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Patent 2316464 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2316464
(54) English Title: COMBINED GAME SYSTEM
(54) French Title: SYSTEME DE JEU COMBINE
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/12 (2006.01)
(72) Inventors :
  • TOMIZAWA, TOSHIKAZU (Japan)
  • IKEDA, AKIO (Japan)
(73) Owners :
  • NINTENDO CO., LTD. (Japan)
(71) Applicants :
  • NINTENDO CO., LTD. (Japan)
(74) Agent: SMART & BIGGAR
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2000-08-15
(41) Open to Public Inspection: 2001-02-20
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
11-234238 Japan 1999-08-20

Abstracts

English Abstract



A combined game system includes a portable game machine and a video game
machine. The portable game machine and the video game machine are connected
through a game cartridge and communication cable. The portable game machine is
provided with an LCD, and the video game machine is connected to a CRT. When a
player operates an operating device provided for the portable game machine,
change is
caused in a discrete game picture displayed on the LCD and in a common game
picture
displayed on the CRT, according to the operation. This proceeds a game
forward. In an
event that the communication cable be removed from the video game machine
during
playing a game, the CPU displays an alert message on the LCD while the CPU
displays
an alert message on the CRT.


Claims

Note: Claims are shown in the official language in which they were submitted.




WHAT IS CLAIMED IS:
1. A combined game system having a video game machine connected with a
common display and at least one portable game machine having a discrete
display which
machines are connected through a communication cable to communicate with data
for
game processing, wherein at least one of said portable game machine and said
video
game machine comprises:
first determining means to determine whether a poor connection occurred on
said
communication cable; and
first alert message display means to display a first alert message on at least
one of
said discrete display and said common display when the poor connection
occurred.
2. A combined game system according to claim 1, wherein at least one of said
portable game machine and said video game machine further comprises first
return
message display means to display a first return message on at least one of
said discrete
display and said common display when the poor connection is eliminated.
3. A combined game system according to claim 1 or 2, wherein said one game
machine is said portable game machine and said one display is said discrete
display,
said portable game machine further comprising a flag to vary depending upon a
connection state of said communication cable, and
said first determining means determining based upon a state of said flag.
4. A combined game system according to claim 1 or 2, wherein said one game
machine is said video game machine and said one display is said common
display,
said video game machine further comprising output means to output a data
transmission request to said portable game machine, and
said first determining means determining based upon transmission data
responsive
to said data transmission request from said portable game machine.
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5. A combined game system according to claim 4, wherein said portable game
machine comprises a second determining means to determine a poor connection
occurred
on said communication cable or not, and a second alert message display means
to display
a second alert message on said discrete display when the poor connection
occurred.
6. A combined game system according to claim 5, wherein said portable game
machine further comprises second return message display means to display a
second
return message on said discrete display when the poor connection is
eliminated.
7. A combined game system according to claim 5 or 6, wherein said portable
game
machine further comprises a flag to vary depending upon a connection state of
said
communication cable, and said second determining means determining based upon
a state
of said flag.
8. A combined game system according to any of claims 4 to 7, wherein a
plurality
of portable game machines are connected respectively through plurality of
communication cables to said video game machine, and said first determining
means
determining on one portable game machine at a time.
9. A combined game system according to claim 8, wherein said video game
machine further comprises alert message signal transmitting means to transmit
an alert
message signal to a portable game machine good in connection state when the
poor
connection occurred to any of said portable game machines, and
said portable game machine further comprising third alert message display
means
to display an alert message on said discrete display based upon said alert
message signal.
10. A combined game system according to claim 9, wherein said video game
machine further comprises a return message signal transmitting means to
transmit a
return message signal to a portable game machine good in connection state when
the poor
connection is eliminated to said any of portable game machines, and
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said portable game machine further comprising third return message display
means to display a return message on said discrete display based upon said
return
message signal.
11. A combined game system according to any of frames 1 to 10, wherein said
portable game machine further comprises key input signal creating means to
create a key
input signal according to operation of said operation key, first transmitting
means to
transmit said key input signal to said video game machine, first receiving
means to
receive a discrete game picture signal from said video game machine, and first
display
means to display on said discrete display a corresponding picture to said
discrete game
picture signal, and
said video game machine further comprising second receiving means to receive
said key input signal, second display means to display on said common display
a common
game picture based upon said key input signal, discrete game picture signal
creating
means to create said discrete game picture signal based on said key input
signal, and
second transmitting means to transmit said discrete game picture signal to
said portable
game machine.
12. A combined game system according to claim 11, wherein said portable game
machine further comprises a first storage medium to store a game program for
said
portable game machine, said key input signal creating means creating said key
input
signal based upon operation of said operating key and said portable game
machine game
program, and
said video game machine further comprising a second storage medium to store a
video game machine game program, said discrete game picture signal creating
means
creating said discrete game picture signal based upon said key input signal
and said video
game machine game program.
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13. A combined game system having a video game machine connected with a
common display and at least one portable game machine having a discrete
display which
machines are connected through a communication cable to communicate with data
for
game processing, wherein
said portable game machine comprises:
an operating device to play a game;
first processing means to perform a predetermined processing according to
operation of said operating device;
first write means to write a first processing result of said first processing
means to a buffer memory;
first setting means to set a first flag to a first state when said first
processing
result is written to said buffer memory;
first receiving means to receive a transmission request from said video
game machine;
first transmitting means to transmit to said video game machine said first
processing result and state information of said first flag in response to said
transmission
request;
second setting means to set said first flag to a second state when said first
processing result is transmitted from said buffer memory to said video game
machine;
disabling means to disable said first write means when said first flag is in a
first state; and
enabling means to enable said first write means when said first flag is in a
second state.
14. A combined game system according to claim 13, wherein said first
processing
result has a data amount greater than a capacity of said buffer memory, and
said first write
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means writing said first processing result by a predetermined amount at a time
to said
buffer memory.
15. A combined game system according to claim 14, wherein said portable game
machine further comprises a first storage medium storing a portable game
machine
program, and said first processing means processing based upon said portable
game
machine game program.
16. A combined game system according to any of claims 13 to 15, wherein
said video game machine comprises second transmitting means to transmit said
transmission request to said portable game machine, second receive means to
receive said
first processing result and said first flag state information transmitted from
said portable
game machine, second processing means to process said first processing result
when said
first flag state information represents said first state, disabling means to
disable said first
processing result when said first flag state information represents said
second state, and
common game picture display means to display on said common display a related
common game picture to a second processing result of said second processing
means.
17. A combined game system according to claim 16, wherein said video game
machine further comprises a second storage medium storing a video game machine
game
program, and said second processing means processing based upon said video
game
machine game program.
18. A combined game system according to any of claims 13 to,17, wherein said
operating device includes a transmission key to instruct transmission of said
first
processing result, and said write means starting to write said first
processing result in
response to operation of said transmission key.
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Description

Note: Descriptions are shown in the official language in which they were submitted.



CA 02316464 2000-08-15
TITLE OF THE INVENTION
Combined Game System
BACKGROUND OF THE INVENTION
Field of the invention
The present invention relates generally to combined game systems. More
particularly, the invention relates to a combined game system having a video
game
machine connected to a common display and at least one portable game machine
having a
discrete display so that they are connected through a communication cable to
enable
communication with data to be processed for playing a game.
Description of the prior art
The are conventional combined game systems having two or more game machines
connected one to another to enable a game to play, as disclosed in Japanese
Patent Laid-
open No. S60-119977 (Prior art 1), Japanese Patent Laid-open No. H4-266781
(Prior art
2) and Japanese Utility Model Laid-open No. S61-171992 (Prior art 3).
Among them, Prior arts 1 and 2 each use a portable game machine as a slave to
a
personal computer or video game machine so that a game can be proceeded using
operating switches provided on the portable game machine. Meanwhile, Prior art
3
includes four game machines in connection to a central processor part so as to
enable data
transfer or communication for a game to play on between the game machines.
Prior arts 1 and 2 describe to realize a game using portable and video game
machines, but does not disclose details of data transmission and reception to
be made
between these portable and video game machines. On the other hand, Prior art 3
describes communication through a transmission part but fails to elaborate on
data
transmission and reception to be made between the game machines. In the
meanwhile, it
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CA 02316464 2000-08-15
is often a case that a player who is absorbed in a game unintentionally but
strongly pulls
his or her own portable game machine, or a player who is getting through
between video
and portable game machines be caught his or her foot, thereby causing poor
connection,
or removal, of the communication cable. However, Prior arts 1 to 3 each fail
to disclose
such a technology that a player during game play be notified of cable removal
or the like
or a technology for assuring reliability of communication or transmission.
SUMMARY OF THE INVENTION
It is therefore a primary object of the present invention to provide a
combined
game system which is cable of immediately notifying an occurrence of poor
connection
on a cable.
Another object of the invention is to provide a combined game system which can
enhance reliability of communication or data transfer to be made between
portable and
video game machines.
A first invention is a combined game system having a video game machine
connected with a common display and at least one portable game machine having
a
discrete display which machines are connected through a communication cable to
communicate with data for game processing, wherein at least one of the
portable game
machine and the video game machine comprises: first determining means to
determine
whether a poor connection occurred on the communication cable; and first alert
message
display means to display a first alert message on at least one of the discrete
display and
the common display when the poor connection occurred.
A second invention is a combined game system having a video game machine
connected with a common display and at least one portable game machine having
a
discrete display which machines are connected through a communication cable to
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CA 02316464 2000-08-15
communicate with data for game processing, wherein the portable game machine
comprises: an operating device to play a game; first processing means to
perform a
predetermined processing according to operation of the ope ~ sting device;
first write
means to write a first processing result of the first processing means to a
buffer memory;
first setting means to the a first flag to a first state when the first
processing result is
written to the buffer memory; first receiving means to receive a transmission
request from
the video game machine; first transmitting means to transm: ~ to the video
game machine
the first processing result and state information of the first flag in
response to the
transmission request; second setting means to the first flag to a second state
when the first
processing result is transmitted from the buffer memory to the video game
machine;
disabling means to disable the first write means when the first flag is in a
first state; and
enabling means to enable the first write means when the first flag is in a
second state.
According to the first invention, connection is made through a communication
cable between the video game machine connected to the common display and the
at least
one portable game machine. The data for game processing is communicated
between the
portable game machine and the video game machine. In at least one of the
portable game
machine and the video game machine, the first determining means determines
whether a
poor connection occurred on the communication cable or not. In an event of
occurrence
of a poor connection, the first alert message display means displays a first
alert message
on at least one of the discrete display and the common display.
In one embodiment of the invention, a first return message display means is
provided in at least one of the portable game machine and the video game
machine. The
first return message display means displays a first return message on at least
one of the
discrete display and the common display when the poor connection is
eliminated.
In one aspect of the invention, the one game machine is the portable game
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CA 02316464 2000-08-15
machine and the one display is the discrete display. In this case, the
portable game
machine further comprises a flag to vary depending upon a connection state of
the
communication cable. The first determining means determines based upon a state
of the
flag.
In another aspect of the invention, the one game machine is the video game
machine and the one display is the common display. In this case, the video
game machine
further comprises output means to output a data transmission request to the
portable game
machine. The first determining means determines based upon transmission data
responsive to the data transmission request from the portable game machine.
In one embodiment of the invention, the portable game machine comprises a
second determining means and a second alert message display means. The second
determining means determines a poor connection occurred on the communication
cable
or not, and the second alert message display means displays a second alert
message on the
discrete display when the poor connection occurred.
In another embodiment of the invention, a plurality of portable game machines
are
connected respectively through plurality of communication cables to the video
game
machine. The first determining means determines on one portable game machine
at a
time.
Where alert message signal transmitting means is provided on the video game
machine and third alert message display means on the portable game machine,
the alert
message signal transmitting means transmits an alert message signal to a
portable game
machine good in connection state when the poor connection occurred to any of
the
portable game machines. The third alert message display means displays an
alert
message on the discrete display based upon the alert message signal.
Also, where return message signal transmitting means is provided on the video
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CA 02316464 2000-08-15
game machine and third return message display means on the portable game
machine, the
return message signal transmitting means transmits a return message signal to
a portable
game machine good in connection state when the poor connection is el :urinated
to the any
of portable game machines. On the other hand, the third return message display
means
displays a return message on the discrete display based upon the return
message signal.
In another aspect of the invention, in the portable game machine, key input
signal
creating means creates a key input signal according to operation of the
operation key, and
first transmitting means transmits the key input signal to the video game
machine. In the
video game machine, second receiving means receive the key input signal, and
second
display means displays on the common display a common game picture based upon
the
key input signal. Discrete game picture signal creating means creates the
discrete game
picture signal based on the key input signal. Second transmitting means to
transmits the
discrete game picture signal to the portable game machine. The transmitted
discrete
game picture signal is received by a first receiving means provided on the
portable game
machine. A corresponding picture to the received discrete game picture signal
is
displayed on the discrete display by the first display means.
In one embodiment of the invention, the portable game machine comprises a
first
storage medium to store a game program for the portable game machine, and the
key
input signal creating means creating the key input signal based upon operation
of the
operating key and the portable game machine game program. On the other hand,
the
video game machine comprises a second storage medium to store a video game
machine
game program, and the discrete game picture signal creating means creating the
discrete
game picture signal based upon the key input signal and the video game machine
game
program.
According to the second invention, when an operating device for the portable
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CA 02316464 2000-08-15
game machine is operated, first processing means processes according to the
operation.
The first processing means has a first processing result to be written to a
buffer memory
by first write means. If the first processing result is written to the buffer
memory, first
setting means set the first flag to a first state. If first receive means
receives a
transmission request outputted from the video game machine, the first
transmitting means
transmits the first processing result and first flag state information to the
video game
machine in response to the transmission request. If the first processing
result is
transmitted from the buffer memory to the video game machine, second setting
means
sets the first flag to a second state. Disabling means disables the first
write means when
the first flag is in the first state. Enabling means enables the first write
means when the
first flag is in the second state.
When the first processing result has a data amount greater than a capacity of
the
buffer memory, the first write means writes the first processing result by a
predetermined
amount at a time to the buffer memory.
In one embodiment of the invention, the portable game machine further
comprises
a first storage medium storing a portable game machine program, and the first
processing
means processing based upon the portable game machine game program.
In the video game machine, second transmitting means transmits the
transmission
request to the portable game machine. If the first processing result and the
first flag state
information is transmitted from the portable game machine, second processing
means
receives the first processing result and state information. When the first
flag state
. information represents the first state, disabling means disables the first
processing result.
Common game picture display means displays on the common display a related
common
game picture to a second processing result of the second processing means.
In one embodiment of the invention, the video game machine further comprises a
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CA 02316464 2000-08-15
second storage medium storing a video game machine game program. In this case,
the
second processing means processes based upon the video game machine game
program.
In another embodiment of the invention, the operating device includes a
transmission key to instruct transmission of the first processing result, and
the write
means starting to write the first processing result in response to operation
of the
transmission key.
According to the first invention, if a poor connection occurs, a first alert
rluessage
is displayed on at least one of the discrete display and the common display.
Accordingly,
the player can immediately know occurrence of a poor connection on the.cable.
According to the second invention, a first processing result is written to the
buffer
memory depending on a state of the first flag. The first processing result is
processed
depending on a state of the first flag by a second processing means. This
enhances
reliability on data transfer.
The above described objects and other objects, features, aspects and
advantages of
the present invention will become more apparent from the following detailed
description
of the present invention when taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is an illustrative view showing a combined game system of one
embodiment of the present invention;
Figure 2 is a block diagram showing the Figure 1 embodiment;
Figure 3 is an illustrative view showing a configuration of a game cartridge;
Figure 4 is an illustrative view showing a memory map as viewed from a CPU 11;
Figure 5 is an illustrative view showing a memory map of a buffer memory
formed
in a communication control circuit;
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CA 02316464 2000-08-15
Figure 6 is a flowchart showing a part of operation of the Figure 1
embodiment;
Figure 7 is a flowchart showing another part of operation of the Figure 1
embodiment;
Figure 8 is a flowchart showing still another part of operation of the Figure
1
embodiment;
Figure 9 is a flowchart showing yet another part of operation of the Figure 1
embodiment;
Figure 10 is a flowchart showing another part of operation of Figure 1
embodiment;
Figure 11 is a flowchart showing still another part of operation of the Figure
1
embodiment;
Figure 12 is a flowchart showing yet another part of operation of the Figure 1
embodiment;
Figure 13 is a flowchart showing another part of operation of the Figure
lembodiment;
Figure 14 is a flowchart showing still another part of operation of the Figure
1
embodiment;
Figure 15 is a flowchart showing yet another part of operation of the Figure 1
embodiment; and
Figure 16 is a flowchart showing another part of operation of the Figure 1
embodiment.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Figure 1 shows an example of a combined game system 100 to which the present
invention is directed. The combined game system 100 of Figure 1 includes a
plurality
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CA 02316464 2000-08-15
(four in the embodiment) of portable game machines 10, ..., 10 connected to a
video
game machine 20 through communication cables 30. The video game machine 20 is,
in
turn, connected to a common display, such as a CRT 40. Each player on the
portable
game machine 10 is allowed to play one interactive game through use of his or
her own
game machine 10 together with the video game machine 20 and display 40.
Incidentally,
the common display may use a liquid crystal display, plasma display or the
like in place
of the CRT.
The portable game machine herein is "GAMEBOY" (product name)
manufactured and marketed by the present applicant. The video game machine 20
is a
recent video game machine that adopts a 32-bit or 64-bit high technology
higher in
processibility (e.g. in CPU bits; CPU program processibility per unit time,
image
representibity, etc,) as compared to the portable game machines 10, which may
be, for
example, "Nintendo N64" (product name) manufactured and marketed by the
present
applicant.
The portable game machine 10 includes an LCD (Liquid Crystal Display) 17 as a
discrete display and has, at the underneath of the LCD 17, a button A 14a, a
button B 14b,
a start key 14c, a select key 14d and a direction instruct key (cross key) 14e
thus forming
an operating device 14. The portable game machine 10 also has a cartridge
insertion hole
(not shown) formed, for example, in its top end face to receive a game
cartridge in the
cartridge insertion hole. The communication cable 30 has one end connected to
the game
cartridge 15 and the other end connected to the video game machine 20.
By loading a game cartridge 25 onto the video game machine 20 and respective
game cartridges 15 to the portable game machines 10, an interactive game is
allowed to
play wherein a virtual world video image (a common game picture between the
portable
game machines 10; common picture) is displayed on the CRT 40 while different
parts of
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CA 02316464 2000-08-15
the virtual world are given on the respective LCDs 17 of the portable game
machines 10
(game pictures unique to the respective portable game machines 10; discrete
pictures).
In the case that the interactive game is a role playing game to capture a
monster or
search for an item or a mahjong game, each player on the portable game machine
10 may
use an operating device 14 of his or her own game machine to proceed the game.
That is,
player on each portable game machine 10 may manipulate the operating device 14
in a
manner reacting to an object in the discrete picture being displayed on the
LCD 17. The
key input signal to the operating device 14 is supplied to the video game
machine 20. The
video game machine processes each unit (hereinafter referred to) according to
the key
input signal to thereby send a discrete game picture-display signal to each
portable game
machine 10. Consequently, the display 40 can display a common picture to be
varied by
operating the operating device 14 for the portable game machine 10 while the
LCD of
each portable game machine 10 displays a discrete picture to be varied
according to
operation to the own operating device 14.
Meanwhile, where the interactive game is a horse race game to raise a race
horse
and make the race horse thus raised run on a racecourse, the player may raise
a horse
using only the portable game machine 10. Once a race horse has been raised,
the player
may transfer the data of the race horse to the video game machine 20 to
thereby enable a
horse race to play on the CRT 40. The race horse to be raised is not limited
to one in
number but a plurality of race horses may be raised at one time.
Referring to Figure 2, the portable game machine 10 is provided with a
connector
13. To the connector 13 is detachably attached a game cartridge 15. As shown
in Figure
2, the portable game machine 10 also includes a CPU 11, for example, of 8
bits. The CPU
11 is connected with an input/output interface (hereinafter referred to as
"I/O") 12. To the
I/O 12 are connected a connector 13 and operating devices 14 to instruct
movement or
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CA 02316464 2000-08-15
motion of game characters. Furthermore, the CPU 11 is connected with a RAM 16,
such
as a working RAM and display RAM, and with an LCD drive circuit 18 to control
and
drive the LCD 17.
The game cartridge 15 is unloadably loaded onto the portable game machine 10
through the connector 13 as described before, and includes a ROM 15a, a RAM
15b and a
communication control circuit 15c. Note that the"ROM" means a concept of every
non-
volatile memory including an EP-ROM, a one-time ROM, etc. Meanwhile, the "RAM"
signifies a concept including every rewritable memory. Consequently, the RAM
includes
an EEP-ROM (E square PROM), flash memory and the like. The game cartridge 15
is
mounted with such ROM 15a and RAM 15b together with a communication control
circuit 15c on a circuit board (not shown). This circuit board has a plurality
of connection
terminals formed on one of sides thereof. By electrically connecting the
connection
terminals to the connector 13, the game cartridge 15 is placed into connection
to the
portable game machine 10, i.e. to the CPU 11.
Referring to Figure 3, the communication control circuit 15c is connected to a
connector 15g for the portable game machine 10, ROM 15a and RAM 15b through a
control bus 15i, address bus 15j and data bus 15k. The communication control
circuit 15c
is also connected to the RAM 15b and ROM 15a through address buses 15m and
15n. If
a reset signal is inputted from the portable game machine 10 through the
connector 15g,
the communication control circuit 15c and RAM 15b are reset by a reset IC 15d.
The
RAM 15b is backup by a backup battery 15e. Consequently, even after shutting
down
supply of power from the portable game machine 10, there is no possibility of
causing
breakdown of data. Incidentally, the communication control circuit 15c may be
incorporated in the main body of the portable game machine 10.
The ROM 15a stores a game program for the portable game machine and, more
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CA 02316464 2000-08-15
concretely, is configured by a plurality of ROM banks as shown in Figure 4.
Each ROM
bank previously stores a key input signal receive program to receive from the
operating
device 1-4 a key input signal representative of a state of operation of keys
14a -14e on the
operating device 14, a key input signal transmit program to transmit a key
input signal to
the video game machine 20, a unit display program to display each unit of a
game, and
game title data. Meanwhile, the RAM 15b is formed with a plurality of RAM
banks.
Each RAM bank stores coordinate and display information of related units to
the portable
game machine 10 (unit information), identification codes previously set for
each game
cartridge 15, player names having been inputted through operating the
operating device
14 by the user, acquired character data or acquired-character ability data
that is to be
varied depending upon progression of a game to represent progression of the
game
(backup data), and message data to be displayed on the LCD 17 (alert message,
hook
message, guide message) in accordance with a connection state of the
communication
cables 30 or the like.
The memory space of the CPU 11 has a program resident area (0000 - 3FFFh; "h"
represents hexadecimal notation" to which the ROM bank 0 is allocated, and a
program
switch area (4000 - 7FFFh) to which the ROM banks 1 - FF are allocated. In a
case that
a unit display program as above is stored on the ROM bank 0, this unit display
program
resides over the addresses 0000 - 3FFFh. Where a key input signal receive
program and
key input signal transmit program are stored on the ROM banks 1 - FF,
addresses 4000 -
7FFFh they are selectively allocated as required for them.
The RAM banks 0 - 3 are selectively allocated to an extension external WRAM
area, i.e. addresses AOOOh - COOOh of the RAM 16. Accordingly, the unit
information,
identification codes, player names and backup data are written, as required,
to the
extension external WRAM area. Such allocation for ROM and RAM banks is made
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CA 02316464 2000-08-15
possible by CPU 11 access to the ROM 15a and RAM 15b through the control bus
15i and
address bus 15j to read out data therefrom via the data bus 15k.
Note that the RAM bank 40 is allocated for a buffer memory formed in the
communication control circuit 15c.
The term "unit" refers to any of such objects to be processed by the portable
game
machine 10 and video game machine 20, as those characters to appear in a game
(including a player object, enemy object and background object), items, traps,
players and
so on. Accordingly, the unit display program includes display position
coordinates (X, Y,
Z) of those to be processed and information minimally required to display the
unit (e.g.
character codes, item codes acquired by a player, etc.). It should however be
noted that
the portable game machine 10 is a two-dimensional game machine and
satisfactorily
requires X and Y coordinates only. However, in this embodiment the video game
machine 20 is a three-dimensional display game machine wherein a Z coordinate
is also
calculated in the portable game machine 10 in order to display the unit on the
CRT 40
through the video game machine 20.
Meanwhile, the backup data stored in the RAM 15b may be different data
depending upon genru or kind of software of a game. For example, in a case the
software
is on such a game as capturing an animal, imitation pet, imaginary animal
(monster) or
the like, raising a captured animal or the like or battling an animal captured
by a player
and that of his or her friends, the backup data would be captured-character
data to specify
a captured character, captured-character ability data, or data representative
of tricks
usable in battling. Also, where the game is a role playing game, the backup
data would be
data concerning the kind and number of acquired items, magic to be used,
experience
values, life, etc. Furthermore, where the game in kind is a baseball game as
an example of
a sports game, the backup data be a past batting average, homerun count,
stolen base
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CA 02316464 2000-08-15
count, error average, earned run average, strikeout count for each team
athlete, and
batting power, running power and pitched-ball speed depending upon training
conditions,
etc. For a card game, the backup data includes data of card hands of each
player on the
portable game machine 10, or the like.
The buffer memory (RAM bank 40) of the communication control circuit lSc is
formed, as shown in Figure 5, a buffer RAM area, a buffer RAM data CRC area,
an N64
communication port area, and a GB communication port area and a status area.
The
portable game machine 10 can directly access the RAM bank 40 configured as
above. On
the other hand, the video game machine 20 accesses the RAM bank 40 by issuing
a
desired command and through the communication control circuit 15c.
On the buffer RAM area, 32 bytes of game processing data (32-byte data) is
written that is to be transmitted and received between the portable game
machine 10 and
the video game machine 20. On the buffer RAM data CRC area, the check sum data
for
the 32-byte data is written. That is, when data is transferred in order to
proceed a game,
the 32-byte data is first outputted and the check sum data for the 32-byte
data is then
outputted. The check sum data is a result of CRC calculation on the 32-byte
data. For
communication from the video game machine 20 to the portable game machine 10,
the
video game machine 20 calculates a check sum and the communication control
circuit
15c of the portable game machine 10 performs an error check therefor.
Meanwhile, for
communication from the portable game machine 10 to the video game machine 20,
the
communication control circuit lSc calculates a check sum and the video game
machine
20 performs an error check therefor.
The N64 communication port data can be written to the N64 communication port
area exclusively by the video game machine 20, which is impossible by the
portable game
machine 10. The portable game machine 10 can merely read out N64 communication
- 14-


CA 02316464 2000-08-15
port data. Conversely, the GB communication port data can be written to the GB
communication port area exclusively by the portable game machine 10, i.e. the
video
game machine 20 cannot read out GB communication port data. Any communication
port data is transmitted and received before beginning transfer of game
processing data.
It should however be noted that the GB communication port area and the N64
communication port area are usually used before transferring game processing
data.
Consequently, when transferring game processing data in amount of 32 bytes or
greater at
one time, a surplus part of game processing data may be divided to the GB
communication port area and/or N64 communication port area. .
On the status area are provided a GB write flag, an N64 write flag, a GB
communication port write flag, an N64 communication port write flag, a general-
purpose
flag 0, a general-purpose flag 1, a buffer RAM data CRC error flag, an N64
recording-
send flag and an N64 detect flag.
The GB write flag assumes "1" when the portable game machine 10 completes
writing of 32-byte data to the buffer RAM area and check sum data to the
buffer RAM
data CRC area, and "0" when the video game machine 20 completes reading of 32-
byte
data and check sum data respectively out of the buffer RAM area and a buffer
RAM data
CRC area. The N64 write flag assumes "1" when the video game machine 20 writes
32-
byte data and check sum data respectively to the buffer RAM area and the
buffer RAM
data CRC area, and "0" when the portable game machine 10 reads 32-byte data
and check
sum data respectively from the buffer RAM area and the buffer RAM data CRC
area.
The GB communication port write flag assumes "1" when the portable game
machine 10 writes GB communication port data to the GB communication port
area, and
"0" when the video game machine 20 reads GB communication port data out of the
GB
communication port area. The N64 communication port write flag assumes "1"
when the
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CA 02316464 2000-08-15
video game machine 20 writes N64 communication port data to the N64
communication
port area, and "0" when the portable game machine reads N64 communication port
data
out of the N64 communication port area.
The general-purpose flag 0 is used as a transfer cancel flag from the portable
game
machine 10, and the general-purpose flag 1 is as a transfer cancel flag from
the video
game machine 20. The buffer RAM data CRC error flag assumes "0" when the check
sum data received from the video game machine 20 is normal, and "1" when it
represents
an error. The N64 recording-send flag assumes "1" when requested from the
video game
machine 20 to re-send status data.
The N64 detect flag assumes "1" when recognizing supply of power to the video
game machine 20, and "0" when not recognizing supply of power. That is, if the
communication cable 30 when the video game machine 20 is powered on is good in
connection state, the N64 detect flag assumes "1". On the other hand, if the
communication cable 30 when the video game machine 20 is powered on is poor in
connection state, the N64 detect flag assumes "0". Poor connection occurs
principally in
a case that the communication cable 30 is being removed from the connector
23b.
Note that the portable game machine 10 is not limited to a type that a game
cartridge 15 is to be freely loaded and unloaded. Alternatively, it may be a
type
incorporating a ROM 15a, RAM 15b and a communication control circuit 15c to
have a
connector provided integral with a housing so that the backup data stored in
the RAM 15b
can be directly or indirectly transferred through a code or the like.
. Also, in place of the ROM 15a, a large capacity RAM (S-RAM) may be provided
to prevent data ,from vanishing due to a battery wherein part of the S-RAM is
used as a
corresponding program area to the ROM 15a and the remaining area is as
corresponding
backup data area (temporary storage area) to the RAM 15b. In such a case, a
game
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CA 02316464 2000-08-15
program for the portable game machine may be previously stored in a ROM 25a,
hereinafter stated. When starting a game (a single game for the portable game
machine or
combined game with using the video game machine), the connector 30A of the
portable
game machine 10 is checked for connection to the connector 23b on the video
game
machine 20. In response to a request of transferring the program from the
portable game
machine 10 wherein the connectors 30A and 23b are connected, a portable game
machine
program stored on the ROM 25a is transferred to the portable game machine 10
and
stored onto a program area of a RAM (corresponding to the RAM 15a) of the
cartridge
15. .
Furthermore, in place of the cartridge 15 (external storage medium) including
the
ROM 15a and RAM 15b, a large capacity RAM (which may be provided in the
portable
game machine 10 (may be used also as a built-in RAM 16) may be provided in the
portable game machine 10 so that the RAM can be used both as a program area
and a
backup data area. The program area may be provided rewritable, by updating,
with
program data for a desired program.
Explanations will now be made in detail on the video game machine 20
constituting for a combined game system 100 as well as on a game cartridge 25
used
thereon. As shown in Figure 2, the video game machine 20 includes a CPU, for
example,
of 64 bits. The CPU 21 is connected with an input/output interface
(hereinafter referred
to as "I/O" ) 22. To the I/O 22 are connected a connector 23a to connect a
game cartridge
for the video game machine and a connector 23b to connect an operating device
(or
controller) 24. Incidentally, the cartridge 25 is removably connected to the
connector
23a.
The game cartridge 25 incorporates, in a state mounting on a substrate (not
25 shown), a non-volatile memory (e.g. R,OM, EP-ROM, etc.; referred to as
"ROM") 25a
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CA 02316464 2000-08-15
storing a game program for the video game machine 20, and a writable and
readable
memory (e.g. RAM, EP-ROM, etc.; referred to as "RAM") 25b storing unit-related
informat_on. Also, the substrate has a plurality of terminals formed on a
certain one of
sides so chat the terminals are to be electrically connected removably to the
connector
23a.
The ROM 25a is a ROM larger in capacity than the ROM 15a, and includes a
video ga.ne machine program area to store a game program for the video game
machine.
This program area previously stores a key input signal receive program to
receive key
input signal to the operating device 14 of the portable game machine 10,
a.unit processing
program to process the "unit" stated before, a unit information transfer
program to
transfer information on the unit processed by the video game machine 20 to the
portable
game machine 10, and a display program to display a common game picture in
three
dimensions on the CRT 40 according to the unit information processed by the
video game
machine 20. Note that the ROM 25a is formed, as required, with areas to store
other
programs.
The RAM 25b has a storage capacity several times greater than a storage
capacity
of the RAM 15b, and can store information about all the units of all the
portable game
machines 10 being connected to the video game machine 20.
Alternatively, another information storage medium, e.g. a CD-ROM or magnetic
disk, may be utilized in place of the game cartridge 25 as above.
The video game machine 20 has another connector 23b. To this connector 23b are
connected respective connectors 30A, ..., 30A of the communication cables 30,
..., 30
mentioned before. Accordingly, the game cartridge 15 on each portable game
machine
10 is connected to the CPU 21 through the connector 30A of communication cable
30 and
the connector 23b. Incidentally, in Fig. 2 explanation was made that the
connectors 30A
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CA 02316464 2000-08-15
of plurality in number are connected to the one connector 23b. Alternatively,
the
connector 23b may be arranged so as to connect only one connector 30A so that
such
connectors 23b be provided in equal number to the number of connectable
portable game
machines 10 to the video game machine 20.
Furthermore, the CPU 21 is connected with a RAM 26 used as a working RAM or
the like, and with an image processing unit (RCP) 27.
The RAM 26 includes a unit information storage area to store related
information
to the units on all the portable game machines 10 being connected to the video
game
machine 20, in order to display a common game picture on the CRT 40. On the
unit
information storage area the display coordinate positions (X, Y, Z) , kinds
and states
concerning all the units. The kind of unit represents what the relevant unit
represents, e.g.
a player, a player object, an enemy object, an item or the like. The state of
unit is
corresponding data in various kinds to a relevant unit no, e.g. an object HP
(Hit Points),
MP, level of player object or the like.
The RAM 26 further includes storage areas respectively assigned to the
portable
game machines 10. These storage areas store information on the corresponding
game
titles or the like to the portable game machines 10, ..., 10 in number
connectable to the
video game machine 10, and other unit information. Here, the other unit
information is
data for each portable game machine that is required to provide common display
in
conducting an interactive game with the video game machine 20. For the role
playing
game, it may be stage nos. representative of a state of game progression on
each portable
game machine 10, the kinds and number of items possessed by players, and so
on. Where
the game in kind is a card game, it may be the kinds and number of cards
(hand) possessed
by players on the portable game machines, the kinds of discarded cards
immediately
before, and the like. For a race horse raising game, it may be data
representative of an
-19-


CA 02316464 2000-08-15
attribute (feature) of a horse selected to run a horse race, and the like.
The RCP (image processing unit) 27 is connected with a video RAM 28. The
video RAM 28 has a storage area to store corresponding color data in red (R),
green (G)
and blue (B) to dots of a picture on a raster scan display 40, where color-
display data is
written to and/or read out under control of the RCP 27. The color data read
out of the
video RAM 28 is converted into analog R, G and B signals and/or into composite
video
signals by an encodes and/or composite video signal generating circuit 29,
thus being
supplied to the CRT 40.
When a game is played using only one portable game machine 10 pf the four
portable game machines 10 being connected to the video game machine 20 (the
remaining portable game machines 10, ..., 10 are out of connection), the
portable game
machine 10 processes a flowchart shown in Figure 6 and Figure 7 while the
video game
machine 20 processes a flowchart of Figure 8 and Figure 9. The communication
control
circuit l~c processes a flowchart of Figure 10 to Figure 14. Note that
explanation herein
will be made on an assumption that a race horse is raised on the portable game
machine
10 and the raised race horse is made run a race on the video game machine 20.
Referring to Figure 6, the CPU 11 on the portable game machine 10, in step S1,
at
first displays a menu including items "RACE" and "RAISE" on the LCD 17, and
then in
step S3 determines which one of the items has been opted. In a case the player
opts
"RAISE", the CPU 11 in step S3 determines "NO", and in step SS makes
processing for a
raise game. When the player has ended the game, the process returns to the
step S1.
Depending upon a way of raising a horse in step S5, determined are a running
ability
(running head to the end or last spurt, etc.) and a favorite environment (e.g.
what state of
a race course is favorite of a heavy racecourse, a lawn racecourse, a dirt
racecourse, etc.,
or which is favorite of a right-hand course or a left-hand course, or a
presence or absence
-20-


CA 02316464 2000-08-15
of a slope).
If the player in step S 1 opts "race", the CPU 11 advances from step S3 to
step S7 to
display a guide message "CONNECT TO N64 WITH CABLE AND PRESS BUTTON A
"on the LCD 17.
In response, if the player presses the button A 14a, the CPU 11 in step S9
determines "YES". The CPU 11 in step S11 accesses the RAM bank 40 to determine
a
state of the N64 detect flag. If the N64 detect flag represents "0", the CPU
11 determines
that the communication cable 30 is not connected to the video game machine 20,
and in
step S13 displays an alert message "NOT CONNECTED TO N64" on the LCD 17, then
returning to the step S11. When the communication cable 30 is connected to
N64, i.e. the
connector 30A is connected to the connector 23b, and hence the N64 detect flag
represents "1", the CPU 11 advances to step S15 to write GB communication port
data
including a transfer request code to the GB communication port area in the RAM
bank 40.
Furthermore, in step S17 the GB communication port write flag in the status
area is
rendered "1".
The CPU 11 subsequently, in step S 19, determines whether timeout has
occurred,
i.e. whether a predetermined time has elapsed or not after setting the GB
communication
port write flag to "1 ". If "NO" here, the CPU 11 in step S23 determines a
state of the N64
communication port write flag in the status area, and in step S25 determines
whether a
transfer preparation completion code is written on the N64 communication port
area or
not. Even where the N64 communication port write flag is "0" or the N64
communication
port write flag is "1", if a transfer preparation completion code is not
written on the N64
communication port area, the process returns to step S19 to repeat a same
process. If
timeout occur in this state, the CPU proceeds from step S19 to step S21 to
display an alert
message "TRANSFER NOT PREPARED ON N64 SIDE" on the LCD 17, returning to
-21-


CA 02316464 2000-08-15
the step S 11. On the other hand, if before occurring timeout the N64
communication port
write flag becomes "1" and a transfer preparation completion code is written
to the N64
communication port area, then the CPU 11 advances to step S27.
That is, data communication is made possible to implement when the N64 detect
S flag represents "1" and further a transfer request code and transfer
preparation completion
codes are written respectively to the GB communication port area and the N64
communication port area.
In step S27 is determined a state of the N64 detect flag in the status area,
and in the
subsequent step S29 is determined a state of the GB write flag. If the N64
detect flag is
"1" and the GB write flag is "0", then the communication cable 30 is good in
connection
state so that data can be written to the buffer RAM area and buffer RAM data
CRC area.
Consequently, the CPU 11 in step S31 writes 32 bytes of game processing data
(data of a
raised race horse) to the buffer RAM area. Then, in step S33 the GB write flag
is set to
"1". In step S35 it is determined whether all of the game processing data have
been
transmitted or not. If "NO", the process returns to step S27 to repeat the
same process.
Note that the game processing data is greater in data amount than a capacity
of the buffer
RAM area (32 bytes).
In this manner, the data of the raised race horse is written by 32 bytes a
time onto
the RAM bank 40 only when the GB write flag is "0". That is, the process of
data writing
is enabled when the write flag equal 0 and disabled when the GB write flag
equal 1. The
data written on the RAM bank 40 is transmitted to the video game machine 20 by
the
communication control circuit l~c.
In an event that poor connection occur on the communication cable 30 during
transmitting data, the N64 detect flag is set to "0". At this time, the CPU 11
proceeds
from step S27 to step S37 to display on the LCD 17 an alert message "NOT
-22-


CA 02316464 2000-08-15
CONNECTED TO N64". Furthermore, in step S39 whether the button B 14b has been
pressed or not is determined. In step S41 whether the N64 detect flag is "1"
or not is
determined, and in step S43 whether timeout has occurred or not (whether a
predetermined time has elapsed after turning the N64 detect flag to "0" or not
) is
determined.
If the player presses the button B 14b, the CPU 11 in step S47 initializes the
statues of other than the N64 detect flag, and returns to step S1. Even where
the player
re-connect the communication cable 30 and the N64 detect flag is set at "1",
if timeout
once occurs, a same process is made in step S47 and the process returns to
step S1. On the
contrary, if the N64 detect flag becomes "1" before the occurrence of timeout,
the CPU 11
in step S45 displays on the LCD 17 a return message "TRANSFER BE RESUMED",
then
returning to step 529.
Referring to Figure 8, the CPU 21 on the video game machine 20, at first in
step
SS1, displays an initial picture on the CRT 40, and then in step S53 OSD-
displays a guide
message "CONNECT GB TO CABLE" on the initial picture. The CPU 21 subsequently
in step S55 transmits a command 00 (type/status request command) to the
communication
control circuit 15c, and in step S57 acquires type and status data from the
communication
control circuit 15c. In step S59, the communication cable 30 is determined in
its
connection state depending upon whether the acquired type data has a
predetermined
device no. or not. If the type data does not have predetermined device no. ,
the CPU 21
determines that there is poor connection occurring on the communication cable
30,
returning to step S55. On the contrary, if the type data has a predetermined
device no., the
CPU 21 determines that the communication cable 30 is in a good connection
state, thus
advancing to step 561.
In step S61, a command 10 (command to read data out of the GB data
-23-


CA 02316464 2000-08-15
communication port area) is issued, and in the succeeding step S63 it is
determined that
the GB communication port data sent back from the communication control
circuit 15c
has a transfer request code or not. If the GB communication port data does not
include a
transfer request code, the process of step S61 is repeated. On the other hand,
if the GB
communication port data includes a transfer request code, then in step S65 a
command 11
(command to write data to the N64 data communication area) is issued and
further in step
S67 is transmitted an N64 communication port data including transfer
preparation
completion code. This completes the preparation for transferring game
processing data.
The CPU 21 thereafter in steps S69 to S73 performs a similar process to that
of
steps S55 to 559, thereby determining whether there is poor connection
occurring on the
communication cable 30 or not. If the connection state is good, a command OE
(command to read data from the buffer RAM area) is issued, followed by
obtaining 32-
byte data, check sum data and status data from the communication control
circuit 15c.
Furthermore, in step S79 is determined a state of the GB write flag contained
in the
acquired status data. Here, if GB write flag = 1, the process proceeds to step
to S81.
However, if GB write flag = 0, the acquired 32-byte data is done away in step
S80 and the
process returns to step S69.
That is, according to the above steps S31 and S33, after writing the 32-byte
data
the GB write flag is set to "1". Accordingly, the GB write flag of the status
data acquired
in step S77 also should assume "1". In other words, if the GB write flag is
"0", the .
acquired 32-byte data and check sum data are not correct data. Consequently,
when
"NO" is determined in step 579, in step S80 the 32-byte data is abandoned.
In step S81 it is determined whether all the data has completed of reception
or not.
If "NO", the process returns to step S69 while if "YES" then in step S83 a
race game
processing is executed. That is, by repeating the process of step S77 a horse
race is
-24-


CA 02316464 2000-08-15
played on the CRT 40 according to the acquired data of a race horse. When the
race game
is ended, the CPU 21 returns to step S51.
If it is determined in step S73 that poor connection occurred on the
communication cable 30, the CPU 2lin step S85 displays an alert message "NOT
CONNECTED TO GB" on the CRT 40. In response, if the player manipulates a
cancel
button (not shown) on the video game machine 20, the CPU 21 in step S87
determines
"YES" and the process directly returns to step S51. As a result, as a game is
initialized in
the course of data transfer. On the other hand, if the cancel button is not
pressed by the
player, the CPU in step S87 determines "NO" and in steps S89 to S93 carries
out a similar
process to that of steps S55 to S59.
If the communication cable 30 is eliminated of poor connection and the cancel
button is not pressed, the CPU 21 repeats a process of steps S87 to S93. If
the poor
connection is eliminated, the CPU 21 advances to step S95 to determine whether
timeout
occurred or not, in other words, whether communication has been resumed in a
predetermined time from eliminating the poor connection. If no timeout
occurred herein,
the CPU 21 proceeds to step S97 to display a return message "TRANSFER BE
STARTED" on the CRT 40, returning to step S75. On the other hand, when timeout
occurred, the CPU 21 returns to step SS1. That is, the game progression is
returned to the
initial state.
Explanation will be made on the operation of the communication control circuit
15c received with various commands as above. Note that the communication
control
circuit 15c although actually configured by hardware will be explained on
operation
using a flowchart, for the sake of convenience.
Referring to Figure 10, when receiving a command 00 (type/status data request
command) type data and status data are latched in step S 101 and then the
latched type and
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CA 02316464 2000-08-15
status data in step S103 are transmitted to the video game machine 20. Then,
the process
is ended.
Referring to Figure 11, when receiving a command 10 (command to read data out
of the GB data communication port area), in step S111 status data is latched
and in step
S113 the GB communication port data written on the GB communication port area
is
transmitted to the video game machine 20. In step S 115 the GB communication
port
write flag is set at "0", and the subsequent step S117 the status data latched
in step S111 is
transmitted to the video game machine 20. Then, the process is ended.
Referring to Figure 12, when receiving a command 11 (command to write data to
the N64 data communication port area), in step 5121 status data is latched,
and in step
S123 the N64 communication port data received following the command 11 is
written to
the N64 communication port area. Completing the writing, in step S125 the N64
communication port write flag is set at "1" and in step S127 the status data
latched in step
S 121 is transmitted to the video game machine 20.
Referring to Figure 13, when receiving a command OE (command to read data out
of the buffer RAM area), in step S131 status data is latched and in step S133
is determined
a state of the GB write flag contained in the status data. Here, if GB write
flag = 1, it is
judged at 32 bytes of transmission data is written on the buffer RAM area. In
step S135
the 32-byte data is transmitted to the video game machine 20. Also, the check
sum data
written on the buffer RAM data CRC area (CRC calculation result of the above
32-byte
data) is transmitted to the video game machine 20. Completing the
transmission, in step
S139 the GB write flag is set to "0", and the process advances to step S145.
On the other hand, if determination is made in step S133 as GB write flag = 0,
in
steps S141 and S143 dummy 32-byte data and dummy check sum data are
transmitted to
the video game machine 20, and the process proceed to step S145. In step S145,
the status
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CA 02316464 2000-08-15
data latched in step S131 is transmitted to the video game machine 20,
thereafter the
process is ended.
According to the above processing, the portable game machine 10 determines
whether or not poor connection occurred on the communication cable 30 each
time 32-
byte race horse data (game processed data) is written to the RAM bank 40. In
an event
that poor connection occur, an alert message "NOT CONNECT TO N64" is displayed
on
the LCD end the writing of 32-byte data to the RAM bank 40, or data
transmission, is
interrupted. Thereafter, if the poor connection is eliminated in a
predetermined time, a
return message "TRANSFER BE RESUMED" is displayed on the same LCD 17 thus
resuming a data transmission processing.
The video game machine 20 also determines whether poor connection occurred on
the communication cable or not each time reading 32-byte race horse data out
of the
RAM bank 40. If poor connection occurred, an alert message "NOT CONNECTED TO
GB" is displayed on the CRT 40 and the reading of 32-byte data out of the RAM
bank 40,
or data reception, is interrupted. If the poor connection is eliminated in a
predetermined
time, a return message "TRANSFER BE RESUMED" is displayed on the same CRT 40
thus resuming a data receiving processing. In this manner, because an alert
message is
displayed on both the LCD 17 and the CRT 40 upon occurring of poor connection,
the
player is readily and immediately known of occurrence of poor connection.
Meanwhile, the portable game machines 10 when the GB write flag is "0" writes
32-write data to the buffer RAM area and sets GB write flag to "1". While the
GB write
flag is "1 ", the next 32-byte data will not be written to the buffer RAM
area. On the other
hand, the video game machine 20 enables the 32-byte data having been
transmitted from
the portable game machine 10 only when the GB write flag represents "1 ".
Thus,
effective 32-byte data only is used for race game processing. That is, if the
GB write flag
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CA 02316464 2000-08-15
received together with the 32-byte data is "0", the 32-byte data is disabled.
In this
manner, when the GB write flag is "0", 32-byte data is written to the buffer
RAM area and
the GB write flag is rendered "1" so that the 32-byte data transmitted
together with the GB
write flag taking "1" is rendered effective. Accordingly, the reliability of
data transfer is
improved.
In the above game of raising a race horse and the raised race horse is made
run a
race, the 32-byte data and check sum data were transferred merely from the
portable
game machine 10 to the video game machine 20. However, in the composite game
system 10 of this embodiment, it is possible to transfer 32-byte data and
check sum data
from the video game machine 20 to the portable game machine 10.
In this case, the video game machine 20 issues a command OF (command to write
data to the buffer RAM area) and subsequently transmits 32-byte data and check
sum
data. The communication control circuit 15c received with the command OF
processes a
flowchart shown in Figure 14.
First, in step S151 the other status data than of the buffer RAM data CRC
error
flag is latched, and then in step S 153 a state is determined on an N64 write
flag contained
in the status data. If N64 write flag = 0, writing is possible to the buffer
RAM area and
buffer RAM data CRC area. Consequently, the communication control circuit 15c
in
respective steps S155 and 5157 writes the 32-byte data and check sum data
following the
command OF to the buffer RAM area and buffer RAM data CRC area. Subsequently,
it is
determined in step S159 whether the check sum data written to the buffer RAM
data CRC
area represents an error or not. If the check sum data is normal, in step 5161
the buffer
RAM data CRC error flag is rendered "0". If the check sum data represents an
error, in
step 5163 the buffer RAM data CRC error flag is rendered "1 ".
In the subsequent step S 165 is determined a state of the buffer RAM data CRC
-28-


CA 02316464 2000-08-15
error flag. If the CRC error flag is "1", the process directly advances to
step S169. If this
CRC error flag is "0", in step S167 the N64 write flag is set to "1" and then
the process
proceeds to step S169. In step S169, the status data latched in step S151 and
buffer RAM
data CRC error flag in the present value are transmitted to the video game
machine 20.
On the other hand, if N64 write flag = 1 is determined in step S153, dummy 32-
byte data
and dummy check sum data are received-processed respectively in steps S171 and
Ss173.
Then process proceeca to step S169.
That is, if the N64 write flag is "1" at a time that the command OF is issued,
the
32-byte data and buffer RAM data following the command OF cannot be written to
the
buffer RAM area and buffer RAM data CRC area. Also, even where the N64 write
flag is
"0", if the check sum data represents an error (i.e. the buffer RAM data CRC
error flag is
"1 "), then the 32-byte data is not correct. In such a case, in order to re-
transmit a same one
of data from the video game machine 20, status data and a current CRC error
flag value
are transmitted to the video game machine 20 at a time of receiving a command
OF.
The video game machine 20 acquires status data (including a CRC error flag)
transmitted from the communication control circuit 15c, and enters to a
transmission
process for the next 32-byte data only when both the N64 write flag and CRC
error flag
represent "0". That is, if even any one of the N64 write flag and the CRC
error flag
represents "1", the last-time transmission process is determined as failure
and a same one
of 32-byte data is transmitted again. On the other hand, the portable game
machine 10
reads 32-byte data out of the buffer RAM area when the N64 write flag
represents "1" and
the buffer RAM data CRC error flag shows "0". When the reading-out completes,
the
N64 write flag ~s set to "0".
When a game is played using four portable game machines 10, ..., 10 connected
to
the video game machine 20, processing for the game is made between the video
game
-29-


CA 02316464 2000-08-15
machine 20 and the portable game machines 10, ..., 10 according to a flowchart
shown in
Figure 15 and Figure 16.
Incidentally, the games to which the flowchart of Figure 15 and Figure 16 is
applicable include a mahjong game. In such a case, the portable game machine
10
displays on the LCD 17 symbols of each player's piece hand (pieces not to be
seen by the
other players) as a discrete game picture, together with displaying a cursor
to opt a piece
to discard or the like. On the other hand, the CRT 40 displays a common
pi~;ture of filed
pieces, discarded pieces in a communication area, rotation of the players, and
the like.
Referring to Figure 15, the CPU 21 of the video game machine 20 at first
determines in step 5201 whether there is poor connection occurring on each
communication cable 30 or not. Herein, a similar processing to that of steps
S55 to S59 is
made to and from each communication control circuit 15c, ..., 15c. If the
connection
state is good, the CPU 21 in step S203 increments a game progression control
counter.
Subsequently, in step S205 a similar process is made to that of steps S75 to
S79 thereby
receiving key input signals from all the portable game machines 10, ..., 10.
In step S207
a game processing is executed according to the received key input signals.
Based on a
game processing result; in step S209 a discrete game picture signal is created
to be
displayed on the LCDs 17, ..., 17 of the portable game machines 10, ..., 10,
and in step
S211 a common game picture signal is created to be displayed on the CRT 40.
Thereafter, the CPU 21 in step S213 transmits the discrete game picture signal
to
the portable game machines 10, ..., 10. This transmission process is according
to Figure
. 14. This provides display of discrete pictures on the LCDs 17, ..., 17 as
individually
required by the players. Furthermore, the CPU 21 in step S215 displays on the
CRT 40 a
common picture as requirement by all the players. This common picture is drawn
by the
RCP 27 based on a common picture signal determined in step S211. After ending
the
-30-


CA 02316464 2000-08-15
process of step S215, the CPU returns to step S201.
If it is determined in step S201that poor connection occurred, the CPU 21 in
step
S217 displays on the CRT 40 an alert message "ABNORMALITY OCCURRED ON
CABLE CONNECTION AND RECONNECT". This alert message is OSD-displayed on
the common game screen. The CPU 21 subsequently in step S219 transmits an
alert
message signal to the portable game machines 10, ..., 10 in a state of good
connection.
Also herein a transmission proces:~ is made according to the flowchart in
Figure 14. The
portable game machines 10, ..., 10 in good connection state display on their
LCDs 17, . ..,
17 an alert message "ABNORMALITY OCCUURED ON OTHER CABIr,E" according
to the input alert message signal.
Thereafter, the CPU 21 in step 5221 determines whether the communication cable
30 in poor connection has been re-connected or not, i.e. whether poor
connection has
been eliminated or not. In also this case, a similar process is made to that
of steps S55 to
S59. If herein the poor connection still continues, i.e. if even one continue
of poor
connections on the communication cables 30 in plurality of number, a similar
process is
repeated. On the other hand, if the poor connection is completely eliminated,
the CPU 21
in step S223 displays a return message "COMMUNICATION BE RESUMED" on the
CRT 40, and in step S225 outputs a similar return message to the portable game
machines
10, ..., 10 having been good in connection state. The portable game machines
10, ..., 10
received with the return message signal display a return message
"COMMUNICATION
BE RESUMED" on their LCDs 17, ..., 17. The CPU 21 thereafter returns to step
S201.
Referring to Figure 16, the CPU of the portable game machine 10 in step S231
determines a connection state on the communication cable 30. This
determination is
made based on a value of the N64 detect flag. If the connection state is good,
the CPU 11
advances to step S233 to transmit to the video game machine 20 a corresponding
key
-31-


CA 02316464 2000-08-15
input signal to key operation by the player. Furthermore, the CPU 11 in step
S235
receives a display picture signal from the video game machine 20 according to
the
flowchart of Figure 14, and in step 5237 displays the corresponding image on
the LCD
17. As a result, if the received display image signal is discrete game picture
signal, the
corresponding discrete game picture will be displayed. Meanwhile, if the
received
display picture signal is an alert message signal, displayed will be an alert
message
"ABNORMALITY OCCUURED ON OTHER CABLE". If the received picture signal is
a return message signal, displayed will be a return message "COMMUNICATION BE
RESUMED".
If the N64 detect flag is "0" because of poor connection on an own
communication
cable 30, the CPU 11 advances from step S231 to step S239 to display on the
LCD 17 an
alert message "ABNORMALITY OCCURRED ON CABLE CONNECTION AND
RECONNECT". This message is displayed based on the message data stored on the
own
RAM 15b. In step S241 the N64 detect flag is determined of a value. If the
player re-
connect the communication cable 30 responsive to the alert message, then the
N64 detect
flag is set to "1 ". Thereupon, the CPU 11 in step S241 determines "YES" and
in step
S243 displays a return message "COMMUNICATION BE RESUMED" on the LCD 17.
This return message is also displayed based on the message data stored on the
own RAM
15b. The process returns to step S231.
According to the processing of Figure 15 and Figure 16, in an event poor
connection occurred on any communication cable 30, the video game machine 20
displays on the CRT 40 an alert message "ABNORMALITY OCCURRED ON CABLE
CONNECTION AND RECONNECT". The video game machine 20 also transmits an
alert message signal to the portable game machines 10, ..., 10 good in
connection state.
As a result, the portable game machines 10, ..., 10 received with the alert
message signal
-32-


CA 02316464 2000-08-15
display on their LCDs 17, ..., 17 an alert message "ABNORMALITY OCCURRED ON
OTHER CABLE". Meanwhile, on the portable game machine 10 where poor connection
occurred creates by itself an alert message "ABNORMALIT'Y OCCURRED ON CABLE
CONNECTION AND RECONNECT", and displays it on the LCD 17.
If thereafter the poor connection is eliminated in a predetermined time, the
video
game machine 20 displays on the CRT 40 a return message "COMMUNICATION BE
RESUMED", and transmits a return message signal to the portable game machines
10,
..., 10 good in connection state. The portable game machines 10, ..., 10
receiving the
return message signal display a same return message on their LCD 17, ..., 17.
Furthermore, on the portable game machine 10 where poor connection occurred
creates
by itself a same return message and displays it on the LCD 17.
In this manner, the alert message and return message are displayed on both the
LCD 17 and CRT 40. Accordingly, each player can know easily and immediately
occurrence and generation of poor connection.
Incidentally, where poor connection occurred during playing a game, the
process
may be by sounding an alert sound in place of or in addition to merely
displaying an alert
(message display). Furthermore, in such a game as utilizing a plurality of
portable game
machines in order for playing a competition, when a poor connection occurs on
one
player the other players may be suspended from proceeding the game. Such
processing
offers for an advantage that a player encountering a poor connection be
prevented from
shouldering a heavy handicap to proceed a game or suffering a harsh
disadvantage in
playing a game.
Although the present invention has 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 spirit and scope of the present invention
being limited
- 33 -



only by the terms of the appended claims.
-34-

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2000-08-15
(41) Open to Public Inspection 2001-02-20
Dead Application 2006-08-15

Abandonment History

Abandonment Date Reason Reinstatement Date
2005-08-15 FAILURE TO REQUEST EXAMINATION
2005-08-15 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Registration of a document - section 124 $100.00 2000-08-15
Application Fee $300.00 2000-08-15
Maintenance Fee - Application - New Act 2 2002-08-15 $100.00 2002-08-09
Maintenance Fee - Application - New Act 3 2003-08-15 $100.00 2003-08-12
Maintenance Fee - Application - New Act 4 2004-08-16 $100.00 2004-07-05
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
NINTENDO CO., LTD.
Past Owners on Record
IKEDA, AKIO
TOMIZAWA, TOSHIKAZU
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 2001-02-16 1 16
Description 2000-08-15 34 1,536
Cover Page 2001-02-16 1 43
Abstract 2000-08-15 1 21
Claims 2000-08-15 5 214
Drawings 2000-08-15 14 280
Assignment 2000-08-15 3 143
Fees 2003-08-12 1 22
Fees 2004-07-05 1 23
Correspondence 2004-11-17 3 85
Correspondence 2004-11-30 1 23
Correspondence 2004-11-30 1 13