Abstract:
A user apparatus is provided that is connected via a network to a server apparatus, the server apparatus being connected to at least one other user apparatus via the network. The user apparatus includes a receiver that receives new messages distributed from the server apparatus via the network, and a display device that sequentially displays the new messages received from the server apparatus on a display area of a display screen. A specific old message may be selectively retained in the display area of the user apparatus instead of being updated by display area update processing. Additionally, the display area update processing sequentially displays the new messages when there is no specific old message identified with high importance, and retains the specific old message in the display area when the specific old message is identified with high importance, even when a new message is received.

Description:
CROSS REFERENCE TO RELATED APPLICATION 
       [0001]    This application is a continuation of pending U.S. patent application Ser. No. 14/069,861, filed Nov. 1, 2013, which is a continuation of U.S. patent application Ser. No. 10/390,765, filed Mar. 19, 2003, now U.S. Pat. No. 8,597,123, issued Nov. 3, 2013, which claims priority to Japanese Patent Application No. 2002-138360, filed on May 14, 2002, the contents of which are expressly incorporated herein by reference in their entireties. 
     
    
     BACKGROUND OF THE INVENTION 
     Field of the Invention 
       [0002]    The present invention relates to a method for displaying messages, which are transmitted to each player&#39;s terminal, in a window in a network game in which multiple players participate to advance. 
       Description of the Related Art 
       [0003]    Network games are games in which multiple players participate and advance the games. The network games include a game in which the respective players carry out communications with each other using chat. The respective players input their messages in their video game apparatuses and the messages are collected at a server apparatus, thereafter they are sent to each player&#39;s video game apparatus. The messages are sequentially scrolled and displayed in a chat window formed on a screen of the video game apparatus. The server apparatus generates messages when a predetermined event occurs in the course of the game, and sends them to each player&#39;s video game apparatus. These messages are also sequentially scrolled and displayed in the same chat window. 
         [0004]    In the network games, each player is required to operate each player character in a field to clear various tasks in addition to exchanging the messages with other players. Accordingly, each player must watch both a game screen, which includes his/her player character displayed, player characters for other players existing therearound, and non-player characters, and a chat window, which includes the messages exchanged between the players.           the chat window per unit time, differs depending on the current progress of the game. There is a case in which numerous messages are sent to each player&#39;s video game apparatus from the server apparatus during a short period time. While, there is a case in which no message is sent to each player&#39;s video game apparatus from the server apparatus during a long period time. In the case where numerous messages are sent to each player&#39;s video game apparatus from the server apparatus for a short period time, unless the size of the chat window is large enough to display all of the messages, it is possible that a certain message displayed in the chat window is scrolled out from the chat window before the player finishes reading the message. 
         [0005]    If the size of the chat window is large enough to display all of the messages, this problem can be prevented. However, the network game cannot be advanced with just a look at the messages sent from the server apparatus. As mentioned above, the player also must watch the game screen, which includes his/her player character, player characters for other players existing therearound, and non-player characters. This game screen is more important for the players than the messages of the chat window. 
         [0006]    Accordingly, if the chat window area is increased to ensure display time of messages sent from the server apparatus, the game screen becomes unclear to watch. The unclear game screen prevents the progress of the game more than the fact that the messages cannot be fully read. 
       SUMMARY OF THE INVENTION 
       [0007]    An object of the present invention is to variably control a display state of a message-display window displayed in a video game apparatus, which is a client in a network game, so as to balance the display of messages and that of the game screen. 
         [0008]    In order to attain the above object, a network game system according to a first aspect of the present invention has a server apparatus and client apparatuses each connected to the server apparatus via a network. The server apparatus includes a message collector that receives messages input in each of the client apparatuses and transmitted therefrom. The server apparatus further includes a message distributor that distributes messages in accordance with progress of a game including the messages received by the message collector to each of the client apparatuses via the network. Each of the client apparatuses includes a message input device that inputs desired messages in accordance with the progress of the game according to a user&#39;s operation. Each client apparatus further includes a message transmitter that transmits the messages input from the message input device to the server apparatus via the network to cause the message collector to receive the messages. Each client apparatus further includes a message receiver that receives messages transmitted from the message distributor. Each client apparatus further includes a message display device that scrolls and displays messages received by the message receiver in a window displayed at a front side of a game screen. Each client apparatus further includes a window enlarging device that enlarges the window in response to reception of the message by the message receiver so as to increase the number of display lines of the messages in the window up to a preset maximum value. Each client apparatus further includes a window reducing device that reduces the window so as to decrease the number of display lines of the messages in the window to a preset minimum value when a predetermined condition is satisfied. 
         [0009]    In the aforementioned network game system, the server apparatus distributes the messages, which include the messages collected from the respective client apparatuses, to the respective client apparatuses in accordance with the progress of the game. Each client apparatus increases the number of display lines in the window for displaying the messages up to the preset maximum value when receiving the message distributed from the server apparatus, and reduces the number of display lines in the window to the preset minimum value when a predetermined condition (particularly, a condition for which the importance of the message becomes low) is satisfied. 
         [0010]    Even when the messages are distributed to the respective client apparatuses from the server apparatus one after another, the number of display lines in the window for displaying the messages is increased in each client apparatus. In each client apparatus, the distributed messages can be displayed for a sufficient time until they are scrolled out. The player can see each message for a sufficient time. In the case where a predetermined condition for which the importance of the message becomes low is established, the number of display lines in the window is reduced. The reduction in the number of display lines in the window makes it easy for the player to see the game screen. The balance between the display of the messages and the display of the game screen is improved in accordance with the progress of the game. 
         [0011]    In order to attain the above object, a video game apparatus according to a second aspect of the present invention is connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network. The video game apparatus includes a message receiver that receives messages transmitted from the server apparatus via the network in accordance with progress of a game. The video game apparatus further includes a message display device that scrolls and displays the messages received by the message receiver in a window displayed on a game screen. The video game apparatus further includes a window enlarging device that enlarges the window in response to reception of the message by the message receiver so as to increase the number of display lines of the messages in the window up to a preset maximum value. The video game apparatus further includes a window reducing device that reduces the window so as to decrease the number of display lines of the messages in the window to a preset minimum value when a predetermined condition is satisfied. 
         [0012]    In order to attain the above object, a video game apparatus according to a third aspect of the present invention is connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network. The video game apparatus includes a memory that stores a network game program. The video game apparatus further includes a processor that executes the network game program. The video game apparatus further includes a display device that displays a processing result of the network game program performed by the processor. The video game apparatus further includes a communications apparatus that communicates with the server apparatus. The network game program causes the processor to execute receiving messages transmitted from the server apparatus via the network in accordance with progress of a game. The network game program further causes the processor to execute scrolling and displaying the received messages in a window displayed on a game screen. The network game program further causes the processor to execute enlarging the window in response to reception of a newly received message so as to increase the number of display lines of the messages in the window up to a preset maximum value. The network game program further causes the processor to execute reducing the window so as to decrease the number of display lines of the messages in the window to a preset minimum value when a predetermined condition is satisfied. 
         [0013]    The video game apparatuses according to the second and third aspects can use a general-purpose computer such a personal computer, etc., in addition to the video game dedicated apparatus. The video game apparatuses according to the second and third aspects can use other electronic equipment capable of operating as a computer apparatus such as a cellular phone, etc. Moreover, the apparatuses according to the second and third aspects can be used regardless of whether they are portable or stationary types. 
         [0014]    In the video game apparatus according to the third aspect, the network game program stored in the memory can be provided as being recorded on a computer-readable storage medium. This computer-readable storage medium may be a storage medium, which is structured to be attachable and detachable to and from the computer apparatus to be provided separately from the computer apparatus. This computer-readable storage medium may be a storage medium such as a fixed disk apparatus, which is provided in the computer apparatus and provided together with the computer apparatus. The network game program stored in the memory in the video game apparatus according to the third aspect can he distributed via a network from a server apparatus existing on the network after superimposing the data signal of the program on a carrier wave. 
         [0015]    In order to attain the above objects, a message display controlling method in a network game according to a fourth aspect of the present invention is executed in a video game apparatus, which is applied to the network game that advances a game by being connected to a server apparatus via a network. The above method includes receiving messages transmitted from the server apparatus via the network in accordance with progress of a game. The method further includes scrolling and displaying the received messages in a window displayed at a front side of a game screen. The above method further includes enlarging the window in response to reception of a newly received message so as to increase the number of display lines of the messages in the window up to a preset maximum value. The method further includes reducing the window so as to decrease the number of display lines of the messages in the window to a preset minimum value when a predetermined condition is satisfied. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0016]      FIG. 1  is a block diagram illustrating a configuration of a network game system according to an embodiment of the present invention; 
           [0017]      FIG. 2  is a block diagram illustrating a configuration of a video game apparatus of  FIG. 1 ; 
           [0018]      FIG. 3  is a block diagram illustrating a configuration of a game server apparatus of  FIG. 1 ; 
           [0019]      FIG. 4  is a view illustrating an example of a game screen displayed in the video game apparatus of  FIG. 1 ; 
           [0020]      FIG. 5  is a view schematically showing a log message memory provided in the video game apparatus of  FIG. 2 ; 
           [0021]      FIG. 6A  is a view showing a chat window setting table provided in the video game apparatus of  FIG. 2 ; 
           [0022]      FIG. 6B  is a view showing a chat window setting window; 
           [0023]      FIG. 7  is a flowchart showing processing to be executed by the game server apparatus in the network game system according to an embodiment of the present invention; 
           [0024]      FIG. 8  is a flowchart showing chat window setting processing to be executed by each video game apparatus in the network game system according to an embodiment of the present invention; 
           [0025]      FIG. 9  is a flowchart showing chat window enlargement processing to be executed by each video game apparatus in the network game system according to an embodiment of the present invention; 
           [0026]      FIG. 10  is a flowchart showing chat window reduction processing to be executed by each video game apparatus in the network game system according to an embodiment of the present invention; 
           [0027]      FIG. 11  is a flowchart showing log message display processing to be executed by each video game apparatus in the network game system according to an embodiment of the present invention; 
           [0028]      FIGS. 12A to 12F  are views each explaining the enlargement of the chat window in the network game system according to an embodiment of the present invention; 
           [0029]      FIGS. 13A to 13E  are views each explaining the reduction of the chat window in the network game system according to an embodiment of the present invention; and 
           [0030]      FIGS. 14A to 14C  are views each explaining the log message display in the network game system according to an embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS 
       [0031]    Preferred embodiments will be explained with reference to the drawings. 
         [0032]      FIG. 1  is a block diagram illustrating a configuration of a network game system according to an embodiment. As illustrated in this figure, this network game system includes multiple (four in this embodiment) video game apparatuses  100  and a game server apparatus  200 . The video game apparatuses  100  are connected to the game server apparatus  200  via a network  151 . 
         [0033]    In the network game provided by this system, four player characters, which are operated by four players, who are users of the respective video game apparatuses  100 , form a party as necessary and develop the game. Though the number of player characters is four here since the number of video game apparatuses is four, the number of player characters may change in accordance with the number of video game apparatuses. 
         [0034]    Communications among the players are carried out by exchanging messages in the form of chat as each player character&#39;s words. In this network game, non-player characters, which are operated by processing of the game server apparatus  200 , exist in addition to the four player characters. Non-player characters include characters, which give information when the player character speaks to them, and enemy characters, which wage a battle with the player characters. Information, which the non-player characters give the player character, and information, which indicates a result of the battle, are sent to each video game apparatus  100  from the game server apparatus  200 . 
         [0035]      FIG. 2  is a block diagram showing a configuration of the video game apparatus  100  of  FIG. 1 . As illustrated in the figure, the video game apparatus  100  includes a video game main body  101 . The video game main body  101  includes a control section  103  connected to its internal bus  119 , a RAM (Random Access Memory)  105 , a hard disk drive (HDD)  107 , a sound processor  109 , a graphics processor  111 , a DVD/CD-ROM drive  113 , a communications interface  115 , and an interface section  117 . 
         [0036]    The sound processor  109  of the video game main body  101  is connected to a sound output device  125 , which is a speaker, and the graphics processor  111  is connected to a display device  121  having a display screen  122 . A storage medium (DVD-ROM or CD-ROM)  131  can be attached to the DVD/CD-ROM drive  113 . The communications interface  115  is connected to a network  151 . An input section (controller)  161  and a memory card  162  are connected to the interface section  117 . A keyboard (not shown) as the input section  161  may he connected to the interface section  117 . 
         [0037]    The control section  103  includes a CPU (Central Processing Unit), a ROM (Read Only Memory), etc., and executes a program stored on the HDD  107  or the storage medium  131 , and controls the video game apparatus  100 . The control section  103  has an internal timer. The RAM  105  is a work area for the control section  103 . The HDD  107  is a storage area for storing a program and data. In the case where a program executed by the control section  103  instructs the sound processor  109  to output a sound, the sound processor  109  interprets the instruction and outputs a sound signal to the sound output device  125 . 
         [0038]    The graphics processor  111  develops an image onto the frame memory  112  and outputs a video signal, which displays the image on the display screen  122  of the display device  121  according to a drawing command output from the control section  103 . It is assumed that one frame of the image included in the output video signal is displayed, for example, 1/30 sec. The DVD/CD-ROM drive  113  performs reading of the program and data to/from the storage medium  131 . The communications interface  115  is connected to the network  151  to perform communications with other computers such as the server apparatus  200 . 
         [0039]    The interface section  117  outputs input data sent from the input section  161  to the RAM  105 , and the control section  103  interprets it to carry out arithmetic processing. The input section  161  includes directional keys (four directions of upper, lower, right and left) and multiple operation buttons (four buttons of circle, cross, square, and triangle). The player character is moved by the operation of the directional keys, and a predetermined processing is performed by the operation of the operation buttons. The directional keys are also used to move a cursor and scroll the messages in the chat window. The operation buttons are also used to input a predetermined instruction. Moreover, the interface section  117  forwards data, indicative of the progress of the game stored in the RAM  105 , to the memory card  162  based on the instruction from the control section  103 . The interface section  117  reads data of the game stored in the memory card  162  at the time of stopping the game, and transfers read data to the RAM  105 . 
         [0040]    The program and data for performing the network game by the video game apparatus  100  are first stored on, for example, the storage medium  131 . The program and data are read by the DVD/CD-ROM drive  113  and loaded onto the RAM  105  at the time of execution. The control section  103  processes the program and data loaded onto the RAM  105 , outputs a drawing command to the graphics processor  111 , and outputs an instruction of a sound output to the sound processor  109 . Intermediate data is stored in the RAM  105  while the control section  103  performs processing. 
         [0041]    In connection with the video game apparatuses  100 , any general-purpose personal computer may be used as the video game main body  101  if similar structural components arc provided. A cellular phone having the same function as that of the video game main body  101  may be used. A portable video game player, which contains the display device  121  and the sound output device  125  in the same cabinet as that of the video game main body  101 , may also be used. 
         [0042]    In the case where the video game main body  101  is a portable video game player, a semiconductor memory card may be used as the storage medium  131  in place of a DVD-ROM or CD-ROM. A card slot for inserting the memory card may be formed in place of the DVD/CD-ROM drive  113 . In the case where the video game main body  101  is a general-purpose personal computer, the program and data relating to the present invention may be prestored to the HDD  107  instead of being stored in the storage medium  131 . Regarding the storage medium for storing the program and data relating to the present invention, any kind of storage medium may be used according to the physical form of hardware and the distribution thereof. 
         [0043]      FIG. 3  is a block diagram showing a configuration of the game server apparatus  200  of  FIG. 1 . As illustrated in the figure, the game server apparatus  200  is constructed to have a game server main body  201 . The game server main body  201  includes a control section  203  connected to its internal bus  219 , a RAM  205 , a hard disk drive (HDD)  207 , a DVD/CD-ROM drive  213 , and a communications interface  215 . A storage medium (DVD-ROM or CD-ROM)  231  can be attached to the DVD/CD-ROM drive  213 . 
         [0044]    The control section  203  includes a CPU (Central Processing Unit), a ROM (Read Only Memory), etc., and executes a program stored on the HDD  207  or the storage medium  231 , and controls the game server apparatus  200 . The RAM  205  is a work area for the control section  203 . The HDD  207  is a storage area for storing a program and data. The communications interface  215  is connected to the network  151  and performs communications with the respective video game apparatuses  100 . 
         [0045]    The program and data for performing the network game by the game server apparatus  200  are first stored on, for example, the storage medium  231 . The program and data are read by the DVD/CD-ROM drive  213  and loaded onto the RAM  205  at the time of execution. The control section  203  processes the program and data loaded onto the RAM  205 , and progresses the network game based on the messages sent from the respective video game apparatuses  100 . Intermediate data is stored in the RAM  205  while the control section  203  performs processing. 
         [0046]    An explanation will be next given of various kinds of data necessary to execute the network game according to this embodiment. Data processed by the video game apparatus  100  is displayed as an image on the display screen  122  and each player can recognize the progress of the network game from the image displayed on the display screen  122 . 
         [0047]      FIG. 4  is a view showing an example of the display screen  122  displayed according to the progress of the game at the video game apparatus  100 . As illustrated in the figure, a field  300 , which serves as a space where characters (including player characters and non-player characters) can move, is displayed on the display screen  122 . The field  300  is composed of geographic data complying with each scene of the game. On the field  300 , there exist player characters  321  to  324 , which move when the users of four video game apparatuses  100  operate the input section  161 , and a non-player character  310  which appears by processing at the game server apparatus  200 . In some cases, the non-player character  310  is a character that provides information to the player characters  321  to  324  or an enemy character, which wages a battle with the player characters. All of the player characters  321  to  324  are not always displayed on the display screen  122  depending on the current progress of the game. 
         [0048]    At the lower right side of the display screen  122 , a status window  330 , which displays current statuses of the player characters  321  to  324 , is provided. At the lower center to the left side of the display screen  122 , a chat window  350  is provided. In the chat window  350 , messages, which are sent to the video game apparatus  100  from the game server apparatus  200  according to the progress of the network game, are sequentially displayed and scrolled from bottom to top. One line at the lowest portion of the chat window  350  is used as a message input window when the player inputs a message from the input section  161 . 
         [0049]    The messages sent from the game server apparatus  200  are displayed in the chat window  350 . The number of display lines in the chat window  350  can be changed as described later. The number of display lines in the chat window  350  gradually increases to the maximum number of lines (described later) every time a message is sent from the game server apparatus  200 . The number of display lines in the chat window  350  gradually reduces to the minimum number of lines (described later) every time a timer counts a predetermined interval time set by the player (described later) or the player operates the cross button of the input section  161 . 
         [0050]    In the case where log messages (to be described later) are displayed, the chat window  350  enlarges up to the top portion of the display screen  122  according to the player&#39;s setting. In the case where the chat window  350  enlarges up to the top portion of the display screen  122 , the player operates the directional keys for upper and lower directions (hereinafter referred to as upper and lower keys) of the input section  161  and thereby scrolls the log messages. 
         [0051]      FIG. 5  is a view schematically showing a log message memory provided in the RAM  105  of the video game apparatus  100 . A log message memory  500  stores messages transmitted from the game server apparatus  200 , and is formed of a ring buffer as illustrated in  FIG. 5 . A pointer  501 , which points out the latest message of the stored messages, is also set. The log message memory  500  has a capacity that stores more messages than the maximum number of display lines can display in the chat window  350  at a normal time. In the log message of memory  500  of  FIG. 5 , “1” indicates the latest message, “2” indicates the second latest message, and “X” is the oldest message. 
         [0052]      FIG. 6A  is a view showing a chat window setting table provided in the RAM  105  of the video game apparatus  100 .  FIG. 6B  is a chat window setting window for setting data in a chat window setting table  400  of  FIG. 6A . A chat window setting window  410  is displayed at the front side of a game screen of  FIG. 4  in the display screen  122 . The chat window setting window  410  can be opened by selecting an item of a menu (not shown) that is displayed by operating the square button of the input section  161 . The chat window setting window  410  may be automatically opened on the screen at a log-in time. 
         [0053]    Setting data such as the maximum number of lines  401 , the minimum number of lines  402 , a reduction speed  403  (one that is actually set is a time interval when the chat window  350  is reduced), and a screen width enlargement  404  are registered in the chat window setting window  400 . The chat window  350  can temporarily stop variable control, of enlargement/reduction by an instruction from the player. 
         [0054]    When the screen width enlargement  404  is set to OFF, the number of display lines of the chat window  350  is enlarged to only a setting value of the maximum number of lines  401  at a variable control stopping time. When the screen width enlargement  404  is set to ON, the number of display lines of the chat window  350  is enlarged up to the limit of the width in the longitudinal direction of the display screen  122  beyond the setting value of the maximum number of lines  401 . When the screen width enlargement  404  is set to ON, log messages, which have been once erased, can be also displayed by scrolling. The setting value of the minimum number of lines  402  can be set to 0. When the setting value of the minimum number of lines  402  is set to 0, the chat window  350  is not displayed on the display screen  122  in some cases. 
         [0055]    Setting data in the chat window setting table  400  can be changed on the chat window setting window  410  by the player. In a state that the chat window setting window  410  is opened, the player moves the cursor with the upper and lower keys of the input section  161  and selects any one of items  411  to  414 . Then, the player moves the cursor with directional keys for right and left directions (hereinafter referred to as right and left keys) of the input section  161  and changes the setting of the selected item  411  to  414 . 
         [0056]    The following will explain processing in the network game system according to an embodiment. The network game progresses when the players exchange the messages. The messages input from the video game apparatuses  100  by the respective players are collected at the game server apparatus  200 , and they are transmitted to all video game apparatuses  100  from the game server apparatus  200 . In the progress of the game, the player characters  321  to  324  move on the field  300  according to the respective players&#39; operations, and the non-player character  310  moves on the field by processing of the game server apparatus  200 . The game server apparatus  200  generates a predetermined event (such as a battle against the enemy characters, which are the non-player characters, etc.) according to the current progress of the game. At the event generating time, a message is transmitted to each video game apparatus  100  from the game server apparatus  200  as necessary. 
         [0057]    Regarding the contents of messages and the current progress of the game, they do not directly relate to the present invention and the explanation thereof is omitted. An explanation will be given of only processing for displaying the messages in the chat window  350 . On the display screen  122 , the field  300  of the game, the non-player character  310 , the player characters  321  to  324 , and the status window  330  are displayed. However, they do not directly relate to the present invention and the explanation thereof is omitted. The following will illustrate only the display state of the chat window  350 . 
         [0058]      FIG. 7  is a flowchart showing exemplary processing that the control section  203  of the game server apparatus  200  executes. The control section  203  checks as to whether the communications interface  215  receives messages input from any one of the video game apparatuses  100  (step S 101 ). When the communications interface  215  receives no messages from any video game apparatus  100 , the processing flow proceeds to step S 103 . 
         [0059]    When the communications interface  215  receives messages from any one or more of the video game apparatuses  100 , the control section  203  causes the communications interface  215  to transmit all received messages to all video game apparatuses  100  in order of reception via the network  151  (step S 102 ). After that, the processing flow proceeds to step S 103 . 
         [0060]    In step S 103 , the control section  203  determines whether some event is generated by the operation of the player characters. If the event is generated, the control section  203  determines whether there is a message to be transmitted to the video game apparatus  100  in the event (step S 104 ). If there is the message to be transmitted, the control section  203  causes the communications interface  215  to transmit the message to the video game apparatuses  100  of all players that perform message exchange via the network  151  (step S 105 ). After that, the processing flow goes back to step S 101 . If no event is generated or an event is generated but there is no message to be transmitted therein, the processing flow goes back to step S 101  directly. 
         [0061]    An explanation will be next given of processing at each video game apparatus  100 . In the each video game apparatus  100 , processing for enlarging the chat window  350 , processing for reducing (including erasing) the chat window  350 , and processing for displaying log messages in the chat window  350  are carried out. The enlargement processing for the chat window  350 , reduction processing for the chat window  350 , and log message display processing are started with fixed timing and carried out in parallel, respectively. A display mode of the chat window  350  on the display screen  122  is required to be preset, and setting processing for the chat window  350  is also executed by the video game apparatus  100 . 
         [0062]      FIG. 8  is a flowchart showing exemplary chat window setting processing that is executed by the control section  103  of the video game apparatus  100 . Processing of this flowchart is carried out as one procedure in log-in processing when the video game apparatus  100  logs in to the game server apparatus  200 . The player selects this processing according to the menu (not shown) by operating, for example, the square button of the input section  161  at arbitrary timing, so that the chat window setting processing can be started. 
         [0063]    At the time of logging into the game server apparatus  200 , the control section  103  of the video game apparatus  100  first opens the chat window setting window  410  to be displayed on the display screen (step S 201 ). In a state that the chat window setting window  410  is opened, the control section  103  determines whether the upper or lower keys of the input section  161  are operated by the player (step S 202 ). If the upper or lower keys are operated, the control section  103  moves the cursor, which is displayed in the chat window setting window  410 , up or down in accordance with the operation of the upper or lower keys to select items  411  to  414  (step S 203 ). 
         [0064]    In the case where the upper or lower keys are not operated or after the selection of items  411  to  414  is moved, the control section  103  determines whether the right or left keys of the input section  161  are operated by the player (step S 204 ). If the right or left keys are operated, the control section  103  moves the cursor right or left in the item  411  to  414  currently selected to change the setting of the corresponding item (step S 205 ). 
         [0065]    In the case where the right or left keys are not operated or after the setting of item  411  to  414  is changed, the control section  103  determines whether the cross button of the input section  161  is operated by the player (step S 206 ). If the cross button is not operated, the processing flow goes back to step S 202 . If the cross button is operated, the control section  103  closes the chat window setting window  410  (step S 207 ) and ends processing of this flowchart. 
         [0066]    At the time of processing to this flowchart, the setting content may be transmitted to, for example, the game server apparatus  200  to store in a storage area of the game server apparatus  200 . The control section  103  of the video game apparatus  100  reads the corresponding setting content from the game server apparatus  200  at a next logging-in time, thereby making it possible to omit processing of this flowchart at the next logging-in time. 
         [0067]      FIG. 9  is a flowchart showing exemplary chat window enlargement processing that is executed by the control section  103  of the video game apparatus  100 . In the chat window enlargement processing, the control section  103  first determines whether the communications interface  115  receives a message transmitted from the game server apparatus  200  (step S 301 ). If the communications interface  115  does not receive a message transmitted from the game server apparatus  200 , the chat window enlargement processing is ended. 
         [0068]    If the communications interface  115  receives a message transmitted from the game server apparatus  200 , the control section  103  determines whether the current number of display lines in the chat window  350  is smaller than the value of the maximum number of lines  401  set in the chat window setting table  400  (step S 302 ). 
         [0069]    If the current number of display lines is smaller than the value of the maximum number of lines  401 , the control section  103  enlarges the chat window  350  by one line in an upper direction, scrolls the message already displayed in an upper direction, and displays the message newly received at the lowest line of the enlarged chat window  350  (step S 303 ). After that, window enlargement processing is ended. 
         [0070]    In the case where the current number of display lines has already been increased up to the setting value of the maximum number of lines  401 , the control section  103  deletes the oldest message placed at the uppermost position of the chat window  350  as the size of the chat window  350  is maintained as it is. Also, the control section  103  scrolls the other messages in the upper direction and displays the newly received message at the lowest line of the chat window  350  (step S 304 ). After that, window enlargement processing is ended. 
         [0071]      FIG. 10  is a flowchart showing exemplary chat window reduction processing that is executed by the control section  103  of the video game apparatus  100 . In the chat window reduction processing, the control section  103  first determines whether the cross button of the input section  161  is operated by the player (step S 401 ). If the cross button is not operated, the control section  103  determines whether a value counted by the timer reaches the interval time set as a reduction speed  403  in the chat window setting table  400  (step S 402 ). 
         [0072]    In the case where the cross button is operated in step S 401  or the value counted by the timer reaches the interval time set in step S 402 , the control section  103  determines whether the current number of display lines in the chat window  350  is larger than the value of the minimum number of lines  402  set in the chat window setting table  400  (step S 403 ). In the case where the current number of display lines has already been reduced to the value of the minimum number of lines  402 , the processing flow directly proceeds to step S 405 . 
         [0073]    In the case where the current number of display lines is larger than the value of the minimum number of lines  402 , the control section  103  deletes the oldest message placed at the uppermost position of the chat window  350 , and reduces the number of display lines in the chat window  350  by one line (step S 404 ). After that, the processing flow directly proceeds to step S 405 . 
         [0074]    In step S 405 , the control section  103  resets the value counted by the timer. The timer counts the value by a system clock or a timer interruption that is generated every predetermined time. When the value counted by the timer is reset, the window reduction processing is ended. In the case where the value counted by the timer does not reach the interval time set as the reduction speed  403  in step S 402 , the window reduction processing is directly ended. 
         [0075]      FIG. 11  is a flowchart showing exemplary log message display processing that is executed by the control section  103  of the video game apparatus  100 . In the log message display processing, the control section  103  first determines whether the triangle button of the input section  161  is operated by the player (step S 501 ). If the triangle button is not operated, the log message display processing is directly ended. 
         [0076]    In the case where the triangle button is operated, the control section  103  enlarges the chat window  350  up to the maximum number of lines  401  set in the chat window setting table  400  (in the case where the number of display lines has already reached the maximum number of lines  401 , the control section  103  does not enlarge the chat window  350  any more). Then, the control section  103  temporarily stops variable control of the chat window  350  (step S 502 ). In the case where the number of display lines is increased, the control section  103  displays log messages above the messages currently displayed in the chat window  350  in chronological order of the log messages stored in the log message memory  500 . 
         [0077]    The control section  103  determines whether the circle button of the input section  161  is operated by the player (step S 503 ). In the case where the circle button is operated, the control section  103  further determines whether the screen width enlargement  404  is set to ON (step S 504 ). If the screen width enlargement  404  is set to ON, the control section  103  enlarges the chat window  350  up to the upper portion of the display screen  122  and displays the log messages, which are stored in the log message memory  500 , above the message currently displayed in the chat window  350  in chronological order (step S 505 ). After that, the processing flow directly proceeds to step S 506 . 
         [0078]    In the case where the circle button is not operated or the screen width enlargement  404  is set to OFF though the circle button is operated, the control section  103  proceeds to processing in step S 510 , maintaining the number of display lines at the value of the maximum number of lines  401  in a state that variable control of the chat window  350  is continued to be temporarily stopped. 
         [0079]    In step S 506 , the control section  103  determines whether the upper or lower keys of the input section  161  are operated by the player. If the upper or lower keys are operated, the control section  103  scrolls the log messages, which are stored in the log message memory  500 , in the chat window  350  in accordance with the operations of the upper or lower keys (step S 507 ), and the processing flow goes back to step S 506 . If the upper or lower keys are not operated, the control section  103  determines whether the cross button of the input section  161  is operated by the player (step S 508 ). In the case where the cross button is operated, the control section  103  resets the number of display lines in the chat window  350  to the value of the maximum number of lines  401 , maintaining the stop of variable control of the chat window  350  (step S 509 ). After that, the processing flow proceeds to step S 510 . 
         [0080]    In step S 510 , the control section  103  determines whether the cross button of the input section  161  is operated by the player. In the case where the cross button is not operated, the control section  103  goes back to processing in step S 503 , maintaining the number of display lines at the value of the maximum number of lines  401  in a state that variable control of the chat window  350  is continued to be temporarily stopped. In the case where the cross button is operated, the control section  103  restarts variable control of the chat window  350  that was temporarily stopped, and ends log message display processing. 
         [0081]    The following specifically explains the chat window  350  and the display mode of the messages therein with reference to the drawings.  FIGS. 12A to 12F  are views each explaining the enlargement of the chat window  350  by chat window enlargement processing of  FIG. 9 .  FIGS. 13A to 13E  are views each explaining the reduction of the chat window  350  by chat window reduction processing of  FIG. 10 .  FIG. 14A  to FIG.  14 C are views each explaining the log message display by log message display processing of  FIG. 11 . 
         [0082]    It is assumed that the value of the maximum number of lines  401  is set to “9”, and the value of the minimum number of lines  402  is set to “0” in the chat window setting table  400 . It is also assumed that one message can be displayed with one line. 
         [0083]    As shown in  FIG. 12A , the chat window  350  is not provided on the display screen  122  until the video game apparatus  100  receives a message from the game server apparatus  200  (or when all messages are deleted by chat window reduction processing). If the video game apparatus  100  receives a message in this state, the chat window  350  with one display line is provided on the display screen  122  and the received message is displayed as shown in  FIG. 12B . 
         [0084]    When the video game apparatus  100  further receives a new message before the cross button of the input section  161  is operated or the timer counts the value of the interval time, the number of display lines in the chat window  350  is increased to two lines and two messages including the new message are displayed in the enlarged chat window  350  as shown in  FIG. 12C . When the video game apparatus  100  receives another new message before the cross button of the input section  161  is operated or the timer counts the value of the interval time, the number of display lines in the chat window  350  is increased to three lines and three messages including the new message are displayed in the enlarged chat window  350  as shown in  FIG. 12D . 
         [0085]    When the video game apparatus  100  receives a new message in a similar manner, the number of display lines in the chat window  350  is increased up to nine lines, which arc the same as the value of the maximum number of lines  401  set in the table  400 , and nine messages including the new message are displayed in the enlarged chat window  350  as shown in  FIG. 12E . Thereafter, when the video game apparatus  100  receives another new message before the cross button of the input section  161  is operated or the timer counts the value of the interval times, the oldest message displayed at the uppermost position of the chat window  350  is deleted as shown in  FIG. 12F . In the chat window  350 , the entirety of the remaining messages is scrolled in the upper direction and the newly received message is displayed at the lowermost position of the chat window  350 . 
         [0086]    It is assumed that the number of display lines in the chat window  350  has already been increased up to nine lines, which are the same as the value of the maximum number of lines  401  as shown in  FIG. 13A . When the cross button of the input section  161  is operated or the timer counts the value of the interval time during a period when the video game apparatus  100  does not receive a new message, the oldest message displayed at the uppermost position of the chat window  350  is deleted and the number of display lines in the chat window  350  is reduced to eight lines as shown in  FIG. 13B . When the cross button of the input section  161  is operated or the timer counts the value of the interval time during a period when the video game apparatus  100  does not receive a new message, the oldest message displayed at the uppermost position of the chat window  350  is deleted and the number of display lines in the chat window  350  is reduced to seven lines as shown in  FIG. 13C . 
         [0087]    When the cross button of the input section  161  is operated or the timer counts the value of the interval time during a period when the video game apparatus  100  does not receive a new message in a similar manner, the number of display lines in the chat window  350  is reduced to one line as shown in  FIG. 13D . Under these circumstances, when the cross button of the input section  161  is operated or the timer counts the value of the interval time during a period when the video game apparatus  100  does not receive a new message, one line message displayed in the chat window  350  is also deleted and the chat window  350  is deleted as shown in  FIG. 13E . 
         [0088]    It is assumed that the messages are displayed in the chat window  350  while variable control of the chat window  350  is performed as shown in  FIG. 14A . When the triangle button of the input section  161  is operated, the number of display lines in the chat window  350  is changed from six to nine lines, which is the value of the maximum number of lines  401 , as shown in  FIG. 1413 . The log messages stored in the log message memory  500  are added to the increased three lines and displayed in chronological order. In this state, variable control of the chat window  350  is temporarily stopped. In other words, the number of display lines in the chat window  350  is fixed to nine lines. In the case where the video game apparatus  100  receives a new message, the new received message is displayed at the lowermost position of the chat window  350 , and the oldest message is scrolled out upwardly and deleted from the display of the chat window  350 . 
         [0089]    When the circle button of the input section  161  is operated in the state of  FIG. 14B , the chat window  350  is enlarged up to the upper portion of the display screen  122  as shown in  FIG. 14C . In the enlarged portion, the log messages stored in the log message memory  500  are displayed in chronological order. The chat window  350  of  FIG. 14C  includes a scroll bar  351 . The player operates the upper or lower keys of the input section  161 , thereby making it possible to scroll all log messages, which are stored in the log message memory  500 , in the chat window  350 . The scroll bar  351  can also be provided in the chat window  350  that is in a state of  FIG. 14B . 
         [0090]    As explained above, in the network game system according to this embodiment, when the video game apparatus  100  receives a new message from the game server apparatus  200 , the chat window  350  enlarges up to the value of the maximum number of lines  401  set in the table  400 . An increase in the number of display lines in the chat window  350  makes it possible to ensure the time that passes from when the received message is displayed in the chat window  350  until the received message is scrolled out, so that the player can have enough time to see the messages. Since the number of display lines in the chat window  350  does not increase to more than the value of the maximum number of lines  401 , visibility of the game screen is not significantly impaired by the chat window  350 . 
         [0091]    Upon each passage of the interval time set as the reduction time  403 , the number of display lines in the chat window  350  reduces until the number of lines reaches the value of the minimum number of lines  402  set in the table  400 . Also, when the player operates the cross button of the input section  161 , the number of display lines in the chat window  350  reduces until the number of lines reaches the value of the minimum number of lines  402 . If there is not a new message for the player to see, the chat window  350  can be sequentially reduced. For this reason, the player reduces the display lines of the chat window  350  to make it easy to visually identify the game screen including the field  300  of the game, the non-player character  310  and the player characters  321  to  324 . The value of the minimum number of lines  402  can be set to 0. For this reason, when the display of the message is not completely needed, the player erases the display of the chat window  350  to make it much easier to sec the game screen. 
         [0092]    In the video game apparatus  100  that is applied to this network game, when the need for the player to see the messages is high, it is possible to make the messages easier to see, and when the need for the player to see the messages is low, it is possible to make the game screen easier to see. Accordingly, the relationship between the display of messages and the display of the game screen is kept in balance so that the player can easily advance the game. 
         [0093]    The reduction in the chat window  350  is carried out at the time when the player himself/herself operates the cross button of the input section  161  and at the time when the timer counts the value of the interval time set as the reduction speed  403 . The message, which the player himself/herself judges to be unnecessary, is low in the importance in the progress of the game. The message in which much time has been elapsed since the reception is low in the importance in the progress of the game, even if the player himself/herself does not judge the importance. In this network game, since the message with low importance in the progress of the game is erased to make it easy for the player to see the game screen, it is possible to advance the game smoothly. 
         [0094]    The player can arbitrarily set the maximum number of lines  401  of the chat window  350 , the minimum number of lines  402 , and the reduction speed  403  in the chat window setting table  400 . For this reason, the chat window  350  is enlarged/reduced in accordance with the player&#39;s selection, and the relationship between the display of messages and the display of the game screen can be kept in balance in accordance with the individual player preferences. The chat window setting window  410  that changes the data of the chat window setting table  400  can be opened not only at a log-in time but also with arbitrary timing during the game. The player can change the balance between the display of messages and the display of the game screen in accordance with a sense of the game obtained when the player actually played the game. 
         [0095]    A fixed number of log messages erased from the chat window  350  is stored in the log message memory  500 . The log messages can be scrolled and displayed in the chat window  350  any time when the player operates the triangle button and circle button of the input section  161  sequentially. Accordingly, the player can see the messages once erased whenever a need arises. This makes it possible to prevent occurrence of a case in which the player misses important messages thereby hindering progress of the game. 
         [0096]    As to whether or not the size of the chat window  350  is enlarged to be more than the maximum number of lines  401  in the case of displaying the log messages stored in the log message memory  500  in the chat window, the player can decide the size of enlargement by setting the screen width enlargement  404 . Accordingly, the player can select either the way of making the messages, which are stored as a log, easy to be seen or the way of making the game screen easy to be seen, and the display balance therebetween can he set in accordance with each player preference. 
         [0097]    The present invention is not limited to the aforementioned embodiment, and various modifications may be possible. The following will explain modifications of the above embodiment applicable to the present invention. 
         [0098]    In the aforementioned embodiment, the control section  103  resets the value of the timer when the cross button of the input section  161  was operated or the timer counted the interval time set as the reduction speed  403 . In contrast to this, the control section  103  can reset the value of the timer even when a new message is received from the game server apparatus  200 . This makes it possible to prevent the chat window  350  from being reduced by the time counted by the timer immediately after the chat window  350  is enlarged by the reception of the new message. 
         [0099]    The enlargement processing and reduction processing for the chat window  350  may be executed with the same routine. In this case, the control section  103  can reset the value of the timer when the cross button of the input section  161  is operated, the timer counts the interval time set as the reduction speed  403 , and a new message is received. In connection with the reduction processing for the chat window  350 , processing in the case where the cross button of the input section  161  is operated and processing in the case where the timer counts the interval time may be executed with a different routine. In this case, the control section  103  can reset the value of the timer only when the timer counts the interval time. 
         [0100]    The aforementioned embodiment gave the explanation on the assumption that each message transmitted to the video game apparatus  100  from the game server apparatus  200  was able to be displayed with one line in the chat window  350 . However, a long message that cannot be displayed with one line may be transmitted in some cases. For example, in the case where the video game apparatus  100  receives a message that needs two lines to display, the number of display lines in the chat window  350  is increased by two lines (in this case, it is required to satisfy a condition that the value shall not exceed the maximum number of lines  401  set in the chat window setting table  400 ) and the newly received message can be displayed in the enlarged chat window  350  in the chat window enlargement processing of  FIG. 9 . 
         [0101]    In the aforementioned embodiment, it was assumed that the reduction speed at which the chat window  350  was reduced was decided in accordance with the value set by the player in the chat window setting table  400 . In contrast to this, the speed at which the chat window  350  is reduced may be changed in accordance with an interval for receiving a new message and a time interval for operating the cross button. The reduction speed at which the chat window  350  is reduced may be delayed while a specific message is displayed. 
         [0102]    In the aforementioned embodiment, it was assumed that the oldest message placed at the uppermost position was first deleted in the case of reducing the chat window  350 . In contrast to this, when the message placed at the uppermost position of the chat window  350  is a specific message, which has a high importance in the progress of the game, the second oldest message may be deleted to reduce the chat window  350 . 
         [0103]    In the aforementioned embodiment, in order to display the log messages stored in the log message memory  500 , it was assumed that the number of display lines in the chat window  350  was increased up to the value of the maximum number of lines  401  by the operation of the triangle button thereafter being increased upwardly to the limit of the height of the display screen  122  by the operation of the circle button. However, the number of display lines in the chat window  350  may be increased up to the limit of the height of the display screen  122  directly by the operation of the circle button. When the player operates only the triangle button of the input section  161 , the number of display lines in the chat window  350  may be increased up to the setting value of the maximum number of lines  401 , and when the player operates the triangle button and circle button at the same time, the number of display lines in the chat window  350  may be increased up to the limit of the height direction of the display screen  122  beyond the maximum number of lines  401 . In this case, it is possible to improve the balance between the display of messages and the display of the game screen in accordance with the current progress of the game. 
         [0104]    The aforementioned embodiment explained the example of the case in which the present invention was applied to the network game in which the respective players of the multiple video game apparatuses  100  moved their player characters  321  to  324  to advance the game. However, the present invention can be applied to the general network games in which the players advance the game while chatting via the network regardless of whether the player characters appear or not. Regarding the client-side apparatuses that the respective players use, there can be used dedicated video game apparatus, general-purpose computers or cellular phones having a network connection function and an application executing function. The types of client apparatuses that the respective players use may be mixed. 
         [0105]    In the aforementioned embodiment, it was assumed that the program and data of the video game apparatus  100  were stored in the storage medium  131  and distributed. It was also assumed that the program and data of the game server apparatus  200  were stored in the storage medium  231  and distributed. In contrast to these, these programs and data may be stored to a fixed disk device that a Web server apparatus existing on the network  151  has. In accordance with a request from each of the video game apparatuses  100  or the game server apparatus  200 , the Web server apparatus may convert program data stored in the fixed disk device to a signal, and may superimpose the signal on a carrier wave to distribute to the video game apparatus  100  or the game server apparatus  200  via the network  151 . 
         [0106]    In the video game apparatus  100 , the program and data, which the communications interface  115  has received from the Web server, can be stored in the HDD  107  and loaded on the RAM  105  at an executing time. In the game server apparatus  200 , the program and data, which the communications interface  217  has received, can be stored in the HDD  207  and loaded on the RAM  205  at an executing time. 
         [0107]    Although the invention has been described with reference to several exemplary embodiments, it is understood that the words that have been used are words of description and illustration, rather than words of limitation. Changes may be made within the purview of appended claims, as presently stated and as amended, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described with reference to particular means, materials and embodiments, the invention is not intended to be limited to the particulars disclosed; rather, the invention extends to all functionally equivalent structures, methods, and uses such as are within the scope of the appended claims.