area 82. To do. In the following step S101, the CPU core 42 executes the connection process to the game device y in the same manner as in step S93 to connect to the game device y. Then, in step S103, the CPU core 42 executes the communication game process with the game device y in the same manner as in step S95. In this way, in the network communication game, the range of communication partners can be expanded, and therefore, the communication game can be played via the Internet even with a partner who has not exchanged identification information by short-range wireless communication. .. When step S103 is completed, the process proceeds to step S105 in FIG.
0138In step S105 of FIG. 13, the CPU core 42 determines whether or not the information of the game device y is registered in the friend list data. If "NO" in step S105, the CPU core 42 determines whether or not to register the information of the game device y in the friend list in step S107. For example, it is determined whether or not the input data instructing registration is detected from the operation switch 20 or the touch panel 22. In this case, the player can register only the identification information of the desired partner in the friend list. It should be noted that, instead of leaving it to the player's intention, if it is not registered, it may be determined that it is automatically registered in the friend list.
0139If "YES" in step S107, the CPU core 42 adds the information of the game device y, that is, the ID and the player name to the friend list storage area 80 in step S109. In this way, the information of the game device y introduced by the friend can be added to the friend list as new friend information. When step S109 is completed, the process proceeds to step S111. If you want to receive further referrals from the introduced game device y, you may return to step S97 in FIG. 12 after step S109. If "YES" in step S105 or "NO" in step S107, the process proceeds to step S111 as it is.
0140In step S111, the CPU core 42 determines whether or not a connection request has been received from another game device (referred to as game device z for convenience) via the wireless communication unit 64. The connection request is data transmitted in the connection process to the game device 10 such as step S93 and step S101. In the example of FIG. 7, for example, it corresponds to the case where the game device A transmits a connection request to the game device C.
0141If YES in step S111, the CPU core 42 executes the connection process to the game device z in step S113 to connect to the game device z. Received as a connection request Since the transmitted data includes information such as the ID, player name, and connection address of the game device z, the CPU core 42 stores (adds) the ID, player name, and connection address in the communication partner information storage area 82. .. Therefore, by transmitting data using the connection address as the destination IP address, the CPU core 42 can transmit a connection response to, for example, the game device z. Then, in step S115, the CPU core 42 executes the communication game process with the game device z in the same manner as in step S95 of FIG.
0142Subsequently, in step S117, the CPU core 42 determines whether or not there is another communication partner (referred to as a game device w for convenience) based on the data in the communication partner information storage area 82. To do. That is, it is determined whether or not there is a game device w in communication to be introduced to the game device z. If YES in step S117, the CPU core 42 reads the information (ID, player name, connection address, etc.) of the game device w from the communication partner information storage area 82 in step S119, and sets the wireless communication unit 64. Send to the game device z via. Further, in step S121, the CPU core 42 reads the information (ID, player name, connection address, etc.) of the game device z from the communication partner information storage area 82 and transmits it to the game device w via the wireless communication unit 64. .. In this way, the game device z and the game device w can be mediated.
0143If it is NO in step S111, if it is NO in step S117, or if step S121 is finished, the process proceeds to step S123 in FIG.
0144In step S123 of FIG. 14, the CPU core 42 determines whether or not to end the communication game. For example, it is determined whether or not the input data indicating the end is detected from the operation switch 20 or the touch panel 22. If "YES" in step S123, the CPU core 42 notifies the other party stored in the communication partner information storage area 82 of the end including its own ID and the like via the wireless communication unit 64 in step S125. Send. Then, in step S127, the CPU core 42 executes the communication termination process with the other party, and terminates this Internet communication process.
0145On the other hand, if "NO" in step S123, the CPU core 42 determines whether or not the end notification has been received in step S129. If "YES" in step S129, the CPU core 42 executes the communication termination process with the received partner in step S131. For example, the ID of the other party is extracted from the end notification, and the data of the communication partner corresponding to the ID or the like is deleted from the communication partner information storage area 82. If the process ends in step S131 or is NO in step S129, the process returns to step S75 in FIG. 11 in order to continue the communication game via the network.
0146In this embodiment, the server 72 performs functions such as managing the connected list and responding to inquiries. Specifically, when the game device 10 is connected to the Internet, the identification information of the game device 10 is registered in the connected list. When there is an inquiry as to whether or not the game device 10 in the friend list is connected, it detects whether or not the inquired game device 10 is connected and responds with the result. It also updates the connected list based on notifications that are periodically sent from the connected game device 10.
0147FIG. 18 shows an example of the operation of the communication processing of the server 72. This communication process is repeatedly executed at regular intervals. In the first step S201 of FIG. 18, the CPU (not shown) of the server 72 determines whether or not the connection information has been received from the game device 10. This connection information is transmitted from the game device 10 connected to the Internet in step S67 of FIG.
0148If "YES" in step S201, the CPU of the server 72 contacts the game device. Add to the ongoing list. Specifically, the ID, connection address, and player name are stored (added) in the connected list storage area 84 of the memory. When the server 72 manages a plurality of types of games, it receives connection information including the game name, so that connection list data is created and managed for each game.
0149If step S203 is terminated or NO in step S201, the CPU of the server 72 determines in step S205 whether or not an inquiry has been received from the game device 10. This query is sent in step S77 of FIG. If "YES" in step S205, the CPU of the server 72 collates the ID etc. included in the query data with the ID etc. registered in the connecting list of the connecting list storage area 84 in step S207. ..
0150Then, in step S209, the CPU of the server 72 determines whether or not the query ID is registered in the list. If "YES" in step S209, that is, when the inquired game device 10 is communicating, the CPU of the server 72 is connecting the connection address corresponding to the inquiry ID in step S211. Read from 84 and transmit the inquiry result data including the connection address and the like to the game device 10 that has transmitted this inquiry.
0151On the other hand, if "NO" in step S209, the CPU of the server 72 transmits the query result data indicating that communication with the query ID is not possible in step S213 to the game device 10 that has sent this query. Ends step S211 or step S213, or ends this notification process if "NO" in step S205.
0152FIG. 19 shows an example of the operation of the online confirmation process of the server 72. This online confirmation process is repeatedly executed at regular intervals. In the first step S221 of FIG. 19, the CPU of the server 72 determines whether or not the notification data indicating communication is received from the game device 10. The notification from the game device 10 is transmitted in step S171 of FIG.
0153If "YES" in step S221, the CPU of the server 72 acquires the reception time of the notification about the game device 10 from the output data of the clock IC (not shown) and stores it in the memory in step S223.
0154If step S223 is completed or NO in step S221, the CPU of the server 72 determines from the clock IC whether or not there is a game device for which a predetermined time has passed since the notification was received in step S225. Judgment is made based on the acquired current time and the last reception time stored in the memory. If "YES" in step S225, the CPU of the server 72 deletes the information of the game device 10 from the connected list storage area 84 and updates the connected list data in step S227. If step S227 ends or NO in step S225, this online confirmation process ends.
0155According to this embodiment, identification information is exchanged with a partner who has transmitted / received data by short-range wireless communication, and the identification information of the partner can be registered. After that, if they exist in locations far from each other, they access a network such as the Internet, detect whether or not the other party is connected based on the identification information, for example, via the server 72, and the other party connects. If it is inside, the connection address of the other party can be acquired and data can be sent and received with the other party. In this way, each game device can determine whether or not network communication is possible with the partner who registered the identification information, and if possible, can perform network communication with the registered partner. Therefore, since it is possible to exchange identification information and perform network communication only with the registered partner, it is possible to safely and easily participate in the network game, and a network game that is easy for general game users to participate in is realized. it can. Ma In addition, the communication game can be played via the network even if the other party who has played the communication game by short-range wireless communication exists in a remote place. In addition, it is possible to easily perform network communication with a friend simply by acquiring and registering the identification information of the friend by short-range wireless communication.
0156Also, in network communication, if there is another communication partner in the communication partner, the identification information of the other party can be acquired by referral, so communication with a partner that has not been known so far can also be obtained. It can be carried out. Therefore, the range of communication partners can be expanded by network communication. In addition, since the identification information of the introduced person can be registered in the friend list, the circle of friends can be expanded by the network communication game.
0157Therefore, according to this communication game system, it is possible to acquire and save the identification information of a friend simply by communicating locally with a nearby friend, and after that, even if the place is far away regardless of the distance. You will be able to play communication games with your friends. In addition, if network communication is performed, the circle of friends will spread one after another by introducing friends, so it is possible for the player to enjoy the network game even if there are few friends at first. Moreover, it is safe because the circle gradually spreads from people close to you. In addition, when the wireless LAN function is installed as in the above embodiment, the Internet can be connected to both the public wireless LAN and the home, so that the user can easily enjoy the network communication. In this way, this communication game system makes it possible to participate in network games safely and easily, so it can be enjoyed by a wide range of people, including general game users who have avoided online games. It is possible to realize and provide a network game that is easy to receive and participate in.
0158In the above embodiment, the identification information of the other party acquired from the other party who has performed short-range wireless communication is registered in the friend list. However, the method of acquiring the identification information of the other party is not limited to short-range wireless communication. In another embodiment, for example, the user's manually entered identification information may be registered in the friend list. In this way, even with friends and acquaintances who live far away or do not meet the schedule and can rarely meet, the identification information can be exchanged by telephone or email, and the identification information of the other party can be easily entered manually. Since you can register, even friends and acquaintances you cannot meet in person can easily play communication games via the network.
0159Specifically, in this embodiment, since the identification information of the opponent is manually registered, each player needs to know his / her own identification information in order to convey the identification information to the opponent. Therefore, in this embodiment, the self-ID display mode is prepared. For example, on the menu screen (not shown) at the start of the game, when an item or icon indicating the self ID display mode is selected by the operation of the predetermined operation switch 20 or the touch panel 22 by the player, the self identification information is displayed on the screen. Is displayed.
0160For example, FIG. 20 shows an example of operation in the self-ID display mode. In step S241 of FIG. 20, the CPU core 42 determines whether or not to display the ID. That is, the CPU core 42 determines whether or not the self-ID display mode is selected based on the operation data from the operation switch 20 or the touch input data from the touch panel 22.
0161If "YES" in step S241, that is, if the operation data or touch input data is the data instructing the execution of the self-ID display mode, the CPU core 42 has its own ID data in step S243. Is read from the self-identifying data storage area 74 of the RAM 48 to the work area.
0162Next, in step S245, the CPU core 42 encrypts its own ID and generates a user key. This user key is a display ID. As described above, in this embodiment, for security, the ID is not displayed as it is, but a symbol string or a character string (user key) in which the ID is encrypted is generated and displayed.
0163Then, in step S247, the CPU core 42 generates a screen (not shown) including the generated user key and player name using the GPU 50 or the like and displays it on the LCD 12 or 14. The player name is stored in the self-identification data storage area 74. The image data of various screens is stored in ROM 28a in advance.
0164When step S247 ends, the processing of this self-ID display mode ends. If "NO" is set in step S241, that is, if the ID display mode is not selected, the process for displaying the ID is not executed and the process returns to the main process.
0165In this way, since the player's ID (to be exact, the encrypted ID) can be displayed, the player can convey his / her ID to a friend or the like together with the player's name.
0166In this embodiment, the self-ID is generated in the self-ID generation mode, and the self-player name is input in the player name setting mode. An example of the operation of the self-ID generation mode is shown in FIG. 21, which corresponds to the process in step S3 of FIG. 8 in the above embodiment. Further, an example of the operation of the player name setting mode is shown in FIG. 22, which corresponds to the process in step S1 of FIG. In the above embodiment, the self-ID generation mode, the player name setting mode, and the communication game mode are collectively described in one flow diagram (Fig. 8), but in this embodiment, the flow is performed in each mode for the sake of clarity. The figures are shown separately. In the main process, the process of each mode is executed, and the substantial process of each mode is executed when it is determined that the start condition of the mode is satisfied.
0167The self-ID generation mode is executed, for example, when the start of game processing is instructed for the first time, the owner name of the game device 10 is set, or the player name of this communication game is set. Will be done.
0168In step S251 of FIG. 21, the CPU core 42 determines whether or not to generate an ID. Specifically, the CPU core 42 determines whether or not there is an operation that can be regarded as an ID generation instruction based on the operation data, the touch input data, or the like. For example, it is determined whether or not the start of the communication game is instructed for the first time, whether or not the owner name of the game device 10 is input and set, or whether or not the player name of the communication game is input and set.
0169If "YES" in step S251, the CPU core 42 generates an ID in step S253. The ID is generated by, for example, combining a MAC address, the current time, an arbitrary password, and the like.
0170Then, in step S255, the CPU core 42 stores the generated ID in the non-volatile memory (for example, flash memory) of the RAM 48. When the memory card 28 is installed and the game processing is being executed, the generated ID is stored not only in the self-identification data storage area 74 of the RAM 48 but also in the RAM 28b of the memory card 28. If the ID is already stored, it will be overwritten.
0171When step S255 is finished, this self-ID generation mode is finished. If "NO" is set in step S251, that is, if it can be considered that ID generation is not instructed, the process for ID generation is not executed. Also, once the ID is generated, the game process restarts. When moved, the self-ID data will be read, for example, from the non-volatile memory of RAM 48 or RAM 28b of the memory card 28 to the self-identifying data storage area 74 of RAM 48 by default.
0172Further, the player name setting mode is executed, for example, when an item or an icon indicating the player name setting mode is selected by the operation of a predetermined operation switch 20 or the touch panel 22 by the player on the menu screen at the start of the game. ..
0173For example, FIG. 22 shows an example of the operation of the player name setting mode. In step S261 of FIG. 22, the CPU core 42 determines whether or not to input the player name. That is, the CPU core 42 determines whether or not the player name setting mode has been selected based on the operation data from the operation switch 20 or the touch input data from the touch panel 22.
0174If "YES" in step S261, the CPU core 42 displays the player name input screen (not shown) on the LCD 12 or 14 using the GPU 50 or the like in step S263. Further, for example, the image of the keyboard is displayed on the LCD 14 provided with the touch panel 22. The player can input the player name by touch input to the software keyboard or input by the operation switch 20.
0175Subsequently, in step S265, the CPU core 42 determines whether or not the input is completed. For example, it is determined whether or not an icon indicating input completion is selected based on operation data, touch input data, or the like. If "NO" in step S265, the CPU core 42 determines whether or not the input is canceled in step S267. For example, it is determined whether or not the icon indicating cancellation is selected based on the operation data or the touch input data. If "NO" in step S267, the process returns to step S263 and continues accepting input by the player. If "YES" in step S267, the player name input has been canceled, and the processing of this player name setting mode ends.
0176On the other hand, if "YES" in step S265, the CPU core 42 acquires the input player name in step S269 and stores it in the self-identification data storage area 74 of the RAM 48. The player name may also be stored in the RAM 28b of the memory card 28. If the player name is already stored, it will be overwritten.
0177When step S269 ends, the processing of this player name setting mode ends. If "NO" is set in step S261, the process for setting the player name is not executed, and the process returns to the main process. Further, when the game processing is restarted after the player name is set once, the player name data is read from the RAM 28b of the memory card 28 to the self-identification data storage area 74 of the RAM 48 by default, for example. ..
0178When the player is informed of the identification information by the opponent, the player manually registers the identification information in the game device 10 owned by the player. Therefore, in this embodiment, the remote ID input mode is prepared. For example, on the menu screen at the start of the game, when an item or icon indicating the opponent ID input mode is selected by the operation of the predetermined operation switch 20 or the touch panel 22 by the player, the opponent ID input mode is executed. When this input mode is selected, the ID input screen (not shown) is displayed. On the ID input screen, the player can input the identification information of the other party by, for example, operating the software keyboard displayed on the LCD 14 with the touch panel 22 or operating the operation switch 20. The input identification information of the other party is added to the friend list storage area 80. Since the identification information input by the player is a user key, an ID is acquired by decrypting the user key, and this ID is stored in the friend list.
0179FIG. 23 shows an example of the operation of the remote ID input mode. In the first step S281 of FIG. 23, the CPU core 42 determines whether or not to input the ID of another game device 10. That is, the CPU core 42 determines whether or not the remote ID input mode is selected based on the operation data from the operation switch 20 or the touch input data from the touch panel 22.
0180If "YES" in step S281, the CPU core 42 displays the ID input screen on LCD 12 or 14 using GPU 50 or the like in step S283. Further, as in the case of inputting the player name described above, for example, an image of the keyboard is displayed on the LCD 14 provided with the touch panel 22, and the other party ID is input by touch input to the software keyboard or input with the operation switch 20. To be able to.
0181Subsequently, in step S285, the CPU core 42 determines whether or not the input is completed. For example, it is determined whether or not an icon indicating input completion is selected based on operation data, touch input data, or the like. If NO in step S285, the CPU core 42 determines whether or not the input is canceled in step S287. For example, it is determined whether or not the icon indicating cancellation is selected based on the operation data or the touch input data. If "NO" in step S287, the process returns to step S283 and continues accepting input by the player. If "YES" in step S287, the input of the other party ID has been canceled, so the processing of this other party ID input mode is terminated.
0182On the other hand, if "YES" in step S285, the CPU core 42 acquires the input user key and player name in step S289 and stores them in the work area of RAM48. Subsequently, in step S291, the CPU core 42 decrypts the acquired user key and acquires the ID of the other party. Then, in step S293, the CPU core 42 associates the acquired ID with the player name and adds it to the friend list storage area 80. If the friend list is stored in the RAM 28b of the memory card 28, the acquired ID and player name of the other party are additionally stored in the friend list of the RAM 28b.
0183When step S293 is finished, this partner ID input mode is finished. If "NO" is set in step S281, the process for inputting the other party ID is not executed and the process returns to the main process. If the game process is restarted after the friend list data is generated, the friend list data is read from RAM 28b of the memory card 28 to the friend list storage area 80 of RAM 48 by default, for example. Will be.
0184In this way, the identification information notified by the friend can be manually registered in the own game device 10. In this embodiment, for security reasons, the user key obtained by encrypting the ID is displayed and input as the identification information instead of the ID itself, but in other examples, the ID is displayed as it is. You may be asked to enter it.
0185FIG. 24 shows an example of the operation of the communication game mode. For example, on the menu screen at the start of the game, when an item or icon indicating the communication game mode is selected by the operation of the predetermined operation switch 20 or the touch panel 22 by the player, the communication game mode is executed. The processing of the communication game mode of FIG. 24 is the same as the processing of steps S5 to S21 of FIG. 8 described above, the same reference numerals are given, and duplicate description is omitted.
0186In this embodiment, the identification information of the other party can be registered in the friend list not only by manual input but also by short-range wireless communication processing. However, in another embodiment, the identification information of the other party may be registered only by manual input. In that case, the game device 10 is near field communication It does not have to have a function for communication.
0187When network communication is selected in the communication game mode, the game device 10 transmits the friend list data of the friend list storage area 80 to the server 72 in addition to the connection information such as its own ID and connection address. .. In this embodiment, the transmission of the friend list data also serves as an inquiry as to whether or not network communication is possible with the other game device 10 registered in the friend list. The friend list data is transmitted in order to check whether or not the game devices 10 have registered each other's identification information on the server 72.
0188In this embodiment, the identification information of the network communication partner can be registered not only by short-range wireless communication but also by manual input. Therefore, for example, when the identification information is leaked or illegally acquired, one of them is used. Only the game device 10 of the above can register the identification information of the opponent. In order to prevent network communication from being executed in the case of such one-sided registration, the server 72 manages the friend list of each game device 10, and both game devices 10 register the identification information of the other party. Check if you are doing it. Even if the other party or oneself does not register the identification information even though the other party's identification information is legally exchanged by direct transmission or short-range wireless communication, the network communication between the other party and oneself is performed. Is not executed. In this way, when the player wants to refuse network communication with the other party, he / she may acquire the identification information of the other party but not register it.
0189For example, FIGS. 25 and 26 show some examples of operations in the Internet communication processing of this embodiment. The processes of steps S61 to S71 in FIG. 25 are the same as those in the above-described embodiment, and the same reference numerals are given and duplicate description will be omitted.
0190After starting the notification process in step S71, the CPU core 42 makes an inquiry including the ID and player name of the other party registered in the friend list storage area 80 via the wireless communication unit 64 in the following step S301. Send to. The transmitted inquiry data further includes at least its own ID. In this embodiment, all other game devices 10 in the friend list are transmitted by transmitting the IDs and player names of all the opponents registered in the friend list, that is, by transmitting the friend list data. Sends an inquiry as to whether network communication is possible. In another embodiment, only the ID of the other party stored in the friend list may be transmitted.
0191Subsequently, in step S79, the CPU core 42 determines whether or not the result of the query transmitted in step S301 has been received from the server 72. If "YES" in step S79, the CPU core 42 stores the received data in the work area of RAM48 in step S81.
0192In the following step S303, the CPU core 42 determines whether or not the connection address of the other party has been acquired. For example, when it is determined that the server 72 can communicate with another game device 10 corresponding to the inquiry ID via a network, the server 72 transmits the connection address of the other party in association with the ID and corresponds to the inquiry ID. When it is determined that network communication is not possible with another game device 10, data indicating that communication is not possible is transmitted in association with the ID. Therefore, here, the CPU core 42 determines whether or not at least one connection address is associated with the query ID and stored in the received data. In this way, based on the received inquiry result, it is determined whether or not network communication is possible with other game devices registered in the friend list.
0193If "NO" is set in step S303, or if "NO" is set in step S79, the process proceeds to step S85 in FIG.
0194On the other hand, if YES in step S303, the CPU core 42 executes the connection process to the opponent (for convenience, referred to as game device x) from which the connection address could be acquired in step S305 of FIG. To do. If a plurality of connection addresses can be obtained, communication connection is made to each of the plurality of game devices x. The CPU core 42 stores the identification information of the other party whose connection address has been acquired, that is, the ID, the player name, the connection address, and the like in the communication partner information storage area 82. Then, in step S307, the CPU core 42 executes a communication game process with the game device x via the wireless communication unit 64. When communication connection with a plurality of game devices 10 is possible, communication game processing is executed between each of the plurality of game devices x.
0195When step S307 is completed, the process proceeds to step S97. If "NO" is set in step S85, that is, if cancellation is not selected by the user's operation or the query has not yet timed out, the process proceeds to step S97. The processing after step S97 is the same as that of the above-described embodiment, and the continuation of step S103 and the continuation when NO in step S97 are also the same as those of the above-described embodiment (FIGS. 13 and 14). Duplicate explanations will be omitted.
0196When the friend list data is transmitted from the game device 10, the server 72 stores the data for each game device 10. For example, as shown in FIG. 27, the server 72 stores the friend list of the game device 10 in the connected list storage area 84 in association with the ID of the game device 10. The friend list includes the opponent's ID and player name. That is, in this embodiment, the server 72 not only manages the ID, player name, and connection address of the game device 10 connected to the network in the connected list, but also stores the friend list of the game device 10. There is. Therefore, the server 72 checks whether or not the game devices 10 have registered each other's identification information so that network communication is not executed between the game devices 10 that do not register the identification information with each other. can do.
0197The server 72 determines whether or not the game device 10 that has sent the friend list, that is, the inquiry can perform network communication with another game device 10 registered in the friend list. Specifically, the server 72 detects whether or not each of the received partner IDs in the friend list is stored in the connecting list data as the ID of the connected game device 10. Further, the server 72 detects whether or not the ID of the game device 10 that has sent the inquiry is registered in the friend list of the other game device 10 that has been detected to be connected. When the server 72 determines that the other party registered in the friend list is connected and the identification information of the game device 10 is registered in the friend list of the other party, the other party It is determined that network communication is possible, and the connection address of the other party is returned to the game device 10. On the other hand, if the other party registered in the friend list is not connected, or if the game device 10 that sent the inquiry is not registered in the other party's friend list, network communication with the other party is not possible. It determines that there is, and replies that communication with the other party is not possible.
0198For example, FIG. 28 shows an example of the operation in the communication processing of the server 72 of this embodiment. The processing of steps S201 to S205 of FIG. 28 is the same as that of FIG. 18 described above, and the same reference numerals are given and duplicate description is omitted.
0199If "YES" in step S205 of FIG. 28, that is, when an inquiry is received from the game device 10, the CPU of the server 72 registers the friend list of the game device 10 in the connected list. In other words, the CPU receives query data (including friend list data). After receiving the data, the friend list data of the game device 10 is extracted from the received data. Then, the IDs and player names of all the opponents included in the friend list data are stored in the connected list storage area 84 in association with the IDs of the game device 10.
0200The CPU of the server 72 checks whether the ID of the other party in the received friend list is a legitimate number or character string, and uses only the ID determined to be legitimate as the friend list in the connecting list. You may try to remember it. Further, in the friend list in the connected list data, only the ID of the other party may be stored without storing the player name of the other party.
0201Then, in step S323, the CPU of the server 72 collates the ID of the other party included in the query data with the ID of the connected game device 10 stored in the connected list storage area 84, and makes a friend. Detects whether the other party in the list is connected. If the query data includes a plurality of partner IDs, one ID is selected and the one ID is detected.
0202Then, in step S325, the CPU of the server 72 determines whether or not the inquired ID is registered in the connecting list. If "YES" in step S325, that is, if the inquired game device 10 is connected to the network, the CPU of server 72 displays the friend list of the registered ID in step S327. refer. That is, the ID registered in the friend list associated with the ID determined to be connected is collated with the ID of the game device 10 that sent the inquiry, and the inquiry is sent to the other party's friend list. Detects whether or not the ID of the game device 10 that sent the message is registered.
0203In the following step S329, the CPU of the server 72 determines whether or not the ID of the inquired game device 10 is registered in the friend list of the other game device 10 determined to be connected. If "YES" in step S329, the CPU of the server 72 reads the connection address corresponding to the inquired ID in connection from the connecting list storage area 84, and corresponds to the inquired ID. Store the connection address as the query result. That is, the inquiry result data in which the connection address is stored in association with the inquired ID is generated.
0204On the other hand, if "NO" in step S329, that is, the inquired ID is stored in the connecting list, but the ID of the game device 10 that sent the inquiry to the friend list of the inquiry ID is registered. If not, it is considered that the identification information of the other party is only registered in only one game device 10 and the identification information is not exchanged, or that the other is refusing network communication. , The process proceeds to step S333.
0205If "NO" in step S325, that is, if the inquired ID is not connected to the network, the process proceeds to step S333.
0206In step S333, the CPU of the server 72 stores as an inquiry result that communication is not possible for the inquired ID. That is, the inquiry result data that stores the data indicating that communication is not possible is generated in association with the inquired ID.
0207When step S331 or step S333 is completed, the CPU of the server 72 determines in step S335 whether or not network communication has been confirmed for all the query IDs. If "NO" in step S335, that is, if there are still IDs included in the friend list acquired in step S321 that have not been processed in steps S323 to S333, the process is stepped. Return to S323 and check the remaining query IDs. In this way, the availability of communication for each query ID is determined. The stored query result data is generated.
0208Then, if YES in step S335, the CPU of the server 72 transmits the query result data generated in step S337 to the game device 10 that has sent the query. When step S337 ends, this communication process ends.
0209According to this embodiment, since the identification information of the other party can be manually registered, even a distant friend who cannot meet directly can play a communication game via the network. In addition, since it is a condition of network communication that each other's identification information is registered in the friend list, a communication connection is suddenly made from a person who does not know at all, or with a stranger who illegally obtained the identification information. It is possible to prevent communication.
0210Further, in each of the above-described embodiments, in the short-range wireless communication of the game device 10, the identification information is exchanged after the communication game process is executed. Specifically, as shown in FIG. 10, the CPU core 42 executed the communication game process in step S41, and then exchanged the identification information in steps S43 to S49. However, in another embodiment, in short-range wireless communication, only identification information may be exchanged without performing communication game processing such as a game or an application. In this way, it is possible to easily acquire the identification information of the other party and easily register it in the friend list without running a communication game or application.
0211An example of the operation in the wireless communication processing of the other embodiment is shown in FIG. In FIG. 29, the same reference numerals are given to the same processes as those in each step of FIG. 10, and duplicate description is omitted.
0212After executing the connection process with the other game device 10 in step S39 of FIG. 29, the CPU core 42 determines in step S43 whether or not to exchange the ID with the other game device 10. If "YES" in step S43, the CPU core 42 executes ID exchange and registration in the friend list in steps S45 to S49, and if "NO", proceeds to step S351 as it is.
0213In step S351, the CPU core 42 determines whether to continue the communication game. For example, the CPU core 42 determines whether or not the continuation of the communication game is instructed based on the input data from the operation switch 20 or the touch panel 22.
0214If YES in step S351, the CPU core 42 executes the communication game process in step S353 in the same manner as in step S41 of FIG. Subsequently, the CPU core 42 determines whether or not to end the communication game in step S51, and if NO, the process returns to step S43. On the other hand, if "YES" in step S51 or "NO" in step S351, this wireless communication processing is terminated.
0215Further, in each of the above-described embodiments, a server 72 is provided on the network, and the server 72 manages the connected list such as registration and deletion of identification information in the connected list, and collates the connected list in response to an inquiry (inquiry). Processing such as (detection of connection availability for ID) and transmission of detection results was being executed. However, in another embodiment, without providing the server 72 on the network, for example, any or some of the plurality of game devices 10, or each of the plurality of game devices 10 can be used as the server 72. You may want to perform the function.
021610 ... Game device 12,14 ... LCD 28 ... memory card 28a ... ROM 28b ... RAM 42 ... CPU core 48 ... RAM 50,52 ... GPU 56,58 ... VRAM 60 ... LCD controller 64 ... Wireless communication unit 70 ... Wifi access point 72 ... server
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| EP1720316B1 | European Patent Office (EPO) | B1 | |
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Numbers
- Publication
- 2016047266
- Application
- 220856
Titles2
- Japanese
- 通信ゲームシステム
- English
- Communication game system
Classification
- CPC, 1
- Y02E60/50
- IPC, 6
- A63F13 795
- A63F13 79
- A63F13 327
- A63F13 35
- A63F13 33
- A63F13 335