Patent Publication Number: US-9889377-B2

Title: Program for providing interactive application adapted for use by multiple users and information processing device

Description:
This nonprovisional application is based on Japanese Patent Application No. 2008-310126 filed with the Japan Patent Office on Dec. 4, 2008, the entire contents of which are hereby incorporated by reference. 
     TECHNICAL FIELD 
     Certain exemplary embodiments relate to a program for providing an interactive application adapted for use by a plurality of users and an information processing device. 
     BACKGROUND AND SUMMARY 
     A configuration for storing user&#39;s records of use of an application provided by an information processing device has conventionally been known. 
     For example, Japanese Patent Laying-Open No. 2005-319134 discloses a game console with which a player can virtually play against another player. The game console disclosed in Japanese Patent Laying-Open No. 2005-319134 includes a component for generating or inputting a feature parameter including a record parameter indicating a game play record and a tendency parameter indicating a play tendency. 
     The game console disclosed in the prior art described above is premised on the fact that only an owner plays with the game console. Therefore, if a user other than the owner temporarily plays with the game console, a feature parameter of the owner is deviated from its original value due to play by the user other than the owner. 
     SUMMARY OF THE INVENTION 
     Certain exemplary embodiments help to solve the above-described problems. For instance, certain exemplary embodiments provide an interactive application to any of a user who mainly uses an information processing device and a user who temporarily uses the information processing device, and to provide a program and an information processing device enabling not only primary use but also secondary use of a result for each user. It is noted that primary use encompasses such use that a user who finished playing successively checks results of the user himself/herself, for example, display of a result of the play immediately after the play. Secondary use encompasses such use as displaying a result of play by a user simultaneously with display of a result of play by another user in a comparable manner and also encompasses such use, with regard to the result of the main user, as processing for reflecting results of a plurality of plays, for example, display in a graph of past play results as history, or variation in a manner of execution of the interactive application in accordance with the number of times of play. 
     According to one aspect of certain exemplary embodiments, a non-transitory computer-readable storage medium with an executable program for providing an interactive application stored thereon is provided. The program instructs a computer ( 31 : a reference numeral used in embodiments; to be understood similarly hereinafter) interacting with an input portion ( 13 ) and a display portion ( 12 ,  22 ) to perform the steps of: setting any of a first mode and a second mode in response to a user&#39;s operation (ST 2 ); proceeding with the interactive application in response to a user&#39;s operation (ST 12 , ST 32 ; S 216 , S 218 ); and storing a result obtained by execution of the interactive application (S 224 , S 242 ). The storing step includes the steps of storing a result obtained by execution of the interactive application while the first mode is set as first result data, in association with precedently obtained first result data, as a first result data group ( 410 ), and storing a result obtained by execution of the interactive application while the second mode is set as second result data ( 444 ), independently of the first result data group and precedently obtained second result data. 
     According to this first aspect, when any of the first mode and the second mode is set, the result obtained by execution of the interactive application is stored in the storage portion. Here, the first result data obtained while the first mode is set is stored in association with a specific user, together with other precedently obtained first result data. On the other hand, the second result data obtained while the second mode is set is stored in association with an unspecified user, together with other precedently obtained second result data. 
     By thus setting a method of storing results differently between modes to be set, the result in each mode can be used not only primarily but also secondarily. For example, if a plurality of pieces of first result data are stored together with time information, with regard to the results in the first mode (an owner mode), change over time of the first result data can be displayed. In a typical embodiment, for example with regard to the results in the first mode (owner mode), a graph or the like showing change over time of the results of play of the interactive application can be displayed. In addition, the result of play in the first mode (owner mode) and the result of play in the second mode (guest mode) other than that can be compared with each other for display. 
     Further, as the result of one play alone is stored while the second mode is set, the interactive application provided by the information processing device can more readily be tried by using that mode. Namely, the result obtained while the second mode is set is stored separately from the result obtained while the first mode is set and it is stored as one-time result. Therefore, even though a different unspecified user previously played the interactive application, a new unspecified user can enjoy the interactive application independently of that result. In other words, from a viewpoint of a specific user, he/she can have a greater number of unspecified users feel free to play the interactive application. 
     According to a preferred second aspect, the storing step includes the step of storing the first result data in association with a specific user. 
     According to this second aspect, the result of play of the interactive application while the first mode is set is stored in association with a specific user who is assumed to play in the first mode. 
     According to a preferred third aspect, the storing step further includes the step of storing first identification information indicating the specific user. The program further instructs the computer to perform a first identification information input step of accepting input of the first identification information, and a first display control step of causing the first result data to be displayed in correspondence with the first identification information. 
     According to this third aspect, the result obtained by play of the interactive application by the specific user is displayed in correspondence with first identification information indicating the specific user (in a typical embodiment, a head shot, a self-portrait, a signature, and the like). Typically, as registration of the first identification information is required prior to execution of the interactive application, the “specific user” for the information processing device can be registered in advance. In addition, who is registered as the specific user can more visually be expressed. 
     According to a preferred fourth aspect, the first identification information input step includes the step of accepting input of the first identification information when the first identification information has not been stored in the storing step. 
     According to this fourth aspect, when at least the first identification information is not stored, input of the first identification information by the user can be accepted. Therefore, it is ensured that the first result data can be stored in correspondence with the first identification information. 
     According to a preferred fifth aspect, the proceeding step includes, when execution of the interactive application is indicated while the first mode is set, the steps of starting the interactive application if the first identification information has been stored in the storing step, even though new first identification information is not accepted in the first identification information input step, and starting the interactive application on condition that the first identification information is accepted in the first identification information input step, if the first identification information has not been stored in the storing step. 
     According to this fifth aspect, when the first identification information has already been stored, the user can play the interactive application without further input of the first identification information. Alternatively, when the first identification information has not been stored, the interactive application is not started until the user inputs the first identification information. Therefore, it is ensured that the first result data can be stored in correspondence with the first identification information. 
     According to a further preferred sixth aspect, the first display control step includes the step of causing the first result data to be displayed together with the first identification information as one group. 
     According to this sixth aspect, the first result data stored in association with the specific user can be displayed in a group. Here, as the first identification information is simultaneously displayed, which user&#39;s result of the interactive application is indicated can be grasped at a glance. 
     According to a preferred seventh aspect, the program further instructs the computer to perform a second identification information input step of accepting input of second identification information indicating a user who executed the interactive application each time the interactive application is executed while the second mode is set. Here, the storing step includes the step of storing the second identification information. The program further instructs the computer to perform a second display control step of causing the second result data obtained by execution of the interactive application to be displayed in correspondence with the input second identification information when the interactive application is executed. The first identification information input step includes the step of accepting input of the first identification information prior to execution of the interactive application, and the second identification information input step includes the step of accepting input of the second identification information after execution of the interactive application. 
     According to this seventh aspect, the user who plays the interactive application exclusively in the first mode (specific user) inputs the first identification information indicating the user himself/herself prior to play. In contrast, a user who can play the interactive application in the second mode (unspecified user) plays the interactive application (on a trial basis) and thereafter inputs the second identification information indicating the user himself/herself. Thus, the result of the specific user can reliably be recorded and the unspecified user can feel free to play the interactive application. 
     According to a further preferred eighth aspect, the first display control step includes the step of causing the first result data to be displayed together with the first identification information and causing the second result data to individually be displayed together with the corresponding second identification information. 
     According to this eighth aspect, the first result data associated with the specific user and the second result data associated with an unspecified user can be compared with each other for display. Thus, the specific user and a plurality of unspecified users can have fun by comparing the results of play among them. 
     According to a preferred ninth aspect, the storing step includes the step of storing the second result data in association with an unspecified user. 
     According to this ninth aspect, any user other than the user who plays the interactive application exclusively in the first mode can feel free to execute the interactive application. 
     According to a preferred tenth aspect, the program further instructs the computer to perform a second identification information input step of accepting input of second identification information indicating a user who executed the interactive application, each time the interactive application is executed while the second mode is set. Here, the storing step includes the step of storing the second identification information. The program further instructs the computer to perform a second display control step of causing each piece of the second result data obtained by each execution of the interactive application to be displayed in correspondence with input each piece of the second identification information when the interactive application is executed. 
     According to this tenth aspect, the result obtained by play of the interactive application by any user other than the specific user is displayed in correspondence with the second identification information indicating the user who actually played the interactive application (in a typical embodiment, for example, a head shot, a self-portrait, a signature, and the like). Therefore, even when a plurality of unspecified users play the interactive application, which user&#39;s result is indicated can be identified. 
     According to a preferred eleventh aspect, in the storing step, the second result data for prescribed number of times can independently be stored. 
     According to this eleventh aspect, the results of play by an unspecified user other than the specific user can be stored for a prescribed number of times. Thus, the specific user and a plurality of unspecified users can have fun by comparing the results of play among them. 
     According to a further preferred twelfth aspect, the program further instructs the computer to perform a selection step of accepting selection of data to be erased among the already-stored second result data and the second result data obtained by most recent execution of the interactive application, when the second result data for the prescribed number of times has already been stored and when the second mode is newly set and the interactive application is executed, and an erasing step of erasing the second result data selected in the selection step. 
     According to this twelfth aspect, in such a case that an unspecified user plays the interactive application more than prescribed number of times prepared in advance, a result relatively low in importance can selectively be erased. Thus, a result relatively high in importance can preferentially be stored. 
     According to a preferred thirteenth aspect, the program further instructs the computer to perform a third display control step of causing the first result data and the second result data to be displayed together. 
     According to a preferred fourteenth aspect, in the storing step, the second result data for prescribed number of times can independently be stored. The third display control step includes the step of causing, when the interactive application is executed while the first mode is set, the first result data obtained by execution of the interactive application to be displayed together with a plurality of pieces of the already-stored second result data. 
     According to a further preferred fifteenth aspect, the third display control step includes the step of causing, when the interactive application is executed while the second mode is set, the second result data obtained by execution of the interactive application to be displayed together with the already-stored first result data. 
     According to the thirteenth to fifteenth aspects, the result of the specific user and the result of unspecified user(s) can be compared with each other for fun. 
     According to a preferred sixteenth aspect, in the proceeding step, a plurality of functions can proceed. The program further instructs the computer to perform an updating step of updating history information in accordance with user&#39;s play records regarding the interactive application while the first mode is set, and a determination step of determining a function among the plurality of functions that is permitted to proceed in the first mode and the second mode, based on the history information. 
     According to this sixteenth aspect, a greater number of functions can be played, in accordance with records of play of the interactive application by the specific user. Therefore, the specific user can further be motivated to play the interactive application. In addition, a function the same as that provided to the specific user is provided to an unspecified user. Therefore, the results of play of the interactive application in accordance with the same function can be compared between the specific user and unspecified user(s) for fun. 
     According to another aspect of certain exemplary embodiments, an information processing device interacting with an input portion and a display portion for providing an interactive application is provided. The information processing device includes a setting unit for setting any of a first mode and a second mode in response to a user&#39;s operation, a proceeding unit for proceeding with the interactive application in response to a user&#39;s operation, and a storage portion for storing a result obtained by execution of the interactive application. The storage portion is configured to store a result obtained by execution of the interactive application while the first mode is set as first result data, in association with precedently obtained first result data, as a first result data group, and store a result obtained by execution of the interactive application while the second mode is set as second result data, independently of the first result data group and precedently obtained second result data. 
     According to yet another aspect of certain exemplary embodiments, an information processing device interacting with an input portion and a display portion is provided. The present information processing device includes a processor coupled to a memory. The processor is programmed to provide an interactive application by setting any of a first mode and a second mode in response to a user&#39;s operation, proceeding with the interactive application in response to a user&#39;s operation, causing the memory to store a result obtained by execution of the interactive application while the first mode is set as first result data, in association with precedently obtained first result data, as a first result data group, and causing a result obtained by execution of the interactive application while the second mode is set to be stored as second result data, independently of the first result data group and precedently obtained second result data. 
     In the description above, reference numerals for indicating correspondence with embodiments which will be described later, supplemental explanation and the like are provided for better understanding of the present invention, however, they are not intended to limit the present invention in any manner. 
     According to the certain exemplary embodiments, an interactive application can be provided to any of a user who mainly uses the information processing device and a user who temporarily uses the information processing device, and a program and an information processing device enabling not only primary use but also secondary use of a result for each user can be provided. 
     The foregoing and other features, aspects and advantages of the present invention will become more apparent from the following detailed description of the exemplary embodiments when taken in conjunction with the accompanying drawings. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  shows appearance of a game device (unfolded state) according to an embodiment of the present invention. 
         FIG. 2  shows appearance of the game device (folded state) according to the embodiment of the present invention. 
         FIG. 3  is a block diagram showing an exemplary internal configuration of the game device according to the embodiment of the present invention. 
         FIG. 4  is a diagram showing a manner of providing a program to the game device according to the embodiment of the present invention. 
         FIG. 5  is a state transition diagram showing overview of an interactive application according to the embodiment of the present invention. 
         FIG. 6  is a diagram showing an exemplary title menu (at the time of start-up for the first time) according to the embodiment of the present invention. 
         FIGS. 7A and 7B  are diagrams showing an exemplary title menu (for the second time or later) according to the embodiment of the present invention. 
         FIG. 8  is a diagram showing an exemplary main menu for an owner according to the embodiment of the present invention. 
         FIG. 9  is a diagram showing an exemplary main menu for a guest according to the embodiment of the present invention. 
         FIG. 10  is a diagram showing a file structure used with an application according to the embodiment of the present invention. 
         FIG. 11  is a diagram showing a screen display example for checking handedness according to the embodiment of the present invention. 
         FIGS. 12A and 12B  are diagrams showing a manner of use of the game device according to the embodiment of the present invention. 
         FIGS. 13A and 13B  are diagrams for illustrating overview of processing for image pick-up/display with the use of an inner camera according to the embodiment of the present invention. 
         FIGS. 14A and 14B  are diagrams for illustrating display processing according to the embodiment of the present invention. 
         FIG. 15  is a block diagram for providing image pick-up/display processing in accordance with handedness according to the embodiment of the present invention. 
         FIG. 16  is a flowchart showing a processing procedure of processing for registering owner identification information according to the embodiment of the present invention. 
         FIG. 17  is a flowchart showing a processing procedure in a face image obtaining sub routine according to the embodiment of the present invention. 
         FIG. 18  is a flowchart showing a processing procedure in a signature image obtaining sub routine according to the embodiment of the present invention. 
         FIGS. 19 to 27  are diagrams showing screen display examples involved with the processing for registering owner identification information according to the embodiment of the present invention. 
         FIG. 28  is a diagram showing an exemplary menu screen in a training game in an owner mode according to the embodiment of the present invention. 
         FIG. 29  is a diagram showing an exemplary menu screen in a training game in a guest mode according to the embodiment of the present invention. 
         FIG. 30  is a flowchart showing a processing procedure in the training game according to the embodiment of the present invention. 
         FIGS. 31A and 31B  are flowcharts each showing a processing procedure in a check game according to the embodiment of the present invention. 
         FIGS. 32 to 35  are diagrams showing screen display examples involved with the check game according to the embodiment of the present invention. 
         FIGS. 36A and 36B  are flowcharts each showing a processing procedure in an association game in an owner mode according to the embodiment of the present invention. 
         FIGS. 37A and 37B  are flowcharts each showing a processing procedure in an association game in a guest mode according to the embodiment of the present invention. 
         FIGS. 38 to 43  are diagrams showing screen display examples involved with the association game according to the embodiment of the present invention. 
         FIG. 44  is a flowchart showing a procedure for processing a commemorative photo function according to the embodiment of the present invention. 
         FIGS. 45 and 46  are diagrams showing examples of outputs created by the commemorative photo function according to the embodiment of the present invention. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     An embodiment of the present invention will be described in detail with reference to the drawings. The same or corresponding elements in the drawings have the same reference characters allotted, and description thereof will not be repeated. 
     A portable game device  100  will be described hereinafter as a representative example of a computer or an information processing device according to certain exemplary embodiments. Game device  100  can interact with image pick-up means (or an image pick-up portion), input means (or an input portion) capable of detecting a coordinate on which an input operation was performed, and display means (or a display portion). In addition, a program executed by game device  100  will be described by way of example of a program according to certain exemplary embodiments. It is noted that the information processing device is not limited to a game device, and it may be implemented as a personal computer capable of executing various applications. In addition, the program may be incorporated as a function of some of various applications executed on a personal computer. 
     &lt;Definition of Terms&gt; 
     It is noted here that “to interact with” means that such devices as the image pick-up means (or the image pick-up portion), the input means (or the input portion), and the display means (or the display portion) are connected to the computer through wired or wireless connection to allow communication of data. Here, such devices as the image pick-up means (or the image pick-up portion), the input means (or the input portion), and the display means (or the display portion) may integrally be formed with a computer or provided separately therefrom. 
     Regarding a typical example of the input means (or the input portion) capable of detecting a coordinate on which an input operation was performed, in a case of a portable device as will be described later, a touch panel is preferably adopted. Alternatively, a mouse, a trackball, a pen tablet, or the like may be employed. Alternatively, a pointer (typically, a controller of Wii® or the like) capable of remotely indicating a coordinate on a display surface of the display means (such as a display monitor) may be employed. 
     Obtaining image data from the image pick-up means (or the image pick-up portion) is herein referred to as “image pick-up”, and storage (saving) of picked-up image data is referred to as “photographing” or “capturing” 
     For distinction between an image obtained by the image pick-up means (or the image pick-up portion) and an image in accordance with a trail of an input operation through the input means (or the input portion) (drawing input), these images are herein also referred to as a “camera image” and a “hand-drawn image”, respectively. 
     An image brought in correspondence with an internal command or an internal operation and displayed for accepting a corresponding instruction in accordance with selection (touch operation) through the input means (or the input portion) is herein also referred to as an “instruction image”. In addition, an image displayed on the display means (or the display portion) for notifying a user of some message is also referred to as a “notification image”. 
     &lt;Appearance&gt; 
     Referring to  FIGS. 1 and 2 , game device  100  according to the present embodiment is a foldable-type portable game device.  FIG. 1  shows game device  100  in an unfolded state (opened state) and  FIG. 2  shows game device  100  in a folded state (closed state). Game device  100  is configured to have such a size that a user can hold game device  100  with both hands or one hand even in the unfolded state. 
     Game device  100  has a first housing  11  and a second housing  21 . First housing  11  and second housing  21  are coupled to allow opening and closing (be foldable). In the example shown in  FIG. 1 , first housing  11  and second housing  21  are each formed like a rectangular plate, and they are coupled to each other to be pivotable around a long side portion thereof by means of a hinge. 
     Normally, the user uses game device  100  in the opened state. On the other hand, game device  100  is closed when the user does not use game device  100 . In game device  100 , an angle between first housing  11  and second housing  21  can also be maintained at a value between a closed position (substantially 0 degrees) and an opened position (substantially 180 degrees) as necessary. Namely, first housing  11  can rest at any angle with respect to second housing  21 . Here, friction force generated in a coupling portion where first housing  11  and second housing  21  are coupled to each other can be utilized. In addition to or instead of the friction force, a latch mechanism may be adopted in the coupling portion where first housing  11  and second housing  21  are coupled to each other. 
     A first LCD (Liquid Crystal Display)  12  is provided as the display portion (display means) in first housing  11 . First LCD  12  has a rectangular shape and it is arranged such that a direction in which its long side extends coincides with a direction in which a long side of first housing  11  extends. In the present embodiment, though an LCD is employed as the display portion (display means), other appropriate display devices such as a display device utilizing EL (Electra Luminescence) may be adopted. In addition, resolution of the display portion (display means) can be designed as appropriate in accordance with an application to be executed. 
     Buttons  14 A to  14 K for performing various operations on game device  100  are provided as the input portion (input means) in first housing  11 . Among buttons  14 A to  14 K, a direction input button  14 A, an operation button  14 B, an operation button  14 C, an operation button  14 D, an operation button  14 E, a power button  14 F, a start button  14 G, and a select button  14 H are provided on an inner main surface of first housing  11 , which is located on the inner side when first housing  11  and second housing  21  are folded. 
     Namely, in exemplary arrangement shown in  FIG. 1 , direction input button  14 A and power button  14 F are provided on the main surface on one of left and right sides (left side in  FIG. 1 ) of first LCD  12  provided around the center of the inner main surface of first housing  11 . Buttons  14 B to  14 E, start button  14 G, and select button  14 H are provided on the inner main surface of first housing  11  on the other of left and right sides (right side in  FIG. 1 ) of first LCD  12 . 
     An L button  14 I is provided at a left end portion of an upper side surface of first housing  11 , and an R button  14 J is provided at a right end portion on the upper side surface of first housing  11 . In addition, a volume button  14 K is provided on a left side surface of first housing  11 . 
     Direction input button  14 A, L button  14 I and R button  14 J are used, for example, for a selection operation. Buttons  14 B to  14 E are used, for example, for an enter operation or a cancel operation. Power button  14 F is used for turning on/off the power of game device  100 . Volume button  14 K is used for adjusting a volume of a speaker included in game device  100 . 
     Game device  100  further includes a touch panel  13  as the input portion (input means) different from buttons  14 A to  14 K. Touch panel  13  is attached to cover a screen of first LCD  12  and detects a coordinate when the user performs an input operation. Namely, touch panel  13  is arranged in correspondence with the display surface of first LCD  12 . 
     For example, a resistive touch panel may be employed as touch panel  13 , however, touch panel  13  is not limited to the resistive type and various pressing-type touch panels may be adopted. In addition, resolution (detection accuracy) of touch panel  13  is preferably as high as resolution (display accuracy) of first LCD  12 . It is noted, however, that the resolution of touch panel  13  does not necessarily have to be equal to the resolution of first LCD  12 . 
     An insertion opening (shown with a dashed line in  FIG. 1 ) for a touch pen  27  is provided in a right side surface of first housing  11 . Touch pen  27  used for performing an input operation on touch panel  13  can be accommodated in the insertion opening. Normally, the input operation on touch panel  13  is performed by using touch pen  27 , however, the input operation onto touch panel  13  can be performed also by using a finger of the user or the like instead of touch pen  27 . 
     Moreover, an insertion opening (shown with a chain-double-dotted line in  FIG. 1 ) for accommodating a memory card  28  is provided in the right side surface of first housing  11 . A connector (not shown) for electrically connecting game device  100  and memory card  28  with each other is provided in the inside of this insertion opening. Memory card  28  is removably attached to the connector. Memory card  28  is used for reading a program or image data obtained from another information processing device or game device, storing (saving) data of an image photographed and/or subjected to image processing by game device  100 , and the like. Memory card  28  is implemented, for example, by a non-volatile storage medium such as an SD (Secure Digital) card. 
     An insertion opening (shown with a chain-dotted line in  FIG. 1 ) for accommodating a memory card  29  is provided in the upper side surface of first housing  11 . A connector (not shown) for electrically connecting game device  100  and memory card  29  with each other is provided in the inside of this insertion opening. Memory card  29  is removably attached to the connector. Memory card  29  stores an application program, a game program or the like. 
     Three LEDs  15 A to  15 C are disposed in a portion on the left of the coupling portion of first housing  11  and second housing  21 . As will be described later, game device  100  can establish wireless communication with other equipment, and a first LED  15 A illuminates when the power of game device  100  is turned on. A second LED  15 B illuminates depending on a status of a battery (for example, being charged or a low battery level) of game device  100 . A third LED  15 C illuminates depending on a status of wireless communication. Therefore, three LEDs  15 A to  15 C can notify the user of a state of power on/off of game device  100 , a state of battery, and a state of wireless communication. 
     A second LCD  22  is provided in second housing  21  as the display portion (display means). Second LCD  22  has a rectangular shape and it is arranged such that a direction in which its long side extends coincides with a direction in which a long side of second housing  21  extends. As in first LCD  12 , another appropriate display device may be employed instead of the LCD. In game device  100 , such a configuration that a touch panel serving as the input means (input portion) is attached to cover a screen of first LCD  12  is adopted, however, yet another touch panel may be attached onto a screen of second LCD  22 . 
     In addition, two cameras (an inner camera  23  and an outer camera  25 ) each serving as the image pick-up means (image pick-up device) are provided in second housing  21 . As shown in  FIG. 1 , inner camera  23  is disposed in an inner main surface of second housing  21  around the coupling portion. On the other hand, as shown in FIG.  2 , outer camera  25  is disposed in a surface opposite to the inner main surface where inner camera  23  is disposed, that is, in an outer main surface of second housing  21  (a surface on the outside when game device  100  is in the closed state). In  FIG. 1 , outer camera  25  is shown with a dashed line. 
     According to such arrangement, inner camera  23  can pick up an image in a direction in which the inner main surface of second housing  21  faces, and outer camera  25  can pick up an image in a direction opposite to the direction of image pick-up by inner camera  23 , that is, in a direction in which the outer main surface of second housing  21  faces. 
     In this manner, in game device  100  according to the present embodiment, inner camera  23  and outer camera  25  are provided such that the directions of image pick-up are opposite to each other. Therefore, the user can pick up with inner camera  23 , an image of the user himself/herself and also can pick up with outer camera  25 , an image of a view the user is viewing, while holding game device  100 . It is noted that the user can select which camera to use for image pick-up, on a program executed in game device  100 . 
     A microphone (a microphone  43  shown in  FIG. 3 ) is accommodated as an audio input device inside the coupling portion of game device  100 . In the inner main surface around the coupling portion of game device  100 , a microphone hole  16  is provided such that microphone  43  senses sound around game device  100 . A position where microphone  43  is accommodated and a position of microphone hole  16  do not necessarily have to be in the coupling portion of game device  100 , and for example, microphone  43  may be accommodated in first housing  11  and microphone hole  16  may be provided in first housing  11  in correspondence with the position of accommodation of microphone  43 . 
     A fourth LED  26  ( FIG. 2 ) is disposed in the outer main surface of second housing  21  at a position proximate to outer camera  25 . Fourth LED  26  illuminates depending on a status of image pick-up by outer camera  25 . Namely, fourth LED  26  notifies a person or a person nearby in the field that the image pick-up by game device  100  is being performed. More specifically, fourth LED  26  illuminates while outer camera  25  is picking up an image. In addition, fourth LED  26  may blink while a motion picture is being taken (data of picked-up images is continuously stored) by outer camera  25 . In order to prevent illumination of the LED from entering the image pick-up screen, fourth LED  26  may be turned off during a period from a time point of instruction of photographing with the camera until completion of storage of the image data obtained by the camera in response to the instruction into a memory or the like. 
     A sound emission hole  24  is provided in the main surface of second housing  21 , on each of left and right sides of second LCD  22  provided around the center of the inner main surface. A speaker (a speaker  45  shown in  FIG. 3 ) serving as an audio output device is accommodated in second housing  21  communicating with sound emission hole  24 . Namely, sound emission hole  24  guides sound emitted from speaker  45  to the outside of game device  100 . 
     As described above, first housing  11  is provided with the input portion (touch panel  13  and buttons  14 A to  14 K) for providing operation inputs to game device  100  as well as first LCD  12  serving as the display means for displaying various images. In addition, second housing  21  is provided with inner camera  23  and outer camera  25  for obtaining image data as well as second LCD  22  serving as the display means for displaying various images. 
     First LCD  12  and/or second LCD  22  is (are) used for displaying, in real time, an image obtained by inner camera  23  or outer camera  25  as necessary. Namely, first LCD  12  and/or second LCD  22  function(s) as a “finder” in picking up an image with inner camera  23  or outer camera  25 . It is noted that an image successively obtained by inner camera  23  or outer camera  25  and displayed on first LCD  12  and/or second LCD  22 , that is, an image updated in real time, is also referred to as a “Live image”. 
     &lt;Internal Configuration of Game Device&gt; 
     Referring to  FIG. 3 , game device  100  includes such electronic parts as a CPU  31 , a main memory  32 , a memory control circuit  33 , a data memory  34  for storage, a memory  35  for preset data, memory card interfaces (memory card I/F)  36  and  37 , a wireless communication module  38 , a local communication module  39 , a real time clock (RTC)  40 , a power supply circuit  41 , and an interface circuit (I/F circuit)  42 . These electronic parts are mounted on an electronic circuit board and accommodated in first housing  11  (or second housing  21 ). 
     CPU  31  is an operation processing unit for executing various programs. CPU  31  develops a program stored in any of the memory in game device  100  (typically, data memory  34  for storage), memory card  28  ( FIG. 1 ) and memory card  29  ( FIG. 1 ) on main memory  32 , and executes the program. As a result of execution of the program by CPU  31 , various types of processing according to the present embodiment which will be described later are provided. As will be described later, the program according to the present embodiment is typically supplied from a distribution server device network-connected through a wired or wireless communication channel to game device  100 . The program supplied to game device  100  is stored in data memory  34  for storage. 
     In addition, CPU  31  has a not-shown VRAM (Video Random Access Memory) for exclusively controlling display on first LCD  12  and second LCD  22 . The VRAM temporarily stores image data or the like for displaying various images which will be described later. It is noted that data stored in main memory  32  is transferred to the VRAM, or a file (data) or the like stored in data memory  34  for storage is directly read and the content thereof is written in the VRAM. 
     Referring to  FIG. 4 , a typical system for distributing a program according to the present embodiment includes a distribution server device SRV connected to a network NW such as the Internet and an access point AP for mediating wireless communication of game device  100  with network NW. Distribution server device SRV holds a plurality of programs including the program according to the present embodiment in a downloadable state, and it starts transmission (downloading) of a requested program in response to access from game device  100  or the like, after a prescribed procedure is completed. 
     Access point AP is wire-connected to network NW and establishes wireless connection with wireless communication module  38  ( FIG. 3 ). Game device  100  accesses distribution server device SRV through this access point AP. Receiving the program distributed from distribution server device SRV as described above, CPU  31  of game device  100  causes data memory  34  for storage to store the received program. Transfer to the outside of game device  100 , of the program once stored in data memory  34  for storage of game device  100 , is in principle prohibited. Therefore, the program once taken into game device  100  is executed only in game device  100 . Thus, various settings, parameters and the like can be customized or arranged originally for game device  100 , in accordance with records of use or a manner of use by the owner of game device  100 . 
     Instead of the network distribution configuration as shown in  FIG. 4 , a program may be provided by selling memory card  28  or memory card  29  having the program stored thereon. Here, a non-transitory storage medium for storing the program according to the present invention is not limited to a semiconductor memory device such as memory card  28  or memory card  29 , and an optical storage medium such as a CD-ROM or a DVD may be adopted. 
     Referring again to  FIG. 3 , main memory  32 , memory control circuit  33  and memory  35  for preset data are connected to CPU  31 . In addition, data memory  34  for storage is connected to memory control circuit  33 . 
     Main memory  32  is storage means used as a work area or a buffer area of CPU  31 . Namely, main memory  32  temporarily stores data used for various types of processing or temporarily stores a program read and developed from data memory  34  for storage, memory card  28 , memory card  29 , and the like. In the present embodiment, for example, a PSRAM (Pseudo-SRAM) is employed as main memory  32 . 
     Data memory  34  for storage is storage means for storing a program executed by CPU  31 , data of images picked up by inner camera  23  and outer camera  25 , and the like. Data memory  34  for storage is implemented by a non-volatile storage medium such as a NAND-type flash memory. Memory control circuit  33  is a circuit for controlling reading and writing of data from/to data memory  34  for storage in accordance with an instruction from CPU  31 . 
     Memory  35  for preset data is storage means for storing data such as various parameters set in advance in game device  100  (preset data). A flash memory connected to CPU  31  through an SPI (Serial Peripheral Interface) bus may be employed as memory  35  for preset data. 
     Memory card I/Fs  36  and  37  are each connected to CPU  31 . Memory card I/F  36  performs reading and writing of data from/to memory card  28  attached to the connector in response to an instruction from CPU  31 . In addition, memory card I/F  37  performs reading and writing of data from/to memory card  29  attached to the connector in response to an instruction from CPU  31 . 
     In the present embodiment, data of images obtained by inner camera  23  and outer camera  25  or image data obtained from other devices is written in memory card  28  through memory card I/F  36 , or image data stored in memory card  28  is read from memory card  28  through memory card I/F  36  and written as a file in data memory  34  for storage. In addition, various programs stored in memory card  29  are read from memory card  29  through memory card I/F  37  and written in main memory  32 . 
     Wireless communication module  38  has a function for connection to wireless LAN, for example, in compliance with IEEE 802.11.b/g specifications. In addition, local communication module  39  has a function to establish wireless communication with a game device of a similar type under a prescribed communication scheme. Wireless communication module  38  and local communication module  39  are connected to CPU  31 . CPU  31  can transmit and receive data to/from other equipment through a network circuit such as the Internet by using wireless communication module  38 , or transmit and receive data to/from another game device of a similar type by using local communication module  39 . 
     In addition, RTC  40  and power supply circuit  41  are connected to CPU  31 . RTC  40  counts time and outputs the counted time to CPU  31 . For example, CPU  31  is also able to calculate current time (date) or the like based on the time counted by RTC  40 . Power supply circuit  41  controls electric power supplied from a power supply of game device  100  (typically, a battery housed in first housing  11 ) and supplies electric power to each part of game device  100 . 
     Game device  100  further includes I/F circuit  42  connected to CPU  31 . Microphone  43 , an amplifier  44  and touch panel  13  are connected to I/F circuit  42 . I/F circuit  42  includes an audio control circuit for controlling microphone  43  and amplifier  44  (and speaker  45 ) and a touch panel control circuit for controlling touch panel  13 . 
     Microphone  43  senses voice and sound of the user issued toward game device  100  and outputs an audio signal indicating the sensed voice and sound to I/F circuit  42 . Amplifier  44  amplifies the audio signal from I/F circuit  42  and causes the audio signal to be output from speaker  45 . Namely, the audio control circuit included in I/F circuit  42  performs A/D conversion of the audio signal sensed by microphone  43  and outputs the result to CPU  31 , as well as performs D/A conversion of a signal generated by CPU  31  or the like and outputs the result to amplifier  44 . Moreover, the audio control circuit converts the audio signal to audio data in a prescribed format suitable for storage. 
     In addition, the touch panel control circuit included in I/F circuit  42  generates touch position data based on a detection signal from touch panel  13  and outputs the data to CPU  31 . For example, the touch position data includes a coordinate value indicating a position where input to an input surface of touch panel  13  was made (hereinafter also referred to as an “input coordinate”). It is noted that the touch panel control circuit cyclically performs reading of a signal from touch panel  13  and generation of the touch position data in a prescribed period of time. CPU  31  can detect an input coordinate on which the user&#39;s input operation of touch panel  13  was performed, by obtaining the touch position data through I/F circuit  42  (touch panel control circuit). 
     Button  14  collectively represents buttons  14 A to  14 K described above and it is connected to CPU  31 . Operation data indicating a state of input to each of buttons  14 A to  14 K (whether the button was pressed or not) is output from button  14  to CPU  31 . CPU  31  performs processing in accordance with the user&#39;s operation of button  14  by obtaining the operation data from button  14 . 
     Inner camera  23  and outer camera  25  are each connected to CPU  31 . Inner camera  23  and outer camera  25  pick up an image in response to an instruction from CPU  31  and output data of the image obtained by image pick-up to CPU  31 . Each of inner camera  23  and outer camera  25  includes an image pick-up element such as CCD (Charge Coupled Device) or CIS (CMOS Image Sensor) and a peripheral circuit for reading image data obtained by the image pick-up element. For example, CPU  31  issues an image pick-up instruction to any one of inner camera  23  and outer camera  25 , and the camera that received the image pick-up instruction outputs the obtained image data to CPU  31 . 
     In addition, first LCD  12  and second LCD  22  are each connected to CPU  31 . First LCD  12  and second LCD  22  display an image in response to an instruction from CPU  31 . In one embodiment, CPU  31  causes one of first LCD  12  and second LCD  22  to display the image obtained by inner camera  23  or outer camera  25 , and causes the other of first LCD  12  and second LCD  22  to display a screen (image) for accepting the user&#39;s operation and/or providing the user with operation guidance. 
     &lt;Overview of Provided Interactive Application&gt; 
     Initially, overview of an interactive application provided by execution of the program according to the present embodiment will be described with reference to  FIG. 5 . With the interactive application according to the present embodiment, image display adapted to a case where first housing  11  and second housing  21  are spread on left and right sides when viewed from the user is provided. 
     Referring to  FIG. 5 , initially, when CPU  31  executes the program according to the present embodiment, a state ST 2  is set as an initial state. It is noted that game device  100  can selectively execute a program stored within the device, memory card  28 , and memory card  29 . Accordingly, when power is turned on, initially, a launcher program for selecting a program (application) to be started up is executed in game device  100 . The user selects and starts up a desired program on a launcher screen displayed on first LCD  12  and second LCD  22  by executing the launcher program. 
       FIG. 6  is a diagram showing an exemplary title menu (at the time of start-up for the first time) according to the embodiment of the present invention.  FIGS. 7A and 7B  are diagrams showing exemplary title menus (for the second time or later) according to the embodiment of the present invention. It is noted that  FIGS. 6, 7A and 7B  integrally show the entire images (screen shots) displayed on first LCD  12  and second LCD  22  respectively, for the sake of convenience of illustration. In addition, though  FIGS. 6, 7A and 7B  show that game device  100  is held such that first LCD  12  is located on the right and second LCD  22  is located on the left when viewed from the user, relative relation between first LCD  12  and second LCD  22  when viewed from the user can be reversed in game device  100  (rotation by 180 degrees). Namely, as will be described later, in which orientation first LCD  12  and second LCD  22  should be located when viewed from the user can be switched, depending on user&#39;s handedness. Therefore, depending on a manner of use by the user, display contents on first LCD  12  and display contents on second LCD  22  may be interchanged. This is also the case with different entire images (screen shots) displayed on first LCD  12  and second LCD  22  respectively as shown below. 
     In game device  100  according to the present embodiment, as touch panel  13  is provided only on first LCD  12 , there may be a case that display contents on first LCD  12  and display contents on second LCD  22  are not interchanged. For example, when a user&#39;s touch operation input is provided, display contents on first LCD  12  and second LCD  22  are inverted. In addition, when an image is displayed across first LCD  12  and second LCD  22 , the entire image is inverted and then the display contents on respective LCDs are interchanged. 
     Referring to  FIG. 6 , according to the program of the present embodiment, the interactive application (hereinafter simply also referred to as an “application”) proceeds, with use by the owner user of game device  100  (hereinafter simply also referred to as the “owner”) being distinguished from use by an unspecified user who is not the owner of game device  100  (hereinafter also referred to as a “guest”). It is noted that a family member, a friend or the like of the owner is assumed as a guest. 
     Namely, in response to the user&#39;s operation on the title menu shown in  FIG. 6 , one of an owner mode (a first mode) and a guest mode (a second mode) is set and a selected application (or a game) proceeds in accordance with the set mode. More specifically, as an “owner” image  102  displayed on the title menu is touched with touch pen  27 , a finger of the user himself/herself, or the like (hereinafter simply also referred to as “touch pen  27  etc.”), the owner mode is set. Then, transition among states shown with states ST 4  to ST 14  ( FIG. 5 ) is made in response to the user&#39;s operation. On the other hand, as a “family and friend” image  106  displayed on the title menu is touched with touch pen  27  etc., the guest mode is set. Then, transition among states shown with ST 20  to ST 36  ( FIG. 5 ) is made in response to the user&#39;s operation. 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a setting function for setting any of the owner mode (first mode) and the guest mode (second mode) in response to the user&#39;s operation and a proceeding function for proceeding with the interactive application in response to the user&#39;s operation. 
     It is noted that images  102  and  106  are displayed on first LCD  12 , because touch panel  13  serving as the input means is provided only on first LCD  12  in the present embodiment. When the user touches a position on first LCD  12  where image  102  or  106  is displayed with touch pen  27  etc., a corresponding instruction is accepted. 
     When the owner mode is set, a result obtained by subsequent execution of the application (typically, performance, an image hand-drawn by each user, or the like) is stored in association with the owner. On the other hand, when the guest mode is set, a result obtained by subsequent execution of the application is stored in association with any guest. It is noted that a plurality of guest accounts are preferably prepared. 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a storage function for storing, in cooperation with data memory  34  for storage, a result obtained by executing the interactive application. 
     In particular, the result obtained in the owner mode is stored together with the result previously obtained in the owner mode, in association with the owner registered in advance, for chronologically displaying history of results of repeated play of the same application by the owner. In other words, as the play in the owner mode can be regarded as play by a specific user (the owner of game device  100 ), the results relating to the specific user can consistently be stored and managed. 
     On the other hand, the results obtained in the guest mode are stored in association with an account of any guest, independently of the results obtained previously in the guest mode. Namely, the results of play of the application in the guest mode are stored each time, in association with the account of any guest. The accounts of the guests, however, are not associated with each other, and hence only a one-time play result is stored for each guest account. 
     In the account of the owner described above, identification information indicating the owner (hereinafter also referred to as “owner identification information”) is registered in advance. Namely, if the owner identification information has not been registered when image  102  is touched with touch pen  27  etc. on the title menu shown in  FIG. 6  (state ST 2  in  FIG. 5 ), as shown in  FIG. 5 , processing for checking “handedness” of the owner (state ST 16 ) is performed and thereafter transition to processing for registering the owner identification information (state ST 18 ) is made. The owner identification information registered in this state ST 18  includes a face image indicating the owner (a head shot or a self-portrait), a signature of the owner, a date of birth of the owner, and the like. As will be described later, according to the application of the present embodiment, one of the head shot and the self-portrait of the owner can be registered as the face image, depending on whether a situation permits photographing with a camera or not. 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a first identification information input function for accepting input of owner identification information (first identification information) when the owner identification information (first identification information) has not been stored in the storage means. In addition, by executing the program according to the present embodiment, CPU  31  provides a storage function for storing an image in association with user information and a determination function for determining whether a situation permits photographing with the image pick-up means or not. 
     Namely, in game device  100  according to the present embodiment, when the owner identification information (first identification information) has been stored in the storage means, an application is started without request of input of new first identification information, whereas when the owner identification information (first identification method) has not been stored in the storage means, the interactive application is started on condition that the first identification information is input. 
       FIG. 6  shows an exemplary title menu displayed when the application according to the present embodiment is started up for the first time or displayed after the registered owner identification information was initialized (erased). In this case, as owner identification information has not been registered, a default image  104  instead of a face image indicating the owner is displayed in “owner” image  102  in the title menu. When a head shot of the owner is subsequently obtained in processing for registering owner identification information, the title menu as shown in  FIG. 7A  is displayed. In the title menu shown in  FIG. 7A , a head shot  104 A indicating the registered owner is displayed in “owner” image  102 . 
     On the other hand, when the owner hand-draws a self-portrait instead of photographing with the camera in the processing for registering owner identification information, the title menu as shown in  FIG. 7B  is displayed. In the title menu shown in  FIG. 7B , a self-portrait  104 B of the registered owner is displayed in “owner” image  102 . 
     In addition, when “owner” image  102  is touched with touch pen  27  etc. in the title menu shown in  FIGS. 6, 7A and 7B , a main menu for the owner as shown in  FIG. 8  is displayed. On the other hand, when “family and friend” image  106  is touched with touch pen  27  etc. in the title menu shown in  FIGS. 6, 7A and 7B , processing for checking “handedness” of a current guest (state ST 20 ) is performed and thereafter a main menu for a guest as shown in  FIG. 9  is displayed. 
     In the main menu for the owner shown in  FIG. 8 , a signature image  202  of the owner and a face image (head shot or self-portrait)  204  of the owner, which represent a part of the owner identification information, are displayed and a part of results obtained by execution of the application by the owner is displayed. More specifically, an image  206  indicating a value of a “brain age” representing a result of a check game which will be described later is displayed and a “stamp” acquisition state  208  indicating records of play of a training game which will be described later is displayed. The “stamp” acquisition state corresponds to history information in accordance with records of play by the user. 
     In the main menu for the owner shown in  FIG. 8 , a “training” image  210 , a “theme” image  212 , a “brain age check” image  214 , and an “option” image  216  are further displayed. When “training” image  210  is touched with touch pen  27  etc., the training game which will be described later is started (state ST 6  in  FIG. 5 ). A result of this training game is stored in correspondence with the owner. Alternatively, when “theme” image  212  is touched with touch pen  27  etc., an association game which will be described later is started (state ST 8  in  FIG. 5 ). A result of this association game is stored in correspondence with the owner and displayed on first LCD  12  and/or second LCD  22  (state ST 10  in  FIG. 5 ). Alternatively, when “brain age check” image  214  is touched with touch pen  27  etc., a check game which will be described later is started (state ST 12  in  FIG. 5 ). A result of this check game is stored in correspondence with the owner and displayed on first LCD  12  and/or second LCD  22  (state ST 14  in  FIG. 5 ). When “option” image  216  is touched with touch pen  27  etc., various types of processing other than the game are performed. 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a first display control function for displaying result data in the owner mode in correspondence with the owner identification information (first identification information). 
     On the other hand, in the main menu for the guest shown in  FIG. 9 , a notification image  302  as well as a “training” image  310 , a “theme” image  312  and a “brain age check” image  314  are displayed. 
     Notification image  302  shows a message notifying the user that a result of the training game played by the guest is not stored but a result of the association game and the check game is stored. 
     When “training” image  310  is touched with touch pen  27  etc., the training game which will be described later is started (state ST 24  in  FIG. 5 ). A result of this training game is merely displayed and not stored. It is noted that a content (a scenario) itself of the training game provided to the guest is substantially the same as the content of the training game provided to the owner. Alternatively, when “theme” image  312  is touched with touch pen  27  etc., the association game which will be described later is started (state ST 26  in  FIG. 5 ). A result of this association game is stored in correspondence with any of a plurality of guest accounts prepared in advance. Here, identification information indicating a guest who actually played the game (hereinafter also referred to as “guest identification information”) is registered (state ST 28  in  FIG. 5 ). The guest identification information registered in this state ST 28  includes a signature of the guest and the like. The result of the association game is stored in correspondence with the registered guest (guest identification information) and displayed on first LCD  12  and/or second LCD  22  (state ST 30  in  FIG. 5 ). Alternatively, when “brain age check” image  314  is touched with touch pen  27  etc., the check game which will be described later is started (state ST 32  in  FIG. 5 ). A result of the check game is stored in correspondence with any of the plurality of guest accounts prepared in advance. Here, the guest identification information for specifying the guest user who actually played the game is registered (state ST 34  in  FIG. 5 ). The guest identification information registered in this state ST 34  includes a face image (head shot or self-portrait) indicating the guest and the like. It is noted that one of the head shot and the self-portrait can be selected and registered as the face image indicating the guest, depending on whether a situation permits photographing with the camera or not, as in registration of the face image indicating the owner described above. A result of the check game is stored in correspondence with the registered guest (guest identification information) and displayed on first LCD  12  and/or second. LCD  22  (state ST 36  in  FIG. 5 ). 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a second identification information input function for accepting input of guest identification information (second identification information) indicating the user who executed the interactive application each time the interactive application is executed while the guest mode (second mode) is set and a second display control function for causing result data in the guest mode to be displayed in correspondence with the guest identification information (second identification information). 
     &lt;Data Structure&gt; 
     Referring to  FIG. 10 , game device  100  stores an owner_face image file  402 , an owner_signature image file  404 , an owner_setting file  406 , a training data file  408 , an owner_theme file  430 , a guest_face image file  442 , a guest_signature image file  452 , a guest_brain age file  444 , and a guest_theme file  454 . It is noted that these files are in principle stored in data memory  34  for storage or memory  35  for preset data ( FIG. 3 ). 
     Contents of the owner identification information are stored in owner_face image file  402 , owner_signature image file  404  and owner_setting file  406 . More specifically, image data representing the face image (head shot or self-portrait) of the owner is stored in owner_face image file  402 . Image data representing a signature handwritten by the owner is stored in owner_signature image file  404 . Handedness setting and a date of birth of the owner are stored in owner_setting file  406 . 
     Results of the training game and the check game which will be described later are stored in training data file  408 . More specifically, owner_brain age data  410  indicating a result of the check game for N days is stored in training data file  408 . Namely, owner_brain age data  410  corresponds to a data group indicating results of the check game for N days. It is noted that the results of the check game typically include such a value as “20” years of age and information on time (time and day of play) when the check game was played. In addition, owner_training A performance data  420 A and owner_training A time data  422 A, owner_training B performance data  420 B and owner_training B time data  422 B, . . . are stored in training data file  408 , in correspondence with training games A, B, . . . prepared in advance, respectively. For example, performance of training A (typically, time required for finishing a calculation game, percentage of correct answers, and the like) is stored in owner_training A performance data  420 A. The total time required for play of training A is stored in owner_training A time data  422 A. Hereinafter, owner_training A performance data  420 A, training B performance data  420 B, are collectively referred to as “owner_training performance data  420 ,” and owner_training A time data  422 A, owner_training B time data  422 B, . . . are collectively referred to as “owner_training time data  422 .” 
     Image data (camera image or hand-drawn image) or audio data brought in correspondence with a “theme” (themes  1 ,  2 , . . . ) prepared in advance for the association game which will be described later is stored in owner_theme file  430 . As owner_theme file  430  is generated when the association game is played, owner_theme file  430  is not generated for a “theme” which has not yet been played. It is noted that null files may be generated in advance in correspondence with all “themes” prepared in advance and a file of interest may be updated in accordance with a result of play of the association game. 
     Contents of the guest identification information are stored in guest_face image file  442  and guest_signature image file  452 . It is noted that seven guest_face image files  442  are prepared for seven guests in total of guest  1  to guest  7  respectively, and a prescribed number of (for example, five) guest_signature image files  452  are prepared for each “theme” (themes  1 ,  2 , . . . ) prepared in advance. As will be described later, guest_face image file  442  is used for association with the guest in storing a result of play of the check game by the user other than the owner, and guest_signature image file  452  is used for association with the guest in storing a result of play of the association game by the user other than the owner. Namely, the results obtained when the same user actually played the check game and the association game as the guest are handled as results of guests independent of each other. 
     More specifically, image data representing the face image (head shot or self-portrait) of the guest is stored in each guest_face image file  442 . Image data representing a signature handwritten by the guest is stored in each guest_signature image file  452 . It is noted that handedness setting or a date of birth is not registered for the guest, as in the case of the owner. 
     The results of the check game for seven persons are stored in guest_brain age file  444 , in correspondence with the accounts of guests  1  to  7 , respectively. It is noted that the result of each guest represents in principle a value obtained in one check game. In addition, each result brought in correspondence with the account of each of guests  1  to  7  is handled independently. 
     Image data (camera image or hand-drawn image) or audio data brought in correspondence with a “theme” (themes  1 ,  2 , . . . ) prepared in advance for the association game which will be described later is stored in guest_theme file  454 . Guest signature image file  452  is generated in association with each guest_theme file  454  on one-to-one basis. Therefore, when the same user plays different “themes”, independent guest_signature image files  452  are generated for respective results of play. Namely, guest_theme file  454  and guest_signature image file  452  can both independently store results of play of each “theme” prescribed number of times (for example, for five persons). 
     When the user is caused to input a plurality of pieces of image data (camera image or hand-drawn image) or audio data for one “theme” or when the user is caused to successively play a plurality of “themes”, resultant plurality of guest_theme files  454  may be brought in correspondence with the same guest_signature image file  452  (that is, n to 1). In such a case, guest_signature image file  452  input at the beginning of consecutive plays may commonly be employed. 
     It is noted that the “brain age” values of guests  1  to  7  stored in guest_brain age file  444  are associated with guests  1  to  7  of which face images are stored in guest_face image file  442 , respectively. Therefore, if eight or more guests play the check game, a result of any guest should be erased. Here, for example, when guest  1  is an erase target, “guest  1 _brain age file” and “the brain age value of guest  1 ” stored in guest_brain age file  444  are both erased (or overwritten). 
     Similarly, guest_theme file  454  about each “theme” is associated with guest_signature image file  452  on one-to-one basis. Therefore, when guests in number exceeding a prescribed number (for example, five) play the association game, a result of any guest should be erased. Here, for example, when guest  8  is an erase target, “guest  8 _theme  1  file” and “guest  8 _signature image file” brought in correspondence therewith are both erased (or overwritten). 
     In addition, in the present embodiment, three interactive applications of the check game, the training game and the theme are prepared, and result data is stored in association with the owner or the guest(s), independently of each interactive application. 
     &lt;Processing for Checking Handedness&gt; 
     As described above, with the application according to the present embodiment, mainly, game device  100  is held for use in such a state that first housing  11  and second housing  21  are spread on left and right sides when viewed from the user. Here, in game device  100 , touch panel  13  serving as the input means is provided on first housing  11 . Accordingly, preferably, a position of touch panel  13  relative to the user is switched in accordance with user&#39;s handedness (right handedness or left handedness). Namely, for a right-handed user, touch panel  13  is preferably located on the right side, whereas for a left-handed user, touch panel  13  is preferably located on the left side. According to the application of the present embodiment, for the owner, his/her handedness is checked immediately before registration of the owner identification information (state ST 16  in  FIG. 5 ) and for a guest, his/her handedness is checked at the timing regarded as start of use by a new guest (for example, immediately before display of the main menu) (state ST 20  in  FIG. 5 ). 
     When the owner mode is selected and when owner identification information (owner_face image file  402 , owner_signature image file  404  and owner_setting file  406  shown in  FIG. 10 ) has not been registered (typically, at the time of start-up of the application for the first time), a screen for checking handedness as shown in  FIG. 11  is displayed. In addition, when the guest mode is selected as well, a screen for checking handedness as shown in  FIG. 11  is displayed. 
     In the screen shown in  FIG. 11 , together with a notification image  124  inviting the user to input handedness, an “R” image  122  for accepting selection of right handedness and an “L” image  120  for accepting selection of left handedness are displayed. 
     When one of “R” image  122  and “L” image  120  is touched with touch pen  27  etc., transition to screen display in accordance with a manner of use as shown in  FIG. 12A or 12B  is made.  FIG. 12A  shows a manner of use when the user is right-handed (when “R” image  122  is selected) and  FIG. 12B  shows a manner of use when the user is left-handed (when “L” image  120  is selected). 
     Referring to  FIG. 12A , typically, the right-handed user can hold game device  100  with his/her left forefinger abutting second housing  21 . Then, the right-handed user performs the input operation on touch panel  13  provided in first housing  11  with the right hand or touch pen  27  operated with the right hand. 
     On the other hand, referring to  FIG. 12B , typically, the left-handed user can hold game device  100  with his/her right forefinger abutting first housing  11 . Then, the left-handed user performs the input operation on touch panel  13  provided in first housing  11  with the left hand or touch pen  27  operated with the left hand. Namely, the orientation in which the left-handed user holds game device  100  corresponds to the orientation rotated by 180 degrees from the orientation in which the right-handed user holds game device  100 . 
     By using game device  100  in a manner as described above, visual recognition of display contents on second LCD  22  provided in second housing  21  will not be blocked by the input operation, regardless of whether the user is either right-handed or left-handed. 
     As described above, as touch panel  13  is provided in first housing  11 , an instruction image BTN representing a button or the like for accepting a user&#39;s input operation is displayed on first LCD  12 , regardless of whether the user is either right-handed or left-handed A direction of display, however, should be rotated by 180 degrees in accordance with the user&#39;s handedness, as in the direction in which game device  100  is held. 
     In addition, game device  100  incorporates a camera (inner camera  23  and outer camera  25 ) as described above. Inner camera  23  is arranged such that a face portion of the user is included in its field while the user holds game device  100 . Accordingly, the user&#39;s head shot obtained by this inner camera  23  is used as the owner identification information or as the guest identification information. Such a camera image IMG obtained through image pick-up by the camera is displayed on second LCD  22  provided in second housing  21  in many cases. Such camera image IMG should also be rotated by 180 degrees in accordance with the user&#39;s handedness. 
     Namely, as can be seen from comparison between  FIGS. 12A and 12B , at least instruction image BTN and camera image IMG are displayed after they are rotated by 180 degrees in accordance with the user&#39;s handedness. 
     &lt;Processing for Image Pick-up/Display in Accordance With Handedness&gt; 
     As described above, the direction in which the user holds game device  100  is rotated by 180 degrees, depending on the user&#39;s handedness. Here, relative relation between inner camera  23  arranged in the coupling portion of second housing  21  and second LCD  22  is not varied. Therefore, in order to display camera image IMG in correspondence with any of  FIGS. 12A and 12B , image data obtained through image pick-up by inner camera  23  may be read in a fixed direction and displayed on second LCD  22 , regardless of the direction in which game device  100  is held. 
     If such a scheme is adopted, however, the orientation of data of the image photographed by inner camera  23  is rotated by 180 degrees in accordance with the direction in which game device  100  is held. Therefore, in displaying (reproducing) or editing the data of the image thus photographed, rotation correction in accordance with the direction in which game device  100  is held at the time of photographing should be carried out. Accordingly, processing in an operation for displaying or editing photographed image data may become complicated. 
     In game device  100  according to the present embodiment, regardless of the direction in which game device  100  is held, the image data is rotated by 180 degrees as necessary such that the subject (typically, the user himself/herself holding game device  100 ) faces the same direction and the resultant image data is stored. More specifically, a direction of reading the image data from inner camera  23  is switched such that the user&#39;s face that appears in the image data picked up by inner camera  23  while the right-handed user holds game device  100  and the user&#39;s face that appears in the image picked up by inner camera  23  while the left-handed user holds game device  100  are oriented in the same direction. 
       FIGS. 13A and 13B  are diagrams for illustrating overview of processing for image pick-up/display with the use of the inner camera according to the embodiment of the present invention.  FIGS. 14A and 14B  are diagrams for illustrating display processing according to the embodiment of the present invention. It is noted that  FIGS. 13A and 13B  and  FIGS. 14A and 14B  are based on the manner of use where the user is right-handed, however, they may be based on the manner of use where the user is left-handed. 
     Referring to  FIG. 13A , it is assumed that, when the right-handed user holds game device  100 , an image of the subject (the user himself/herself holding game device  100 ) is incident on an image pick-up element  23 A of inner camera  23 , with his/her head up in the drawing. Then, image data representing the image is successively read from image pick-up element  23 A, with the upper left end of the drawing being defined as the starting point and the lower right end of the drawing being defined as the end point. 
     According to such a configuration, when the left-handed user holds game device  100 , an image of the subject (the user himself/herself of game device  100 ) is incident on image pick-up element  23 A of inner camera  23 , with his/her head down in the drawing, as shown in  FIG. 13B . Here, image data representing the image is successively read from image pick-up element  23 A, with the lower right end of the drawing being defined as the starting point and the upper left end of the drawing being defined as the end point. 
     By switching between the directions of reading from image pick-up element  23 A as described above, the user himself/herself of game device  100  always appears in the same orientation on image data SIMG stored in main memory  32  or data memory  34  for storage, regardless of the direction in which game device  100  is held. 
     In addition, in displaying such image data SIMG on first LCD  12  and/or second LCD  22 , read image data SIMG is rotated by 180 degrees as necessary and then displayed. For example, as shown in  FIG. 13A , it is assumed that read image data SIMG is displayed with its orientation remaining the same when the right-handed user holds game device  100 . Then, as shown in  FIG. 13B , when the left-handed user holds game device  100 , read image data SIMG is displayed in the orientation after rotation by 180 degrees. Namely, when right handedness is set, read image data SIMG is displayed as camera image DIMG identical in the orientation, whereas when left handedness is set, read image data SIMG is displayed as camera image DIMG having the orientation rotated by 180 degrees. 
     In addition, the instruction image representing the button or the like for accepting the user&#39;s input operation is also displayed after it is rotated by 180 degrees as necessary. Processing for displaying the camera image and the instruction image will be described hereinafter with reference to  FIGS. 14A and 14B . 
       FIG. 14A  shows processing when right handedness is set, while  FIG. 14B  shows processing when left handedness is set. 
     As shown in  FIGS. 14A and 14B , in game device  100 , a video signal for displaying an image on first LCD  12  and second LCD  22  is generated with the use of a plurality of layers. More specifically, a video signal for display control for first LCD  12  is generated by a layer LYR 1 - 1  reflecting a camera image and LYR 2 - 1  reflecting an instruction image (e.g. ENTER). Similarly, a video signal for display control for second LCD  22  is generated by a layer LYR 1 - 2  reflecting a camera image and LYR 2 - 2  reflecting an instruction image. It is noted that each of layers LYR 1 - 1  to  2 - 2  is provided by allocating a memory area sufficiently large for display on first LCD  12  or second LCD  22  in the VRAM (not shown) within CPU  31 . 
     It is noted that such different layers are provided for the camera image and the instruction image because the camera image should be updated in a relatively short cycle, whereas it is not necessary in principle to update the instruction image unless some kind of event occurs. Namely, the layers are provided in order to efficiently utilize machine resources required for image processing (for example, polygon processing and the like), in accordance with a necessary update cycle. It is noted that a single layer may realize rendering processing in an example where hardware having sufficient image processing capability is employed or the like. 
     By way of example, a case where the instruction image is displayed on first LCD  12  and the camera image is displayed on second LCD  22  will be described. 
     Referring to  FIG. 14A , when right handedness is set, image data SIMG read from the memory is written in an area corresponding to layer LYR 1 - 2  with its orientation being maintained. In addition, the instruction image data is also written in an area corresponding to layer LYR 2 - 1  with its orientation being maintained. In this example, no data is written in areas corresponding to layers LYR 1 - 1  and LYR 2 - 2 . 
     On the other hand, referring to  FIG. 14B , when left handedness is set, image data SIMG read from the memory is written in the area corresponding to layer LYR 1 - 2  with its orientation being rotated by 180 degrees. In addition, the instruction image data is also written in the area corresponding to layer LYR 2 - 1  with its orientation being rotated by 180 degrees, as compared with the case where right handedness is set. 
     It is noted that a frame image (border) may be displayed around the camera image. In that case, frame image data stored in advance in data memory  34  for storage or the like is written in the area corresponding to layer LYR 2 - 2 . When left handedness is set, frame image data is also written in the area corresponding to layer LYR 2 - 2  with its orientation being rotated by 180 degrees as compared with the case where right handedness is set. 
       FIG. 15  is a block diagram for providing image pick-up/display processing in accordance with handedness according to the embodiment of the present invention. 
     Referring to  FIG. 15 , game device  100  includes, as its control structure, inner camera  23 , a control unit  50 , a buffer memory  54 , a camera image display control unit  56 , a mode setting unit  58 , a position input portion  60 , an instruction image generation unit  62 , an instruction image display control unit  64 , a layered memory  68 , and rendering units  70  and  72 . Among these control blocks, buffer memory  54  and layered memory  68  are provided by securing a prescribed area in main memory  32  ( FIG. 3 ). Control unit  50 , camera image display control unit  56 , mode setting unit  58 , instruction image generation unit  62 , instruction image display control unit  64 , and rendering units  70  and  72  are provided by execution of the program by CPU  31 . In addition, position input portion  60  is mainly provided by touch panel  13  ( FIG. 3 ). 
     Inner camera  23  includes image pick-up element  23 A receiving light from a subject and a reading circuit  23 B for reading image data in accordance with an image obtained by light reception by image pick-up element  23 A in a prescribed order. Reading circuit  23 B outputs image data representing the image picked up by image pick-up element  23 A. Here, reading circuit  23 B reads the image data obtained by image pick-up element  23 A in accordance with the direction of reading indicated by control unit  50 . By switching between the directions of reading, the orientation of the image data output from reading circuit  23 B can be rotated by 180 degrees as necessary. The image data output from reading circuit  23 B is written in buffer memory  54 . It is noted that an instruction onto a prescribed position accepted by position input portion  60  includes a user&#39;s touch operation or the like of a shutter button or the like displayed on first LCD  12 . 
     Buffer memory  54  serves as a storage portion for temporarily storing image data obtained by image pick-up element  23 A and it is connected to camera image display control unit  56  and memory control circuit  33 . 
     Camera image display control unit  56  causes at least one of first LCD  12  and/or second LCD  22  to display the image data (camera image) obtained by inner camera  23 . More specifically, camera image display control unit  56  writes image data stored in buffer memory  54  into a corresponding layer within layered memory  68 , in response to an instruction from control unit  50 . Here, camera image display control unit  56  writes the image data in an orientation indicated by control unit  50 . By switching between the orientations of writing, the orientation of the camera image displayed on first LCD  12  and/or second LCD  22  can be rotated by 180 degrees as necessary. 
     Control unit  50  outputs a capture instruction (shutter instruction) to memory control circuit  33 , in accordance with the instruction onto the prescribed position accepted by position input portion  60 . Memory control circuit  33  causes data memory  34  for storage, which is a non-volatile storage medium, to store image data having been stored in buffer memory  54  as a file, in response to the capture instruction from control unit  50 . 
     Instruction image generation unit  62  generates instruction image data for accepting the user&#39;s input operation as the application proceeds and outputs the instruction image data to instruction image display control unit  64 . Instruction image display control unit  64  causes first LCD  12  to display the instruction image in a prescribed area thereof. More specifically, instruction image display control unit  64  writes instruction image data generated by instruction image generation unit  62  in a corresponding layer held in layered memory  68 , in response to an instruction from control unit  50 . Here, instruction image display control unit  64  writes the instruction image data in the orientation indicated by control unit  50 . By switching between the orientations of writing, the orientation of the instruction image displayed on first LCD  12  can be rotated by 180 degrees as necessary. 
     Mode setting unit  58  sets any of a right handedness mode and a left handedness mode, in response to a user&#39;s instruction through position input portion  60  or the like. Control unit  50  is notified of the mode set by this mode setting unit  58 . 
     In response to the instruction of a position on first LCD  12 , position input portion  60  emits the instruction of that position to control unit  50 . 
     Control unit  50  controls, in a centralized manner, reading circuit  23 B, camera image display control unit  56  and instruction image display control unit  64 , in accordance with the mode set by mode setting unit  58 . In addition, control unit  50  provides an instruction in accordance with the user&#39;s operation also to memory control circuit  33 . Namely, when the left handedness mode is set, control unit  50  controls reading circuit  23 B such that camera image data is output in the orientation rotated by 180 degrees as compared with a case where the right handedness mode is set and controls camera image display control unit  56  such that the camera image data output from reading circuit  23 B (that is, the image data stored in buffer memory  54 ) is displayed in the orientation further rotated by 180 degrees. In addition, when the left handedness mode is set, control unit  50  controls instruction image display control unit  64  such that the instruction image is displayed in the orientation rotated by 180 degrees as compared with the case where the right handedness mode is set. 
     &lt;Processing for Registering Owner Identification Information&gt; 
     Processing for registering owner identification information (state ST 18 ) in the state transition diagram shown in  FIG. 5  will now be described. 
     If owner identification information is not registered when “owner” image  102  ( FIG. 6 ) displayed on the title menu is touched with touch pen  27  etc., processing for checking handedness of the owner described above is performed and thereafter transition to the processing for registering owner identification information (state ST 18  in  FIG. 5 ) is made. In this processing for registering owner identification information, an initial value of the “brain age” of the owner, a face image (head shot or self-portrait) of the owner, a signature of the owner, a date of birth of the owner, and the like are registered. 
     Namely, owner_face image file  402 , owner_signature image file  404  and owner_setting file  406  shown in  FIG. 10  are created. 
     Overview of the processing for registering owner identification information according to the present embodiment will be described with reference to  FIG. 16 . In step S 2 , CPU  31  executes the check game. More specifically, CPU  31  selects one check game or a plurality of check games among a plurality of check games prepared in advance and executes the game(s).  FIG. 19  shows one example of the check game  FIG. 19  shows a calculation game by way of example of the check game. More specifically, CPU  31  randomly reads image data representing questions (background data or object data) from data memory  34  for storage or the like and causes second LCD  22  to successively display the image data. In the example shown in  FIG. 19 , such questions as “3×2=”, “2×9=” and “21+33=” are displayed in alignment in a vertical direction on second LCD  22 . When the user writes an answer to the question on first LCD  12  by using touch pen  27  etc., CPU  31  causes first LCD  12  to display an image in accordance with a touch trail detected by touch panel  13 . At the same time, CPU  31  performs character recognition processing on the touch trail. In addition, CPU  31  checks a result of recognition against a correct answer of the question, and when the answer matches with the correct answer, CPU  31  causes second LCD  22  to display a correct answer mark “O” over the image representing the question. If the answer does not match with the correct answer, a correction input is accepted for a prescribed period of time. If the answer does not still match with the correct answer, transition to a next question is made. When transition to the next question is made, CPU  31  provides such an effect that the entire image displayed on second LCD  22  moves upward in the screen, and randomly reads image data representing a new question from data memory  34  for storage. Then, a newly read question is displayed in a lowermost portion on second LCD  22 . 
     Similar processing is thus performed for subsequent questions, and when all questions are finished, the present calculation game ends. It is noted that various games other than the calculation game described above may be executed a plurality of times as the check game. In addition, a game in which utterance of the user is obtained through microphone  43  and subjected to voice recognition processing and a result of recognition is utilized may be included in the check game. In this case, selection as to whether a situation permits utterance of the user or not may be accepted in advance. In addition, prior to start of the check game, explanation of the check game may be displayed in order to assist a user&#39;s play operation. 
     Referring again to  FIG. 16 , in step S 4 , CPU  31  calculates an initial value of the “brain age” of the user (in this case, the owner) in accordance with prescribed criteria, based on a time required for the check game and results (performance) such as the number of correct answers/incorrect answers. In subsequent step S 6 , CPU  31  has the calculated initial value of the “brain age” stored in association with the owner. Namely, CPU  31  has the initial value of the “brain age” stored in owner_brain age data  410 , together with the current time information (data on time and day). 
     Regarding the timing of storage of the initial value of the “brain age” together with the current time information (data on time and day) in owner_brain age data  410 , it may be stored simultaneously with display (step S 20 ) of the obtained “brain age” of the owner which will be described later. 
     In step S 8 , CPU  31  executes a face image obtaining sub routine to obtain a face image of the owner. 
     Here, the processing in the face image obtaining sub routine will be described with reference to  FIG. 17 . It is noted that the face image obtaining sub routine shown in  FIG. 17  is executed also in changing the contents in the already-registered owner identification information and in registering a guest face image which will be described later. 
     Initially, CPU  31  determines whether a situation permits image pick-up by the camera or not (step S 100 ). More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display a notification image inviting the user to make selection as to whether a situation permits image pick-up or not.  FIG. 20  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 100 . In the screen shown in  FIG. 20 , a notification image  130  inviting the user to make selection as to whether a situation permits image pick-up or not as well as a “YES” image  132  for accepting an instruction that the situation permits image pick-up and a “NO” image  134  for accepting an instruction that the situation does not permit image pick-up are displayed. 
     When “YES” image  132  is touched with touch pen  27  etc., CPU  31  determines that the situation permits image pick-up by the camera (YES in step S 100 ). Then, the process proceeds to step S 102 . On the other hand, when “NO” image  134  is touched with touch pen  27  etc., CPU  31  determines that the situation does not permit image pick-up by the camera (NO in step S 100 ). Then, the process proceeds to step S 112   
     Instead of the configuration as described above that whether the situation permits image pick-up by the camera or not is determined based on the user&#39;s operation, CPU  31  may automatically make such determination. For example, a quantity of light received by the image pick-up element may be detected and image pick-up may be prohibited when the quantity is equal to or lower than a prescribed value, or if an image pick-up device has a face recognition function, image pick-up may be prohibited when a face cannot be recognized with that function. 
     In step S 102 , CPU  31  has a Live image obtained by inner camera  23  displayed. In subsequent step S 104 , CPU  31  determines whether the user has provided a capture instruction (shutter instruction) or not.  FIG. 21  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 102  and S 104 . In the screen shown in  FIG. 21 , a Live image  136  obtained by inner camera  23  is displayed and a “ready” image  138  for accepting the capture instruction is displayed. 
     When “ready” image  138  is touched with touch pen  27  etc., CPU  31  determines that the capture instruction has been provided (YES in step S 104 ). Then, the process proceeds to step S 106 . On the other hand, unless “ready” image  138  is touched with touch pen  27  etc., CPU  31  determines that the capture instruction has not been provided (NO in step S 104 ). Therefore, the processing in steps S 102  and S 104  is repeated until “ready” image  138  is touched with touch pen  27  etc. 
     In step S 106 , CPU  31  notifies the user of timing of capture during a period from the time point when the capture instruction was provided until image data obtained by inner camera  23  is captured.  FIG. 22  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 106 . In the screen shown in  FIG. 22 , Live image  136  obtained by inner camera  23  is displayed and a notification image  140  showing a remaining time until capture by inner camera  23  is displayed. It is noted that display contents in notification image  140  are updated over time to display “3”, “2” and “1” in accordance with the remaining time until capture. Such update is made in order to suppress occurrence of “camera shake” originating from the user&#39;s touch operation on touch panel  13 . Namely, the user securely holds game device  100  in accordance with displayed notification image  140 , so that occurrence of camera shake at the timing of capture can be suppressed. 
     In subsequent step S 108 , CPU  31  has the captured camera image displayed to the user and determines with regard to the captured camera image whether photographing again is necessary or not (step S 110 ). More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display a notification image inviting the user to make selection as to whether photographing again is requested or not.  FIG. 23  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 108  and S 110 . In the screen shown in  FIG. 23 , a head shot  142  captured by inner camera  23  is displayed as well as an “OK” image  144  for accepting an instruction that photographing again is not necessary and a “photographing again” image  146  for accepting an instruction that photographing again is necessary are displayed. 
     When “OK” image  144  is touched with touch pen  27  etc., CPU  31  determines that photographing again is not required (NO in step S 110 ). Then, the process proceeds to step S 120 . On the other hand, when “photographing again” image  146  is touched with touch pen  27  etc., CPU  31  determines that photographing again is required (YES in step S 110 ). Then, the process returns to step S 102 . 
     In contrast, in step S 112 , CPU  31  determines whether a self-portrait instead of the head shot can be input or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display a notification image inviting the user to make selection as to whether a self-portrait can be input or not  FIG. 24  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 112 . In the screen shown in  FIG. 24 , a notification image  150  inviting the user to make selection as to whether a self-portrait can be input or not as well as a “YES” image  152  for accepting an instruction that a self-portrait instead of the head shot can be input and a “NO” image  154  for accepting an instruction that a self-portrait instead of the head shot cannot be input are displayed. 
     When “YES” image  152  is touched with touch pen  27  etc., CPU  31  determines that a self-portrait instead of the head shot can be input (YES in step S 112 ). Then, the process proceeds to step S 114 . On the other hand, when “NO” image  154  is touched with touch pen  27  etc., CPU  31  determines that a self-portrait instead of the head shot cannot be input (NO in step S 112 ). Then, the process returns to step S 100 . 
     In step S 114 , CPU  31  has a screen for accepting an input of the self-portrait by the user displayed. More specifically, CPU  31  has a hand-drawing input screen for accepting a series of input operations using touch pen  27  etc. on touch panel  13  displayed. In subsequent step S 116 , CPU  31  has a hand-drawn image (self-portrait) in accordance with a trail of a series of input operations (touch trail) displayed. In further subsequent step S 118 , CPU  31  determines whether a series of input operations ended or not. 
       FIG. 25  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 114  to S 118 . In the screen shown in  FIG. 25 , a notification image  156  for inviting the user to input the self-portrait as well as a hand-drawing input area  158 , an “undo” image  160  for accepting an instruction to cancel input contents and an “enter” image  162  for accepting an instruction to end a series of input operations are displayed. When a self-portrait has already been registered, that self-portrait may be displayed as an initial value in hand-drawing input area  158 . When the user provides hand-drawing input on first LCD  12  with touch pen  27  etc., CPU  31  causes first LCD  12  to display in real time an image (self-portrait) in accordance with the touch trail detected by touch panel  13 . It is noted that the image data detected by touch panel  13  is successively written in a prescribed area in main memory  32 . The image data written in main memory  32  is reset (erased) by selection of “undo” image  160 . Alternatively, when “enter” image  162  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations ended (YES in step S 118 ). Then, the process proceeds to step S 120 . On the other hand, unless “enter” image  162  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations continues (NO in step S 118 ). Therefore, the processing in steps S 116  and S 118  is repeated until “enter” image  162  is touched with touch pen  27  etc. 
     In step S 120 , CPU  31  determines whether the current mode is set to the “owner mode” or not. The present face image obtaining sub routine is executed in common also during the check game which will be described later. In the check game, in addition to the “owner mode” similar to the processing for registering owner identification information, a “guest mode” is prepared. Step S 120  is a step for switching between the contents in the processing, in accordance with the mode selected from these “owner mode” and “guest mode”. Since the “owner mode” is set without fail in the processing for registering owner identification information, determination as “YES” is made in step S 120 . 
     When the current mode is set to the owner mode (YES in step S 120 ), the process proceeds to step S 122 . On the other hand, when the current mode is set to the guest mode (NO in step S 120 ), the process proceeds to step S 130 . 
     In step S 122 , whether a face image has already been registered as the owner identification information or not is determined. Namely, CPU  31  determines whether owner_face image file  402  ( FIG. 10 ) storing some kind data is present or not. 
     When the face image has not yet been registered as the owner identification information (NO in step S 122 ), CPU  31  creates owner_face image file  402  from the face image (head shot or self-portrait) obtained in the preceding step (step S 124 ). Then, the process returns. On the other hand, when the face image has already been registered as the owner identification information (YES in step S 122 ), CPU  31  overwrites already-created owner_face image file  402  with the face image (head shot or self-portrait) obtained in the preceding step (step S 126 ). Then, the process returns. 
     On the other hand, in step S 130 , CPU  31  determines whether there is an empty space in guest_face image file  442  ( FIG. 10 ) or not. Namely, CPU  31  determines whether or not there is an area remaining for storing a face image (head shot or self-portrait) obtained in the preceding step. When there is an empty space in guest_face image file  442  (YES in step S 130 ), the process proceeds to step S 132 . On the other hand, when there is no empty space in guest_face image file  442  (NO in step S 130 ), the process proceeds to step S 134 . 
     In step S 132 , guest_face image file  442  is created from the face image (head shot or self-portrait) obtained in the preceding step. Then, the process returns. 
     In step S 134 , CPU  31  has already-stored guest_face image files  442  displayed in a list. Namely, CPU  31  invites the user to select guest_face image file  442  to be erased. In subsequent step S 136 , CPU  31  determines whether the face image obtained in the present processing has been selected or not. When the face image obtained in the present processing has been selected (YES in step S 136 ), the process returns. Namely, the face image obtained in the present face image obtaining sub routine is not stored but discarded. On the other hand, when the face image obtained in the present processing has not been selected (NO in step S 136 ), the process proceeds to step S 138 . 
     In step S 138 , CPU  31  overwrites selected guest_face image file  442  with the face image (head shot or self-portrait) obtained in the preceding step. Then, the process returns. 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a selection function for accepting, when result data in the guest mode (second mode) has already been stored in association with all prepared accounts of unspecified users and when a new guest mode is set and the interactive application is executed, selection of data to be erased from among already-stored result data in the guest mode and second result data in the guest mode obtained as a result of most recent execution of the interactive application, and an erasing function for erasing the result data in the guest mode selected by the selection function. 
     Though such a configuration that the user is caused to select guest_face image file  442  to be erased in step S 134  when there is no empty space in guest_face image file  442  has been illustrated, oldest guest_face image file  442  may automatically be erased when there is no empty space in guest_face image file  442 . 
     Referring again to  FIG. 16 , in subsequent step S 10 , CPU  31  executes a signature image obtaining sub routine to obtain a signature image of the owner. 
     Referring to  FIG. 18 , initially, CPU  31  has a screen for accepting an input of a signature image by the user displayed (step S 150 ). More specifically, CPU  31  has a handwriting input screen for accepting a series of input operations with touch pen  27  etc. on touch panel  13  displayed. In subsequent step S 152 , CPU  31  has a hand-drawn image (signature image) in accordance with a trail of a series of input operations (touch trail) displayed. In further subsequent step S 154 , CPU  31  determines whether a series of input operations ended or not. 
       FIG. 26  shows an exemplary screen displayed on first LCD  12  and second LUL)  22  in steps S 150  to S 154 . In the screen shown in  FIG. 26 , a notification image  170  for inviting the user to input a signature as well as a handwriting input area  164 , an “undo” image  166  for accepting an instruction to cancel input contents and an “enter” image  168  for accepting an instruction to end a series of input operations are displayed. When a signature image has already been registered, that registered signature image may be displayed in a handwriting display area  172 . When the user provides handwriting input on first LCD  12  with touch pen  27  etc., CPU  31  causes first LCD  12  to display in real time a hand-drawn image (signature image) in accordance with the touch trail detected by touch panel  13 . It is noted that the hand-drawn image detected by touch panel  13  is successively written in a prescribed area in main memory  32 . The image data written in main memory  32  is reset (erased) by selection of “undo” image  166 . In addition, when “enter” image  168  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations ended (YES in step S 154 ). Then, the process proceeds to step S 156 . On the other hand, unless “enter” image  168  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations continues (NO in step S 154 ). Therefore, the processing in steps S 152  and S 1 . 54  is repeated until “enter” image  168  is touched with touch pen  27  etc. 
     In step S 156 , whether the signature image has already been registered as the owner identification information or not is determined. Namely, CPU  31  determines whether owner_signature image file  404  ( FIG. 10 ) storing some kind data is present or not. When the signature image has not yet been registered as the owner identification information (NO in step S 156 ), CPU  31  creates owner_signature image file  404  from the signature image obtained in step S 152  (step S 158 ). Then, the process returns. On the other hand, when the signature image has already been registered as the owner identification information (YES in step S 156 ), CPU  31  overwrites already-created owner_signature image file  404  with the signature image obtained in step S 152  (step S 160 ). Then, the process returns. 
     Referring again to  FIG. 16 , in step S 12 , CPU  31  has a screen for accepting user&#39;s input of a date of birth displayed. In subsequent step S 14 , CPU  31  performs character recognition processing on the trail input by the user with touch pen  27  etc. In further subsequent step S 16 , CPU  31  has a result of recognition displayed as the date of birth of the owner. In further subsequent step S 18 , CPU  31  determines whether correction of the input contents as a whole is requested or not. 
       FIG. 27  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 12  to S 18 . In the screen shown in  FIG. 27 , a notification image  184  inviting the user to input whether the input contents as a whole should be corrected or not as well as a face image  176  and a signature image  174  that have previously been obtained, a date-of-birth input area  178 , a “correction” image  180  for accepting an instruction for correcting the input contents as a whole, and an “enter” image  182  for accepting approval of the input contents as a whole are displayed. When the user provides a handwriting input on a position corresponding to date-of-birth input area  178  on first LCD  12  with touch pen  27  etc., CPU  31  has a result of recognition of the trail detected by touch panel  13  displayed in a corresponding area (“year”, “month” and “day”). In addition, when “correction” image  180  is touched with touch pen  27  etc., CPU  31  determines that correction of the input contents as a whole is requested (YES in step S 18 ). Then, the process returns to step S 8 . On the other hand, when “enter” image  182  is touched with touch pen  27  etc., CPU  31  determines that correction of the input contents as a whole is not requested (NO in step S 18 ). Then, CPU  31  creates owner_setting file  406  ( FIG. 10 ). Thereafter, the process proceeds to step S 20 . 
     In step S 20 , CPU  31  has the “brain age” of the owner obtained in step S 4  displayed. Here, the face image of the owner which represents other owner identification information is also displayed. The processing for registering the owner identification information thus ends. 
     &lt;Training Game&gt; 
     A training game in the owner mode (state ST 6 ) and a training game in the guest mode (state ST 24 ) in the state transition diagram shown in  FIG. 5  will now be described. 
     When “training” image  210  is touched with touch pen  27  etc. in the main menu for the owner shown in  FIG. 8 , first LCD  12  and second LCD  22  display a menu of the training game shown in  FIG. 28  (owner mode). Then, the training game in the owner mode is started. Alternatively, when “training” image  310  is touched with touch pen  27  etc. in the main menu for the guest shown in  FIG. 9 , first LCD  12  and second LCD  22  display a menu of the training game shown in  FIG. 29  (guest mode). Then, the training game in the guest mode is started. 
     In the menu of the training game in the owner mode shown in  FIG. 28 , signature image  202  of the owner, face image  204  of the owner, image  206  indicating a “brain age” value of the owner, and “stamp” acquisition state  208  of the owner are displayed, as in the main menu for the owner shown in  FIG. 8 . In addition, in this menu, instruction images  220  showing training games that can be played by the owner are displayed in a list. Here, play of some of a plurality of training games (scenarios) that can be played by the owner is permitted in accordance with “stamp” acquisition state  208  indicating the result of the training game. Namely, as the owner plays a larger number of training games, the number of types of training games that can be played by the user increases. 
     On the other hand, in the menu of the training game in the guest mode shown in  FIG. 29 , a notification image  320  inviting the user to select a training menu is displayed, and instruction images  220  showing training games that can be played by a guest are displayed in a list. Here, the types of training games that can be played by the guest are set equally to the types of training games that can be played by the owner shown in  FIG. 28 . Therefore, as the number of “stamps” acquired by the owner is larger, the number of types of training games that can be played by the guest also increases. It is noted that records of play of the training game by the guest are not reflected in the owner&#39;s “stamp”. Namely, the results (records) of play of the training game by the owner are stored in association with the owner, whereas the results (records) of play of the training game by the guest are not stored. 
     Typical examples of the training games prepared in the application according to the present embodiment include the calculation game shown in  FIG. 19  and the like. Other than such a calculation game, various interactive training games such as a memorization game or a spelling game are prepared. 
     Thus, by executing the program according to the present embodiment, CPU  31  functions as updating means for updating history information in accordance with records of user&#39;s play of the interactive application while the owner mode (first mode) is set and determination means for determining a scenario permitted to proceed in the owner mode (first mode) and the guest mode (second mode) from a plurality of scenarios based on the history information. In the present embodiment, such a configuration that a type of a game representing an element in the game can be played by the user in accordance with a user&#39;s play status (such as the number of times of play, the time for play, performance of play, and the like) has been illustrated. In addition to such a configuration, a configuration may be such that a character or an item that can be used as an element in the game can be used by the user in accordance with the user&#39;s play status. 
     A procedure for processing the training game according to the present embodiment will be described hereinafter with reference to  FIG. 30 . It is noted that the processing procedure shown in  FIG. 30  is performed when “training” image  210  is selected in the main menu for the owner shown in  FIG. 8  or when “training” image  310  is selected in the main menu for the guest shown in  FIG. 9 . 
     Referring to  FIG. 30 , initially, in step S 50 , CPU  31  determines type(s) of training game(s) that can be played, by referring to owner_training performance data  420  ( FIG. 10 ). In subsequent step S 52 , CPU  31  reads the instruction image(s) corresponding to determined training game(s) that can be played from data memory  34  for storage and causes first LCD  12  to display the instruction image. 
     In subsequent step S 54 , CPU  31  determines whether any of the displayed instruction images has been touched with touch pen  27  etc. or not. When none of the displayed instruction images has been touched (NO in step S 54 ), the processing in step S 54  is repeated. On the other hand, when any of the displayed instruction images has been touched (YES in step S 54 ), the process proceeds to step S 56 . 
     In step S 56 , CPU  31  specifies the selected training game. In further subsequent step S 58 , CPU  31  determines whether the current mode is set to the “owner mode” or not. When the current mode is set to the owner mode (YES in step S 58 ), the process proceeds to step S 60 . On the other hand, when the current mode is set to the guest mode (NO in step S 58 ), the process proceeds to step S 64   
     In step S 60 , CPU  31  obtains the time required for previous play by referring to owner_training time data  422  ( FIG. 10 ) corresponding to each selected training game and by summing up the total time required for play of each training stored in owner_training time data  422 . If owner_training performance data  420  relating to the selected training game is not yet present, a given default value is set as the time required for previous play. In subsequent step S 62 , CPU  31  has a screen for accepting start of the selected training game displayed. On this screen, the time required for previous play that was obtained in step S 60  is displayed as the expected required time for play of the training. Then, the process proceeds to step S 68 . 
     On the other hand, in step S 64 , CPU  31  has a screen explaining contents or the like of the selected training game displayed. In subsequent step S 66 , CPU  31  has a screen for accepting start of the selected training game displayed. On this screen, a given default value is displayed as the expected required time for play of the training. Then, the process proceeds to step S 68 . 
     In step S 68 , CPU  31  determines whether the user has indicated start of the training game or not. Namely, CPU  31  determines whether the displayed instruction image for accepting input of start has been touched with touch pen  27  etc. or not. When the user indicated start of the training game (YES in step S 68 ), the process proceeds to step S 70 . When the user has not indicated start of the training game (NO in step S 68 ), the processing in step S 68  is repeated. 
     In step S 70 , CPU  31  executes the selected training game. In subsequent step S 72 . CPU  31  has a result obtained by execution of the training game (the time required for play or the number of correct answers/incorrect answers) displayed. In further subsequent step S 74 , CPU  31  determines whether the current mode is set to the “owner mode” or not. When the current mode is set to the owner mode (YES in step S 74 ), the process proceeds to step S 76 . On the other hand, when the current mode is set to the guest mode (NO in step S 74 ), the present training game ends. 
     In step S 76 , CPU  31  updates the contents in owner_training performance data  420  and owner_training time data  422  corresponding to the executed training game, based on the results obtained by execution of the training game. In subsequent step S 78 , CPU  31  has a “stamp” acquisition state displayed, based on the contents in updated owner_training performance data  420 . Thereafter, the present training game ends. 
     &lt;Check Game&gt; 
     A check game (state ST 12 ) and result output (state ST 14 ) in the owner mode as well as a check game (state ST 32 ), guest identification information registration (face image) (state ST 34 ) and result output (state ST 36 ) in the guest mode in the state transition diagram shown in  FIG. 5  will now be described. 
     A procedure for processing the check game according to the present embodiment will be described with reference to  FIGS. 31A and 31B . 
     The processing procedure shown in  FIGS. 31A and 31B  is performed when “brain age check” image  214  is selected in the main menu for the owner shown in  FIG. 8  or when “brain age check” image  314  is selected in the main menu for the guest shown in  FIG. 9 . 
     Referring to  FIG. 31A , initially, in step S 200 , CPU  31  determines whether a situation permits utterance of the user or not. This determination is made in order to determine whether a game in which utterance of the user is obtained through microphone  43  and subjected to voice recognition processing and the result of recognition is utilized can be executed or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether a situation permits utterance of the user or not. 
     In subsequent step S 202 , CPU  31  selects a check game to be executed from among a plurality of check games prepared in advance, in accordance with the result of determination in step S 200 . Check games substantially the same as the training games described above are employed as the check games prepared in the application according to the present embodiment. Therefore, the check game according to the present embodiment includes the calculation game as shown in  FIG. 19  and the like. Other than such a calculation game, various interactive check games such as a memorization game or a spelling game are prepared. Preferably, a plurality of check games are selected, however, a single check game may be selected. Then, the process proceeds to step S 204 . 
     In step S 204 , CPU  31  has an expected required time for play of the whole check game(s) displayed, based on a given default value, in accordance with the type of the selected check game(s). If time data of previous play is present, that time may be displayed. In subsequent step S 206 , CPU  31  determines whether the current mode is set to the “owner mode” or not. When the current mode is set to the owner mode (YES in step S 206 ), the process proceeds to step S 208 . On the other hand, when the current mode is set to the guest mode (NO in step S 206 ), the process proceeds to step S 212 . 
     In step S 208 , CPU  31  obtains the time required for previous play of the selected check game, by referring to owner_training time data  422  ( FIG. 10 ) corresponding to the selected check game. If owner_training time data  422  relating to the selected check game is not yet present, a given default value is set as the time required for previous play. In subsequent step S 210 , CPU  31  has a screen for accepting start of the check game displayed. On this screen, the time required for previous play that was obtained in step S 208  is displayed as the expected required time for play of the check game. 
       FIG. 32  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 210 . In the screen shown in  FIG. 32 , a notification image  230  notifying the user that the check game can be started and a time  234  required for previous play that was obtained in step S 208  are displayed. In the screen shown in  FIG. 32 , a “start brain age check” image  232  for accepting start of the check game is further displayed. When “start brain age check” image  232  is touched with touch pen  27  etc., the process proceeds to step S 216 . 
     Referring again to  FIG. 31A , in step S 212 , CPU  31  has an expected required time for play of the selected individual check game (a given default value) displayed. In further subsequent step S 214 , CPU  31  has a screen for accepting start of the selected check game displayed. On this screen, the required time obtained in step S 212  is displayed. Prior to display of the expected required time for play of the selected individual check game, explanation of the check game may be displayed in order to assist the user&#39;s play operation. 
       FIG. 33  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 214 . In the screen shown in  FIG. 33 , an image  330  for notifying the user that the check game can be started and an expected required time  334  for play obtained in step S 212  are displayed. On the screen shown in  FIG. 33 , a “start brain age check” image  332  for accepting start of the check game is further displayed. When “start brain age check” image  332  is touched with touch pen  27  etc., the process proceeds to step S 216 . 
     Referring again to  FIGS. 31A and 31B , in step S 216 , CPU  31  executes the selected check game. In subsequent step S 218 , CPU  31  determines whether all check games selected in step S 202  have been executed or not. When there is an unexecuted check game remaining among the selected check games (NO in step S 218 ), the processing in steps S 206  to S 216  is repeated. On the other hand, when the selected check games have all been executed (YES in step S 218 ), the process proceeds to step S 220 . 
     In step S 220 , CPU  31  calculates the user&#39;s “brain age” in accordance with prescribed criteria, based on the results (performance) such as the time required for the check game or the number of correct answers/incorrect answers. In subsequent step S 222 , CPU  31  determines whether the current mode is set to the owner mode or not. When the current mode is set to the owner mode (YES in step S 222 ), the process proceeds to step S 224 . On the other hand, when the current mode is set to the guest mode (NO in step S 222 ), the process proceeds to step S 240 . 
     In step S 224 , CPU  31  has the calculated “brain age” stored in association with the owner. Namely, CPU  31  writes the calculated “brain age” value in owner_brain age data  410  ( FIG. 10 ), together with the time information. The “brain age” values for N days can be stored in owner_brain age data  410 , and when a “brain age” value is additionally stored, the oldest “brain age” value is erased. In subsequent step S 226 , CPU  31  has an image indicating the calculated “brain age” value displayed. In further subsequent step S 228 , CPU  31  has an image indicating history of the “brain age” values of the owner displayed, by referring to owner_brain age data  410 . More specifically, CPU  31  has change over time of the “brain age” of the owner displayed in a graph. 
       FIG. 34  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 228 . In the screen shown in  FIG. 34 , an image  250  displaying in a graph change over time of the “brain age” of the owner is displayed. Thereafter, the process proceeds to step S 230 . 
     Referring again to  FIG. 31B , in step S 230 , CPU  31  determines whether already-stored guest_brain age file  444  is present or not. When already-stored guest_brain age file  444  is present (YES in step S 230 ), the process proceeds to step S 232 . On the other hand, when already-stored guest brain age data is not present (NO in step S 230 ), the process proceeds to step S 234 . 
     In step S 232 , CPU  31  causes display of the calculated “brain age” value of the present owner and the already-stored “brain age” value of the guest in a comparable manner.  FIG. 35  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 232 . In the screen shown in  FIG. 35 , a “brain age” value  244  calculated for the present owner is displayed in correspondence with a face image  242  of the owner and an already-stored “brain age” value  248  of a guest is displayed in correspondence with a face image  246  of the guest. Namely, the “brain age” value and the face image are displayed as one group. Thus, comparison of the results of play of the same check game between the owner and the guest is displayed on the same screen. Then, the process proceeds to step S 236 . 
     Though  FIG. 35  shows an example where comparison between the “brain age” values of the owner and one guest is displayed, if “brain ages” of a larger number of guests have already been stored, images are arranged more efficiently. For example, the number of persons whose “brain age” values (including the present play results) have already been stored is equal to or smaller than four including the owner and the guest(s), the values for two persons are arranged in a laterally aligned manner on each of first LCD  12  and second LCD  22 . In contrast, when the number of persons whose “brain age” values have already been stored exceeds four including the owner and the guests, values for four persons are aligned and arranged in two rows and two columns on each of first LCD  12  and second LCD  22 . 
     Thus, by executing the program according to the present embodiment, CPU  31  provides a third display control function for displaying result data in the owner mode (first mode) together with result data in the guest mode (second mode). 
     Referring again to  FIG. 31B , in step S 234 , CPU  31  has a screen inviting also a guest, in addition to the owner, to play the check game displayed. For example, such a message that “let&#39;s have someone around do this” is displayed. Then, the process proceeds to step S 236 . 
     In step S 236 , CPU  31  has the “stamp” acquisition state of the owner displayed, in correspondence with the owner identification information such as the signature of the owner, the face image of the owner, and the “brain age” value of the owner. Then, the check game ends. 
     On the other hand, in step S 240 , CPU  31  executes the face image obtaining sub routine shown in  FIG. 17  to obtain the face image of the guest. This is done in order to store the “brain age” value in association with the guest who actually played the check game. In subsequent step S 242 , CPU  31  has the calculated “brain age” stored in association with the guest. Namely, CPU  31  writes the calculated “brain age” value in guest brain age file  444  associated with guest_face image file  442  created or updated in the face image obtaining sub routine that has precedently been executed. In further subsequent step S 244 , CPU  31  determines whether two or more “brain age” values in total (including the present play result) of the owner and the guest(s) have already been stored or not, by referring to owner_brain age data  410  and guest_brain age file  444 . 
     When the number of already-stored “brain age” values is less than two (NO in step S 244 ), the check game ends. On the other hand, when two or more “brain age” values in total have already been stored (YES in step S 244 ), the process proceeds to step S 246 . 
     In step S 246 , CPU  31  causes display of the calculated “brain age” value of the present guest and the already-stored “brain age” value of the owner or the guest(s) in a comparable manner. An exemplary screen for comparison and display is as shown in  FIG. 35  above. Then, the check game ends. 
     &lt;Association Game&gt; 
     An association game (state ST 8 ) and result output (state ST 10 ) in the owner mode as well as an association game (state ST 26 ), guest identification information registration (signature) (state ST 28 ) and result output (state ST 30 ) in the guest mode in the state transition diagram shown in  FIG. 5  will now be described. 
     The association game according to the present embodiment refers to a game in which a “photograph” or “voice and sound” associated with a word presented as a “theme” is collected or a “picture” is hand-drawn. Namely, when some kind of “theme” is presented, the user takes a “photograph” that the user considers as most suitable for that “theme” by using inner camera  23  or outer camera  25 . Alternatively, the user collects “voice and sound” that the user considers as most suitable for that “theme” by using microphone  43 . Alternatively, the user hand-draws a “picture” that the user considers as most suitable for that “theme” by using touch pen  27  etc. Thereafter, among a plurality of users including the owner and the guest(s), works of the users are displayed in a list. It is assumed that which kind of input among a “photograph”, “voice and sound” and a “picture” is requested is predetermined in accordance with a “theme”. 
     A procedure for processing the association game according to the present embodiment will be described hereinafter with reference to  FIGS. 36A, 36B, 37A, and 37B . 
     It is noted that the processing procedure shown in  FIGS. 36A and 36B  is performed when “theme” image  212  is selected in the main menu for the owner shown in  FIG. 8 . Alternatively, the processing procedure shown in  FIGS. 37A and 37B  is performed when “theme” image  312  is selected in the main menu for the guest shown in  FIG. 9 . 
     (1. Association Game in Owner Mode) 
     Referring to  FIGS. 36A and 36B , initially, in step S 300 , CPU  31  has “themes” prepared in advance displayed in a list. More specifically, CPU  31  reads instruction images corresponding to respective “themes” prepared in advance from data memory  34  for storage and causes first LCD  12  to display the instruction images. It is noted that the “themes” may be displayed in a stepwise fashion. Namely, a list of a plurality of categories may initially be displayed, and when any category is selected, “themes” included in the selected category may be displayed in a list. In subsequent step S 302 , CPU  31  determines whether selection from among the “themes” displayed in a list have been made or not. 
       FIG. 38  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 300  and  5302 . In the screen shown in  FIG. 38 , a notification image  260  inviting the user to select a “theme” is displayed as well as instruction images  262  indicating selectable “themes” are displayed in a list. It is noted that the selectable themes are common between the owner mode and the guest mode. When any of instruction images  262  indicating the “themes” displayed in a list is touched with touch pen  27  etc., CPU  31  determines that a “theme” has been selected (YES in step S 302 ). Then, in subsequent step S 304 , CPU  31  specifies the selected “theme”. Further, the process proceeds to step S 306 . On the other hand, when none of instruction images  262  indicating the “themes” displayed in a list is touched, CPU  31  determines that the “theme” has not been selected (NO in step S 302 ). The processing in step S 302  is repeated. 
     In step S 306 , CPU  31  determines, with regard to the selected “theme”, whether a theme file has already been registered or not. Namely, CPU  31  determines whether owner_theme file  430  corresponding to the selected “theme” has already been created or not. When the theme file has already been registered (YES in step S 306 ), the process proceeds to step S 308 . On the other hand, when the theme file has not yet been registered (NO in step S 306 ), the process proceeds to step S 310 . 
     In step S 308 , CPU  31  determines, with regard to the selected “theme”, whether erase of the already-registered theme file is permitted or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether the already-registered theme file may be erased or not. With regard to the selected “theme”, when erase of the already-registered theme file is not permitted (NO in step S 308 ), the process returns to step S 300 . On the other hand, with regard to the selected “theme”, when erase of the already-registered theme file is permitted (YES in step S 308 ), the process proceeds to step S 310 . 
     In step S 310 , CPU  31  determines a type of input requested in regard to the selected “theme”. When the selected “theme” requests a “photograph” (“photograph” in step S 310 ), the process proceeds to step S 320 . Alternatively, when the selected “theme” requests a hand-drawn “picture” (“hand-drawing” in step S 310 ), the process proceeds to step S 340 . Alternatively, when the selected “theme” requests “voice and sound” (“voice and sound” in step S 310 ), the process proceeds to step S 360 . 
     In step S 320 , CPU  31  determines whether a situation permits image pick-up by the camera or not. More specifically. CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether a situation permits image pick-up or not. When a situation permits image pick-up by the camera (YES in step S 320 ), the process proceeds to step S 322 . On the other hand, when a situation does not permit image pick-up by the camera (NO in step S 320 ), the process returns to step S 300 . 
     In step S 322 , CPU  31  has a Live image obtained by inner camera  23  or outer camera  25  displayed, together with the selected “theme”. In subsequent step S 324 , CPU  31  determines whether the user has provided a capture instruction (shutter command) or not. When the capture instruction has been provided (YES in step S 324 ), the process proceeds to step S 326 . On the other hand, when the capture instruction has not been provided (NO in step S 324 ), the processing in steps S 322  and S 324  is repeated. 
     In step S 326 , CPU  31  captures image data obtained by inner camera  23  or outer camera  25 . In subsequent step S 328 , CPU  31  has the captured camera image displayed to the user. In further subsequent step S 330 , CPU  31  determines, with regard to the captured camera image, whether photographing again is required or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether photographing again is necessary or not. When photographing again with regard to the captured camera image is required (YES in step S 330 ), the process returns to step S 322 . On the other hand, when photographing again with regard to the captured camera image is not required (NO in step S 330 ), the process proceeds to step S 380 . 
     In step S 340 , CPU  31  has a screen for accepting user&#39;s hand-drawing input displayed, together with the selected “theme”. In subsequent step S 342 , CPU  31  has an image in accordance with a trail of a series of input operations (touch trail) (hand-drawn picture) displayed. In further subsequent step S 344 , CPU  31  determines whether a series of input operations ended or not. 
       FIG. 39  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in steps S 340  to S 344 . In the screen shown in  FIG. 39 , an image  270  showing the “theme” as well as a hand-drawing input area  272  are displayed. In the screen shown in  FIG. 39 , an “enter” image  274  indicating end of a series of input operations is displayed. When the user provides hand-drawing input on first LCD  12  with touch pen  27  etc., CPU  31  has an image in accordance with the touch trail detected by touch panel  13  (hand-drawn picture) displayed in real time in hand-drawing input area  272 . It is noted that the image data detected by touch panel  13  is successively written in a prescribed area of main memory  32 . Thereafter, when “enter” image  274  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations ended (YES in step S 344 ). Then, the process proceeds to step S 380 . On the other hand, unless “enter” image  274  is touched with touch pen  27  etc., CPU  31  determines that a series of input operations continues (NO in step S 344 ). Therefore, the processing in step S 342  is repeated until “enter” image  274  is touched with touch pen  27  etc. 
     Referring again to  FIGS. 36A and 36B , in step S 360 , CPU  31  determines whether a situation permits recording with the microphone or not. More specifically. CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether a situation permits recording or not. When a situation permits recording with the microphone (YES in step S 360 ), the process proceeds to step S 362 . On the other hand, when a situation does not permit recording with microphone (NO in step S 360 ), the process returns to step S 300 . 
     In step S 362 , CPU  31  has an image for accepting an instruction to start recording displayed, together with the selected “theme”. In subsequent step S 364 , CPU  31  determines whether the user has provided an instruction to start recording or not. When the instruction to start recording has been provided (YES in step S 364 ), the process proceeds to step S 366 . On the other hand, when the instruction to start recording has not been provided (NO in step S 364 ), the processing in step S 364  is repeated. 
     In step S 366 , CPU  31  causes voice and sound collected by microphone  43  stored for a prescribed period of time. In subsequent step S 368 , CPU  31  reproduces recorded audio data and causes speaker  45  to output recorded voice and sound. In subsequent step S 370 , CPU  31  determines whether reproduction of the recorded voice and sound again is requested or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether it is necessary to reproduce again the recorded voice and sound or not. When the reproduction of the recorded voice and sound again is required (YES in step S 370 ), the process returns to step S 368 . On the other hand, when the reproduction of the recorded voice and sound again is not required (NO in step S 370 ), the process proceeds to step S 372 . 
     In step S 372 , CPU  31  determines whether recording of voice and sound again with regard to the recorded voice and sound is requested or not. More specifically, CPU  31  causes first LCD  12  and second LCD  22  to display an image inviting the user to make selection as to whether it is necessary to record voice and sound again or not. With regard to the recorded voice and sound, when recording of voice and sound again is required (YES in step S 372 ), the process returns to step S 364 . On the other hand, with regard to the recorded voice and sound, when recording of voice and sound again is not requested (NO in step S 372 ), the process proceeds to step S 380 . 
     In step S 380 , CPU  31  newly creates owner_theme file  430  from the obtained image data (photograph or hand-drawn picture) or the audio data (or overwrites already-created owner_theme file  430  therewith). In subsequent step S 382 , contents in newly created or updated owner_theme file  430  are displayed or reproduced. 
     In further subsequent step S 384 , CPU  31  determines, with regard to the same “theme”, whether already-stored guest_theme file  454  is present or not. When already-stored guest_theme file  454  is present (YES in step S 384 ), the process proceeds to step S 386 . On the other hand, when already-stored guest_theme file  454  is not present (NO in step S 384 ), the process proceeds to step S 388 . 
     In step S 386 , CPU  31  compares owner_theme file  430  created by the present owner with already-stored guest_theme file  454  for display.  FIG. 40  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 384 . FIG.  40  shows an example where contents in owner_theme file  430  represent a “hand-drawn picture.”  FIG. 40  is also applicable to voice and sound and a photograph. In the screen shown in  FIG. 40 , an image  282  included in owner_theme file  430  created by the owner is displayed in correspondence with an image  284  included in owner_signature image file  452  and an image  286  included in guest_theme file  454  generated by a certain guest is displayed in correspondence with an image  288  included in guest_signature image file  452  of that guest. Here, regarding the contents in the theme file created in present play of the association game, an “addition” image  290  indicating new addition is displayed in a superimposed manner. Thus, results of play of the same association game by the owner and the guest(s) are compared and displayed on the same screen. Then, the processing for the association game ends. 
     Referring again to  FIG. 36B , in step S 388 , CPU  31  has a screen for inviting also a guest, in addition to the owner, to play the association game displayed.  FIG. 41  shows an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 388 . In the screen shown in  FIG. 41 , instruction images  262  indicating selectable “themes” are displayed in a list as well as a notification image  292  inviting also the guest to play the association game is displayed. Then, the processing for the association game ends. 
     (2. Association Game in Guest Mode) 
     Processing for the association game in the guest mode will now be described with reference to  FIGS. 37A and 37B . It is noted that the steps included in the flowchart shown in  FIGS. 37A and 37B  the same as in  FIGS. 36A and 36B  have the same reference characters allotted and description thereof will not be repeated. 
     Referring to  FIGS. 37A and 37B , initially, in step S 300 , CPU  31  causes “themes” prepared in advance displayed in a list. More specifically, CPU  31  reads an instruction image corresponding to each of the “themes” prepared in advance from data memory  34  for storage and causes first LCD  12  to display the instruction image. In subsequent step S 302 , CPU  31  determines whether selection from among the “themes” displayed in a list has been made or not. When a “theme” has been selected (YES in step S 302 ), the process proceeds to step S 304 . On the other hand, when a “theme” has not been selected (NO in step S 302 ), the processing in step S 302  is repeated. 
     In step S 304 , CPU  31  specifies the selected “theme”. In subsequent step S 310 , CPU  31  determines a form of input requested for the selected “theme”. 
     When the selected “theme” requests a “photograph” (“photograph” in step S 310 ), processing the same as in steps S 320  to  5330  shown in  FIG. 36A  is performed. Then, the process proceeds to step S 381 . 
     Alternatively, when the selected “theme” requests a hand-drawn “picture” (“hand-drawing” in step S 310 ), processing the same as in steps S 340  to  5344  shown in  FIG. 36A  is performed. Then, the process proceeds to step S 381 . 
     Alternatively, when the selected “theme” requests “voice and sound” (“voice and sound” in step S 310 ), processing the same as in steps S 360  to  5372  shown in  FIG. 36A  is performed. Then, the process proceeds to step S 381 . 
     In step S 381 , CPU  31  executes the signature image obtaining sub routine as in  FIG. 18  to obtain the signature image of the guest. In subsequent step S 383 , CPU  31  has the image data (photograph or hand-drawn picture) or the audio data created in the present association game displayed, in correspondence with the input signature of the guest. Thereafter, the process proceeds to step S 390 . 
     In step S 390 , CPU  31  determines whether there is an empty space in guest_face image file  442  or not. Namely, CPU  31  determines whether an area for storing the image data (photograph or hand-drawn picture) or the audio data created in the present association game is present or not. When there is an empty space in “face image file  442 ” (YES in step S 390 ), the process proceeds to step S 392 . On the other hand, when there is no empty space in guest_face image file  442  (NO in step S 390 ), the process proceeds to step S 394 . 
     In step S 392 , CPU  31  creates guest_therne file  454  from the image data (photograph or hand-drawn picture) or the audio data created in the present association game and creates a guest_signature file from the input signature image of the guest. Then, the process proceeds to step S 385 . 
     In step S 394 , CPU  31  has signature images included in guest_signature image file  452  associated with already-stored guest_theme file  454  displayed in a list. Namely, CPU  31  invites the user to select guest_theme file  454  to be erased. 
       FIGS. 42 and 43  show an exemplary screen displayed on first LCD  12  and second LCD  22  in step S 394 . It is noted that  FIGS. 42 and 43  illustrate an example where the guest theme file includes a “hand-drawn picture.”  FIGS. 42 and 43  are also applicable to voice and sound and a photograph. In the screen shown in  FIG. 42 , a notification image  338  inviting the user to select guest_theme file  454  to be erased is displayed as well as signature images  336  included in guest_signature image file  452  associated with selectable guest_theme file  454  are displayed in a list. When any of signature images  336  displayed in a list is touched with touch pen  27  etc., an image  342  included in guest_theme file  454  stored in association with a touched signature image  344  is displayed, as shown in  FIG. 43 . In the screen shown in  FIG. 43 , an “erase these” image  346  permitting erase of guest_signature image file  452  corresponding to touched signature image  344  and associated guest_theme file  454  is further displayed. 
     When the user has input a plurality of pieces of image data (camera image or hand-drawn image) or audio data for one “theme”, such data may be displayed in correspondence with the same signature image. 
     When “erase these” image  346  is touched with touch pen  27  etc., CPU  31  determines that an erase target has been determined. Then, the process proceeds to step S 396 . In step S 396 , CPU  31  determines whether the image data (photograph or hand-drawn picture) or the audio data created in the present play of the association game has been selected or not. When the image data (photograph or hand-drawn picture) or the audio data created in the present play of the association game is selected (YES in step S 396 ), the process proceeds to step S 385 . Namely, the image data (photograph or hand-drawn picture) or the audio data generated in the present play of the association game is not stored but discarded. 
     On the other hand, when the image data (photograph or hand-drawn picture) or the audio data created in the present play of the association game has not been selected (NO in step S 396 ), the process proceeds to step S 398 . In step S 398 , CPU  31  overwrites selected guest_theme file  454  with the image data (photograph or hand-drawn picture) or the audio data created in the present play of the association game and overwrites corresponding guest_signature image file  452  with the input signature image of the guest. Then, the process proceeds to step S 385 . 
     In step S 385 , CPU  31  determines, with regard to the same “theme”, whether already-stored owner_theme file  430  and/or guest_theme file  454  is (are) present or not. When already-stored owner_theme file  430  and/or guest_theme file  454  is (are) present (YES in step S 385 ), the process proceeds to step S 387 . On the other hand, when already-stored owner_theme file  430  and/or guest_theme file  454  is (are) not present (NO in step S 385 ), the process proceeds to step S 389 . 
     In step S 387 , CPU  31  causes display of contents included in guest_theme file  454  created by the guest in the present play of the association game and contents in already-stored owner_theme file  430  and/or guest_theme file  454  in a comparable manner. Then, the processing for the association game ends. 
     In step S 389 , CPU  31  has a screen inviting also the owner, in addition to the guest, to play the association game displayed. Then, the processing for the association game ends. 
     &lt;Option&gt; 
     Though not illustrated in the state transition diagram shown in  FIG. 5 , when “option” image  216  is touched with touch pen  27  etc. in the main menu for the owner shown in  FIG. 8 , additional functions are provided. Specifically, for example, in the application according to the present embodiment, such functions as (1) commemorative photo creation, (2) a graph, (3) a theme album, (4) brain age comparison, (5) photographing again of a head shot, (6) writing again of a signature, (7) checking of handedness, (8) erase of owner data, (9) erase of family and friend data, and (10) erase all data can selectively be executed. Each of functions (1) to (10) will be described hereinafter. 
     (1) A function for commemorative photo creation will be described later. 
     (2) When a function of a graph is selected, a graph of the owner&#39;s “brain age” as shown in  FIG. 34  is displayed. Namely, independently of execution of the check game, a graph of the “brain age” is displayed. 
     (3) When a function of a theme album is selected, an image and the like input by the owner and/or the guest(s) for the selected “theme” are displayed in a list. 
     (4) When a function of brain age comparison is selected, a screen for comparing “brain ages” between the owner and the guest as shown in  FIG. 35  is displayed. Namely, independently of execution of the check game, a screen for comparing the “brain age” is displayed. In this case, display is provided based on owner_brain age data  410  and guest_brain age file  444  generated as the check game proceeded in the past. 
     (5) When a function of photographing again of a head shot is selected, a screen for obtaining a face image as shown in  FIGS. 20 to 25  is displayed, so that photographing again of a head shot or drawing again of a self-portrait by the owner user is allowed. The face image (head shot or self-portrait) obtained again is reflected in owner_setting file  406 . 
     (6) When a function of writing again of a signature is selected, a screen for accepting input of a signature as shown in  FIG. 26  is displayed, and setting again of a signature image by the owner user is allowed. Here, an already-registered signature of the owner user is displayed. The signature image set again is reflected in owner_setting file  406 . 
     (7) When a function of checking of handedness is selected, a screen for checking handedness as shown in  FIG. 11  is displayed, and setting again of handedness by the owner user is allowed. Setting of handedness selected again is reflected in owner_setting file  406 . 
     (8) When a function for erase of owner data is selected, the entire data or a part of the data on the owner is erased. When a part is to be erased, for example, data in accordance with user&#39;s selection from among the owner identification information (owner_face image file  402 , owner_signature image file  404  and owner_setting file  406 ), the results of the training game (owner_training performance data  420 ), the results of the check game (owner_brain age data  410 ), and the results of the association game (owner_theme file  430 ) is selectively erased. 
     (9) When a function for erase of family and friend data is selected, for example, a screen for selecting a guest to be erased as shown in  FIG. 42  is displayed. When any guest is selected, a screen requesting approval by the user as shown in  FIG. 43  is displayed and thereafter data on the guest of interest is selectively erased. It is noted that such a function as erasing all data on the guest at once may be provided. 
     (10) When a function of erase of all data is selected, after approval by the user, all data on the owner and the guest(s) stored in game device  100  is erased. 
     &lt;Commemorative Photo Function&gt; 
     The function of commemorative photo creation described above refers to a function to output a list of results obtained by execution of the check game and the association game described above. It is noted that the term “output” includes display of an image on a display screen, new creation of a file representing an image, transmission of image data to the outside, and the like. In the description below, an example where a file representing an image (for example, in a PEG format) is newly created will be shown as typical “output” processing. 
       FIG. 44  is a flowchart showing a procedure for processing the commemorative photo function according to the embodiment of the present invention.  FIGS. 45 and 46  are diagrams showing examples of outputs created with the commemorative photo function according to the embodiment of the present invention. It is noted that the processing procedure shown in  FIG. 44  is performed when a “commemorative photo creation” image (not shown) displayed subsequent to selection of “option” image  216  in the main menu for the owner shown in  FIG. 8  is selected. 
     Referring to  FIG. 44 , in step S 400 , CPU  31  determines for which of the check game and the association game creation of a commemorative photo is requested. Namely, CPU  31  has an image inviting the user to make selection as to for which of the check game and the association game a commemorative photo should be created displayed. When the creation of a commemorative photo for the check game is requested (“check game” in step S 400 ), the process proceeds to step S 410 . On the other hand, when the creation of a commemorative photo for the association game is requested (“association game” in step S 400 ), the process proceeds to step S 420 . 
     In step S 410 , CPU  31  determines whether file creation is permitted or not. More specifically, CPU  31  has an image inviting the user to input whether to permit file creation or not displayed. When file creation is permitted (YES in step S 410 ), the process proceeds to step S 412 . On the other hand, when file creation is canceled (NO in step S 410 ), the processing for the commemorative photo function ends. 
     In step S 412 , CPU  31  obtains stored brain age data of the owner and/or the guest(s) and face image data associated with the brain age data. In subsequent step S 414 , CPU  31  generates an image representing the obtained brain age data. In further subsequent step S 416 , CPU  31  generates an output image by doing layout of the obtained image(s) each representing the brain age value and the face image data associated therewith. Thereafter, the process proceeds to step S 430 . 
       FIG. 45  shows an exemplary output image generated in step S 414 . In the output image shown in  FIG. 45 , not only the title, that is, list of brain ages, but also the brain age values of the owner and/or the guest(s) are displayed in a list, in correspondence with the respective corresponding face images. In the output image shown in  FIG. 45 , brain ages for eight persons are displayed in a list. 
     In step S 420 , CPU  31  determines whether file creation is permitted or not. More specifically, CPU  31  has an image inviting the user to input whether to permit file creation or not displayed. When file creation is permitted (YES in step S 420 ), the process proceeds to step S 422 . On the other hand, when file creation is canceled (NO in step S 420 ), the processing for the commemorative photo function ends. 
     In step S 422 , CPU  31  determines for which “theme” a commemorative photo should be created. More specifically, CPU  31  has images representing selectable “themes” displayed in a list as in  FIG. 38  and specifies a “theme” corresponding to the image touched by the user. In subsequent step S 424 , with regard to the selected “theme”, a stored theme file of the owner and/or the guest(s) is obtained and signature image data associated with the theme file is obtained. In subsequent step S 426 , CPU  31  generates an output image by doing layout of the theme file and the signature image data. Thereafter, the process proceeds to step S 430 . 
       FIG. 46  shows an exemplary output image generated in step S 428 . In the output image shown in  FIG. 46 , not only contents in the theme but also contents in the theme file of the owner and/or the guest(s) are displayed in a list, in correspondence with the respective corresponding signature images. In the output image shown in  FIG. 46 , contents in the theme files for six persons are displayed in a list. 
     In step S 430 , CPU  31  determines whether a capacity sufficient for storing the output image can be secured in a memory in an output destination (for example, a capacity of data memory  34  for storage or memory card  28 ) or not. When a capacity sufficient for storing the output image cannot be secured (NO in step S 430 ), the process proceeds to step S 432 . On the other hand, when a capacity sufficient for storing the output image can be secured (YES in step S 430 ), the process proceeds to step S 434 . 
     In step S 432 , CPU  31  has an image for notification of shortage in a capacity in the output destination displayed. Then, the processing for the commemorative photo function ends. 
     In step S 434 , CPU  31  causes the output destination to store the output image as a file. Then, the processing for the commemorative photo function ends. 
     Although certain exemplary embodiments have been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the scope of the present invention being interpreted by the terms of the appended claims.