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`(19) United States
`en) Patent Application Publication <«» Pub. No.: US 2002/0183114 Al
`Takahashi et al.(43) Pub. Date:Dec. 5, 2002
`
`US 20020183114A1
`
`(54) SERVER DEVICE FOR NET GAME, NET
`GAME MANAGEMENT METHOD, NET
`GAME MANAGEMENT PROGRAM AND
`RECORDING MEDIUM WHICH STORES
`NET GAME MANAGEMENT PROGRAM
`
`(22) Filed:
`
`May 29, 2002
`
`(30)
`
`Foreign Application Priority Data
`
`May 30, 2001 (JP)
`
` 2001-162863
`
`(75) Inventors: Hidehisa Takahashi, Amagasaki-shi
`(JP); Tatsuya Ishikawa, Takarazuka-shi
`(JP); Kazuhiro Namba, Amagasaki-shi
`(JP)
`Correspondence Address:
`JORDAN AND HAMBURG LLP
`122 EAST 42ND STREET
`SUITE 4000
`NEW YORK, NY 10168 (US)
`
`(73) Assignee: Konami Computer Entertainment
`Osaka, Inc., Osaka-shi (JP)
`
`(21) Appl. No.:
`
`10/157,659
`
`Publication Classification
`
`A63F 13/00
`463/42
`
`Int. Cl.7
`(51)
`(52) U.S. Cl
`ABSTRACT
`(57)
`The present invention provides a server device for net games
`which can give the user sufficient excitement based on the
`characteristic of net games that can be played with an actual
`person. The lobby server 13 stores the messages to be
`presented at game start/during game, which each member
`has set using the client computer 2, for each member, and at
`the game start and/or batting/fielding change time, the stored
`message at game start/during game of one member is
`presented to the client computer 2 of the other member.
`
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`Patent Application Publication
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`Dec. 5,2002 Sheet 1 of 11
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`CM
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`Patent Application Publication Dec. 5,2002 Sheet 3 of 11 US 2002/0183114 Al
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`O
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`FIG.
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`Patent Application Publication Dec. 5, 2002 Sheet 4 of 11 US 2002/0183114 Al
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`FIG.4
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`Patent Application Publication Dec. 5,2002 Sheet 5 of 11
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`FIG.5
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`Patent Application Publication Dec. 5,2002 Sheet 6 of 11 US 2002/0183114 Al
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`FIG.6
`
`CLIENT SIDE
`
`SERVER SIDE
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`Patent Application Publication Dec. 5,2002 Sheet 7 of 11 US 2002/0183114 Al
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`FIG.7
`
`140
`
`FIG.8
`
`MESSAGE DURING
`PITCHING SETUP
`
`HERE COMES A CURVE
`
`HERE COMES A SCREWBALL
`
`HERE COMES A SLIDER
`
`HERE COMES A SPLIT FINGER
`
`RIGHT DOWN THE CENTER
`
`TRY TO HIT THIS
`
`OK
`
`141
`
`142
`
`143
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`144
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`145
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`146
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`147
`
`F1
`
`F2
`
`F3
`
`F4
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`F5
`
`F6
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`Patent Application Publication Dec. 5,2002 Sheet 8 of 11 US 2002/0183114 Al
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`FIG.9
`
`SELECT GAME LOBBY
`
`YELLOW LOBBY: 400 PEOPLE CONNECTED A
`ORANGE LOBBY: 300 PEOPLE CONNECTED
`
`PURPLE LOBBY: 300 PEOPLE CONNECTED
`
`PINK LOBBY: 100 PEOPLE CONNECTED
`
`DISCONNECT NET
`
`FIG.10
`
`SELECT GAME AREA
`01 AREA: 64 PEOPLE CONNECTED A
`
`02 AREA: 50 PEOPLE CONNECTED
`
`03 AREA: 50 PEOPLE CONNECTED
`04 AREA: 50 PEOPLE CONNECTED V
`FRIEND LIST
`
`THEMA CHAT
`
`RETURN TO LOBBY
`SERVER SELECTION
`
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`Patent Application Publication Dec. 5, 2002 Sheet 9 of 11 US 2002/0183114 Al
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`FIG.11
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`Patent Application Publication Dec. 5,2002 Sheet 10 of 11 US 2002/0183114 Al
`FIG.12
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`US 2002/0183114 Al
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`1
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`Dec. 5, 2002
`
`SERVER DEVICE FOR NET GAME, NET GAME
`MANAGEMENT METHOD, NET GAME
`MANAGEMENT PROGRAM AND RECORDING
`MEDIUM WHICH STORES NET GAME
`MANAGEMENT PROGRAM
`
`BACKGROUND OF THE INVENTION
`[0001] 1. Field of the Invention
`[0002] The present invention relates to a server device for
`net games (or network games) which is communicably
`connected to a plurality of terminal devices used by users via
`a network for managing a game played in a game space by
`the users using the terminal devices, a network game man­
`agement method, a net game management program used for
`this device and a recording medium which stores a net game
`management program.
`[0003] 2. Description of the Related Art
`[0004] Today as the Internet becomes popular and data
`transfer speeds increase, net games (or network games)
`using server devices for net games, and terminal devices
`used by users which are connected via the Internet, are
`commonly played. With such net games, various matching
`games, including sports and physical combat, are played.
`[0005] In the case of the above mentioned matching
`games, an unspecified number of general users can partici­
`pate in a game since the Internet is used. When unknown
`users match in this way, the capability of an opponent in a
`game is unknown, so unexpectedness is added to the
`progress of a game, and some excitement can be added to a
`game compared with normal games which use a standalone
`game machine, where a game is played with the game
`machine as the opponent.
`[0006] However if games are simply played between users
`via the server device for net games, as mentioned above, the
`difference from the case of playing a game with a game
`machine as an opponent cannot be sufficiently shown to the
`user. In other words, excitement based on the characteristic
`of net games that a game can be played not with a game
`machine but with an actual person cannot be sufficiently
`provided to the user.
`
`SUMMARY OF THE INVENTION
`[0007] To solve the above problems, it is an object of the
`present invention to provide a server device for net games
`which can give sufficient excitement to the user based on the
`characteristic of net games that can be played with an actual
`person, and net game management program, and net game
`management method using this device.
`[0008] The present invention relates to a server device for
`net games which is communicably connected to a plurality
`of terminal devices used by users via a net work for
`managing a game played in a game space by the users using
`the terminal devices, comprising acquiring means for
`acquiring a message which a user set using the terminal
`device, and presenting means for presenting a message of
`one user acquired by the acquiring means to the terminal
`device of the other user at a predetermined time during a
`period when the users are playing a game using the terminal
`devices.
`
`[0009] According to the present invention as described
`above, the server device for net games which is communi­
`cably connected to a plurality of terminal devices used by
`the users via a network for managing a game played in a
`game space by the users using the terminal devices com­
`prises acquiring means for acquiring a message which a user
`set using the terminal device, and presenting means for
`presenting a message of one user acquired by the acquiring
`means to the terminal device of the other user at a prede­
`termined time during a period when the users are playing a
`game using the terminal devices.
`[0010] In other words, a message which a user set using
`the terminal device is acquired, and the acquired message of
`this user is presented to the terminal device of the other user
`during a predetermined time in a period when the users are
`playing a game using the terminal devices.
`[0011] In this way, the message which one user set is
`presented to the other user at a predetermined time during
`the game period, so excitement can be provided to the game
`by presenting this message. The other user to whom the
`message is presented can return a message, which this user
`set, to the former user, so such an exchange of messages can
`further improve the excitement of the game. Also such
`messages reflect the sensitivity of the users who are actual
`people, so the user can sufficiently enjoy the actual feel of
`playing a game with an actual person.
`[0012] These and other objects, features, and advantages
`of the present invention will become more apparent upon
`reading the following detailed description along with the
`accompanying drawings.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`[0013] FIG. 1 is a block diagram depicting a configuration
`of the net game system using a server system according to
`an embodiment of the present invention;
`[0014] FIG. 2 shows the major functional blocks of the
`server system shown in FIG. 1;
`[0015] FIG. 3 is a diagram depicting an example of the
`mode select screen;
`[0016] FIG. 4 is a diagram depicting an example of the
`submenu screen;
`[0017] FIG. 5 is a diagram depicting an example of the
`profile information input screen;
`[0018] FIG. 6 is a flow chart depicting an example of
`message acquisition processing by the server system and the
`client computer shown in FIG. 1;
`[0019] FIG. 7 is a diagram depicting an example of
`messages at game start time/and during game setup screen;
`[0020] FIG. 8 is a diagram depicting an example of
`messages during pitching setup screen;
`[0021] FIG. 9 is a diagram depicting an example of the
`game lobby select screen;
`[0022] FIG. 10 is a diagram depicting an example of the
`game area select screen;
`[0023] FIG. 11 is a diagram depicting an example of the
`game mode select screen;
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`[0024] FIG. 12 is a flow chart depicting an example of
`messages at the game start/during game presentation pro­
`cessing by the server system and client computer shown in
`FIG. 1; and
`[0025] FIG. 13 is a flow chart depicting an example of
`messages during pitching presentation processing by the
`server system and client computer shown in FIG. 1.
`
`DESCRIPTION OF THE PREFERRED
`EMBODIMENTS
`[0026] A net game system using a server system according
`to an embodiment of the present invention will now be
`described with reference to the accompanying drawings.
`FIG. 1 is a block diagram depicting a configuration of a net
`game system using the server system according to an
`embodiment of the present invention.
`[0027] In the following description, a baseball game when
`pre-registered members play games is described as an
`example of a net game, but the present invention is not
`limited by this example, but can be applied to various net
`games played between users, and can be suitably used for
`such games as other sports games, combat games, simula­
`tion games, shooting games and role playing games.
`[0028] The net game system shown in FIG. 1 comprises
`a server system 1 and a plurality of client computers 2. The
`server system 1 and the plurality of client computers 2 are
`communicably inter-connected via a network 3. Each client
`computer 2 is a terminal device used by a member user, and
`the server system 1 is a server device for net games where
`a member manages a baseball game played in a game space
`using the client computer 2.
`[0029] The Internet, for example, is used for the network
`3, and various information is transmitted/received between
`the server system 1 and the client computer 2 according to
`TCP/IP (Transmission Control Protocol/Internet Protocol).
`The network 3 is not limited to the Internet, but another
`network, such as an intranet, or a network combining
`various networks including the Internet and an intranet may
`be used. The server system 1 and client computers 2 may be
`interconnected by a leased line.
`[0030] When the Internet is used as the network 3, each
`client computer 2 is usually connected to a predetermined
`provider server via a modem, and is connected to the
`network 3 via this provider server, but to simplify descrip­
`tion, the provider server is not illustrated and is not
`described here.
`[0031] In the present embodiment, the user who uses the
`client computer 2 is a member who registered to receive a
`predetermined service provided by a company who manages
`the net game, and can play a baseball game as a net game
`with another member using the server system 1 using the
`client computer 2.
`[0032] Here the net game has a normal game and an
`encounter league. A normal game is a profile exchange
`optional game where players can freely exchange profile
`information, and an encounter league is a game with profile
`exchange where players always exchange profile informa­
`tion.
`[0033] Each member can voluntarily access the server
`system 1 using the client computer 2, and play a normal
`
`game and an encounter league in a game space constructed
`by the server system 1 and client computer 2, just like a
`normal baseball game, and the members playing games
`together in a normal game and an encounter league can
`exchange messages.
`[0034] Now the server system 1 will be described in detail.
`The server system 1 comprises a member DB (data base)
`server 11, mail server 12, lobby server 13, game server 14,
`WWW (World Wide Web) server 15, and game DB server
`16. Each server is connected by such a predetermined
`network as a LAN (Local Area Network), as illustrated, so
`that data can be transmitted/received according to the route.
`The member DB server 11, mail server 12, lobby server 13
`and WWW server 15 are connected to the network 3 via a
`communication unit such as a router (not illustrated), for
`example.
`[0035] The member DB server 11 is comprised of a
`normal data base server device, and executes member reg­
`istration processing for a user when the user registers for
`membership to receive a predetermined service provided by
`a company who manages the net game. The member DB
`server 11 stores the member ID, password, and accounting
`information of each member which are decided at member­
`ship registration in the data base, and manages the informa­
`tion. The mail server 12 is comprised of a normal mail server
`device, and manages the electronic mail of each member.
`[0036] The lobby server 13 is comprised of a normal
`server device, and executes various lobby processings as a
`portal site to play net games. For example, the lobby server
`13 refers to the member ID and password stored in the
`member DB server 11 when the member accesses for
`playing a net game using the client computer 2, and executes
`authentication processing for the member who accessed.
`[0037] The lobby server 13 guides the member who was
`confirmed as an official member by the authorization pro­
`cessing to the lobby selected by this member out of a
`plurality of lobbies, and in the lobby which the member was
`guided to, the lobby server 13 executes guide processing for
`guiding the member to the game area selected by this
`member out of a plurality of game areas, and the game is
`played in a game space of the game area where the member
`was guided to.
`[0038] The lobby server 13 acquires a message which each
`member set using the client computer 2, and sends a
`message of one member to the client computer 2 of the other
`member, and sends a message of the other member to the
`client computer 2 of the former member at the start of the
`normal game and encounter league and during the batting/
`fielding change, so as to exchange messages between the
`members.
`[0039] Here messages have a message at game start/during
`game, which is automatically presented at the game start and
`during a batting/fielding change, and a message during
`pitching, which is presented when a member presses a
`function key, which is an input key disposed at the client
`computer 2.
`[0040] The game server 14 is comprised of a normal
`server device, executes net game progression processing for
`progressing the net game in a game space where members
`play a game, and transmits data required for the progression
`of the net game to the client computer 2 via the lobby server
`13
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`[0041] The game DB server 16 is comprised of a normal
`data base server device, and stores the various information
`on the net games, such as the game result, which the client
`computer 2 sent via the lobby server 13 to the data base, and
`manages the information.
`[0042] The WWW server 15 is comprised of a normal
`WWW server device, creates ranking data from the data on
`game outcome stored in the game DB server 16, and lists the
`created ranking data on a predetermined home page so that
`the ranking data can be read from the client computer 2.
`[0043] Now the client computer 2 will be described in
`detail. Each client computer 2 is comprised of a normal
`personal computer, which includes a ROM (Read Only
`Memory) 21, CPU (Central Processing Unit) 22, RAM
`(Random Access Memory) 23, external storage device 24,
`input section 25, communication section 26, display section
`27, recording medium driving device 28, and voice output
`section 30.
`[0044] Each block of the client computer 2 is connected to
`the internal bus, various data is input/output onboard the
`client computer 2 via this bus, and various processings for
`playing the net game are executed under the control of the
`CPU 22.
`[0045] A basic program for operating the client computer
`2 has been stored in the ROM 21. The RAM 23 is used for
`the work area of the CPU 22. The recording medium 29 is
`a recording medium which can be read by a computer, such
`as a CD-ROM. The CD-ROM is provided by a software
`manufacturer who creates net games, and stores the game
`progression program at the client side for a member to play
`a baseball game in the game space.
`[0046] The recording medium driving device 28 is com­
`prised of a CD-ROM drive, where the game progression
`program at the client side is read from the recording medium
`29 under the control of the CPU 22, and the game progres­
`sion program at the client side is installed in the external
`storage device 24.
`[0047] The recording medium 29 is not limited to the
`above mentioned example, but if another recording medium
`driving device, such as a DVD drive or floppy disk drive, is
`added, the game progression program at the client side may
`be installed in the external storage device 24 using another
`recording medium which the computer can read, such as a
`DVD or floppy disk. If the game progression program at the
`client side can be downloaded from a home page of a
`Software manufacturer via a network 3, then the game
`progression program at the client side may be directly
`downloaded from this home page to the external storage
`device 24.
`[0048] The external storage device 24 is comprised of
`such an external storage device as a hard disk drive. The
`game progression program at the client side is installed in
`the external storage device 24, as mentioned above, and
`various programs, such as a moving picture reproduction
`program for reproducing 3-dimensional moving pictures
`according to the game progression program, are preinstalled
`by a normal method. Here for the moving picture reproduc­
`tion program, Direct X by Microsoft, for example, can be
`used.
`[0049] The CPU 22 reads a basic program from the ROM
`21, and reads the game progression program at the client
`
`side and the moving picture reproduction program from the
`external storage device 24, executes net game progression
`processing to play a normal game and an encounter league,
`and transmits/receives necessary data to/from the server
`system 1 via the communication section 26.
`[0050] The input section 25 is comprised of a keyboard
`and a mouse, and in the present embodiment, various
`instructions are input primarily using the mouse according to
`the operation of the member, and messages during pitching
`are assigned to predetermined function keys so that the
`instructions to present a message during pitching is input by
`pressing a function key.
`[0051] The communication section 26 is comprised of a
`modem or a router, and controls communication with the
`server system 1 via the network 3. The display section 27 is
`comprised of a CRT (Cathode Ray Tube) or liquid crystal
`display, and displays various screens used for a net game as
`still pictures or moving pictures under the control of the
`CPU 22.
`[0052] The voice output section 30 is comprised of a
`speaker, which outputs a message at game start/during game
`and a message during pitching by voice so as to present each
`message to the member.
`[0053] Now the major functions of the server system 1
`configured as above will be described. FIG. 2 shows the
`major functional blocks of the server system 1 shown in Fig.
`[0054] As FIG. 2 shows, the server system 1 functionally
`includes the program executing section 31, data storing
`section 32, and program storing section 33. The program
`executing section 31 functionally includes the message
`acquiring section 41 and the message presenting section 42.
`The data storing section 32 functionally includes the mes­
`sage storing section 43. And the program storing section 33
`includes the recording medium 44 which can be read by a
`computer.
`[0055] The program executing section 31 is comprised of
`the CPUs (not illustrated) of each server 11-16 of the server
`system 1, and functions as the message acquiring section 41
`and the message presenting section 42 by the CPUs execut­
`ing various programs stored in the recording medium 44,
`and executing the programs.
`[0056] The data storing section 32 is comprised of the
`RAM (not illustrated) of the lobby server 13. The message
`storing section 43 stores the messages at game start/during
`game and the messages during pitching, which the members
`set using the client computer 2, for each member.
`[0057] The program storing section 33 is comprised of, for
`example, the hard disk drives (not illustrated) of each server
`of the server system 1, and in this case, the recording
`medium 44 is comprised of a hard disk. The recording
`medium 44 records the net game management programs,
`such as the message acquisition program, messages at game
`start/during game presentation program, messages during
`pitching presentation program, and other game progression
`programs at the server side in a state where the program can
`be read by a computer.
`[0058] The recording medium 44 is not limited to the
`above example, but other recording mediums which can be
`read by a computer, such as a CD-ROM, DVD, and floppy
`disk, may be used if other recording medium driving
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`devices, such as a CD-ROM drive, DVD drive, and floppy
`disk drive, can be used, and each of the above mentioned
`programs may be downloaded via the network 3, and may be
`stored in the hard disk.
`[0059] The message acquiring section 41 is implemented
`primarily by the CPU of the lobby server 13, executing the
`message acquisition program. The message acquiring sec­
`tion 41 acquires a message at game start/during game which
`the member set using the client computer 2 out of the
`plurality of predetermined messages, and stores the acquired
`message at game start/during game in the message storing
`section 43 for each member.
`[0060] The message acquiring section 41 also acquires a
`message during pitching which the member set out of a
`plurality of predetermined messages using the client com­
`puter 2 corresponding to the function keys of the input
`section 25, and stores the acquired message during pitching
`in the message storing section 43 corresponding to the
`function keys for each member.
`[0061] The message presenting section 42 is implemented
`primarily by the CPU of the lobby server 13, executing the
`message presentation program at game start/during game
`and message presentation program during pitching. The
`message presentation section 42 sends the message at game
`start/during game of one member stored in the message
`storing section 43 to the client computer 2 of the other
`member at a predetermined time during a period when the
`members are playing a game using the client computers 2,
`such as at the start of the normal game and encounter league
`and batting/fielding change time. The voice output section
`30 of the client computer 2 of the other member converts the
`transmitted message at game start/during game into voice,
`and outputs it.
`[0062] When one member operates a function key of the
`input section 25 during the normal game and encounter
`league, the message presenting section 42 reads a message
`during pitching which corresponds to this function key from
`the message storing section 43, and sends the read message
`during pitching to the client computer 2 of the other member.
`The voice output section 30 of the client computer 2 of the
`other member converts the transmitted message at game
`start/during game into voice, and outputs it. According to the
`present embodiment, the lobby server 13 corresponds to the
`acquiring means and presenting means.
`[0063] Now the operation of the net game system config­
`ured as mentioned above will be described. In the following
`description, it is assumed that the user has completed
`member registration to the member DB server 11, and the
`member ID and password of the member have been stored
`in the external storage device 24 of the client computer 2 to
`be used by the member, and have also been stored in and
`managed by the member DB server 11. It is assumed that
`playing a net game requires a fee, and that the accounting
`status shows that the member has already paid a predeter­
`mined fee, and has the right to play the net game.
`[0064] When the member starts up the game progression
`program at the client side using the mouse of the input
`section 25 of the client computer 2, the mode select screen
`for the member to select a desired mode from a plurality of
`modes is displayed on the display section 27.
`[0065] FIG. 3 is a diagram depicting an example of the
`mode select screen. When the mode select screen 100 shown
`
`in FIG. 3 is displayed and the member selects the “Play on
`Net” button 101 using the mouse, the sub-menu screen for
`the member to select a net game from a plurality of items of
`the sub-menu is displayed on the display section 27.
`[0066] FIG. 4 is a diagram depicting an example of the
`submenu screen. When the sub-menu screen 110 shown in
`FIG. 4 is displayed, the member selects the “Net Game”
`button 111 using the mouse, and the profile information
`input screen for the member to input the profile information
`is displayed on the display section 27.
`[0067] FIG. 5 is a diagram depicting an example of the
`profile information input screen. When the profile informa­
`tion input screen 120 shown in FIG. 5 is displayed, and the
`member inputs each information to each input box 121-124
`for the residential area, favorite baseball team, birth date and
`sex, and selects the "OK” button 125, the CPU 22 stores the
`input information on the residential area, favorite baseball
`team, birth date and sex in the RAM 21 or the external
`storage device 24 as profile information.
`[0068] After the profile information is input as above, the
`team select screen, which the member will use for the net
`game, is displayed on the display section 27, and the CPU
`22 stores the team name selected by the member in the RAM
`21 or the external storage device 24.
`[0069] Then the confirmation screen for rule setting and
`game setting to be used for the net game is displayed on the
`display section 27, where the member confirms the rule
`setting, etc. Here the rule setting is, for example, the number
`of innings in a game, whether extra innings are played in a
`game, whether a game can be called, and whether the DH
`system is used, and the game setting is, for example, the
`wind status, weather status, game time zone, error occur­
`rence status, player condition status, and player injuries.
`[0070] After the above mentioned rule setting and other
`processing ends, the message acquisition processing starts.
`FIG. 6 is a flow chart depicting an example of message
`acquisition processing by the server system 1 and client
`computer 2 shown in FIG. 1. The message acquisition
`processing at the client computer 2 side shown in FIG. 6 is
`implemented by the CPU 22, executing the game progres­
`sion program, and the message acquisition processing at the
`server system 1 side is implemented by the lobby server 13,
`executing the message acquisition program.
`[0071] As FIG. 6 shows, in Step SI, the CPU 22 of the
`client computer 2 displays the messages at the game start/
`during game setup screen on the display section 27 for
`setting the messages at game start/during game to be dis­
`played at game start and at batting/fielding change time.
`[0072] FIG. 7 is a diagram depicting an example of the
`messages at game start/during game setup screen. For
`example, the messages at game start/during game setup
`screen 130 shown in FIG. 7 are displayed, wherein "How do
`you do” is displayed in the message select box 131 at game
`start as the message at game start, "Sorry” is displayed in the
`message select box 132 when a team is winning as the
`message when a team is winning, "I’m getting warmed up”
`is displayed in the message select box 133 during a tie as the
`message during a tie game, and "Wait and see” is displayed
`in the message select box 134 when a team is losing as the
`message when a team is losing.
`
`Epic Games Ex. 1024
`Page 16
`
`

`

`US 2002/0183114 Al
`
`5
`
`Dec. 5, 2002
`
`[0073] The above mentioned message at game start is a
`message which is automatically presented to the opponent at
`the game start, the message when a team is winning is a
`message which is automatically presented to the opponent
`when a team is winning at batting/fielding change time, the
`message at a tie is a message which is automatically pre­
`sented to the opponent when the teams are in a tie at
`batting/fielding change time, and the message when a team
`is losing is a message which is automatically presented to the
`opponent when a team is losing at batting/fielding change
`time.
`[0074] For each one of the above messages, the member
`can select a desired message out of a plurality of predeter­
`mined messages, and in the present embodiment, a select­
`able message is predetermined as follows.
`[0075] The messages at game start are, for example, “Hi”,
`"Take it easy please”, "I’m a beginner”, and "Good
`evening”, in addition to the above message. The messages
`when a team is winning are, for example, "Is this all you’ve
`got?”, "Are you sleepy?”, "Are you serious?”, "Do you want
`me to take it easy?”, and "This is what I’ve got!”, in addition
`to the above message. The messages when the teams are in
`a tie are, for example, "I’m just getting serious”, "Revenge”,
`"You are strong”, and "Take it easy will you”, in addition to
`the above message, and the messages when a team is losing
`are, for example, "You’re pretty good”, “I admit you’re my
`rival”, "You are strong”, "I’ll get a hit no matter what”, and
`“Wow, you’re strong aren’t you”, in addition to the above
`message.
`[0076] In this baseball game, a game is normally played
`between members who do not know each other, so if the
`content of the message can be completely controlled by the
`members, then unfavorable messages, such as slander, may
`be exchanged, and the baseball game cannot progress
`smoothly. Therefore by presenting a message selected from
`a plurality of predetermined messages at game start/during
`game, the messages which the member can present to the
`opponent can be limited. By limiting the messages that the
`member can present to the opponent in this way, an
`exchange of unfavorable messages, such as slander, can be
`prevented, and the baseball game can progress smoothly. For
`this aspect, messages during pitching, which will be
`described later, are the same.
`[0077] The messages at game start/during game are not
`limited by the above examples, and other messages may be
`used. The excitement of the game may be improved by
`displaying the above messages or other messages at a
`predetermined time, other than at game start and batting/
`fielding change time.
`[0078] Then in Step S2, if the member selected messages
`at game start/during game out of the above mentioned
`message candidates using the mouse of the input section 25,
`the CPU 22 accepts the selected messages at game start/
`during game, and displays the selected messages in each
`select box 131-134.
`[0079] Then in Step S3, the CPU 22 judges whether the
`member completed setting by selecting the "OK” button 135
`shown in FIG. 7 using the mouse, and if the "OK” button
`135 is not selected, processing moves to Step S2 to continue
`subsequent processing, and if the "OK” button 135 is
`selected, processing moves to Step S4.
`
`[0080] If the "OK” button 135 is selected, the CPU 22
`stores the messages at game start/during game, set in the
`RAM 21 or external storage device 24 in Step S4.
`[0081] Then in Step S5, the CPU 22 displays the messages
`during pitching setup screen on the display section 27 for
`setting messages during pitching, which is presented when
`the member presses the function key when the pitching
`operation is executed.
`[0082] FIG. 8 is

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