US20010021670A1 - Game system operable with backup data on different kinds of game machines - Google Patents

Game system operable with backup data on different kinds of game machines Download PDF

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Publication number
US20010021670A1
US20010021670A1 US09/784,067 US78406701A US2001021670A1 US 20010021670 A1 US20010021670 A1 US 20010021670A1 US 78406701 A US78406701 A US 78406701A US 2001021670 A1 US2001021670 A1 US 2001021670A1
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Prior art keywords
game
data
processing system
machine
hand
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US6334815B2 (en
Inventor
Shigeru Miyamoto
Takao Shimizu
Satoshi Nishiumi
Kazuo Koshima
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    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
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Definitions

  • This invention relates to a game system which can use backup data on different kinds of game machines for playing games. More particularly, the invention relates to a game system which can utilize the backup data stored in a certain type of game machine memory medium, such as a game cartridge, on another different kind of game machine having superior processing capability, thus realizing game play in association with different kinds of game machines in an inter-linking fashion.
  • a game machine memory medium such as a game cartridge
  • Such game-progression-related data may include, for example, data relating to captured characters or character capability values in a game involving capturing displayed characters; and data relating to cleared stages, player object capability values and experience values in a game relating to cleared stages by increasing the player character (or player object) experience value while battling with displayed enemies as in a role-playing game.
  • players may not expect perfect interchangeability. However, they may desire to effectively utilize game-progression-related backup data (e.g., captured character kinds and capability values, experience value data, acquired items or lives, etc.) which has been acquired through playing with lower-grade-machine game software. Players may desire to play such an associated game between different game machines.
  • game-progression-related backup data e.g., captured character kinds and capability values, experience value data, acquired items or lives, etc.
  • connection hardware has not heretofore been available which is easy to use or handle.
  • the present invention provides a novel game system.
  • the present invention provides a game system which is capable of utilizing data, that has been obtained through executing game software for one game machine where the game varies due to game progression, to play a game according to associated or inter-linked game software for another game machine.
  • a game system playable utilizing backup data for different kinds of game machines is adapted to use the backup data, obtained though playing a game on a first game machine including a first processing system, for game play on a second game machine different from the first game machine and including a second processing system.
  • the game system comprises: a first backup data memory for storing backup data obtained by processing a first game program stored in a first game program memory by a first processing system included in a first game machine; a second game machine having a second processing system; access circuitry for permitting the second processing system to access the first backup data memory; a second backup data memory provided in association with the second game machine for temporarily storing the backup data read out of the first backup data memory by the second processing system; and a second game program memory provided in association with the second game machine for storing a second game program to be processed by the second processing system, wherein the second processing system effects a game associated with the backup data by executing the second game program stored in the second game program memory while utilizing the backup data stored in the second backup data memory.
  • a novel game system can utilize data (so-called backup data), that has been obtained through executing certain machine game software where the game varies due to game progression, in playing a game according to associated game software for another game machine.
  • the access mechanism includes a connector for electrically connecting the second processing system to the first backup data memory.
  • This electrical connector includes a game machine connector for connecting the first game machine to the second processing system where the first backup data memory is incorporated in the first game machine.
  • the game machine connector includes a connector for connecting between a first interface provided in the first game machine and connected to the first processing system and a second interface provided in the second game machine and connected to the second processing system.
  • the electrical connector includes a memory medium connector for connecting the first external memory medium to the second processing system when the first backup data memory includes a first external memory medium that is attachable and detachable from the first game machine.
  • the memory medium connector includes an adapter for connecting the external memory medium to the controller.
  • the adapter includes a first connector provided on the controller and a second connector connected to the first connector.
  • the first game program memory and the first backup data memory may be formed in different areas in the first memory or on one memory medium.
  • the second game program memory and the second backup data memory may be formed at different areas in the second memory or on one memory medium.
  • first identification information holding locations store first identification information, (e.g., game name, version data) in association with the first backup data memory and use determining software determines based on the first identification information whether the backup data stored in the first backup data memory is usable or not. In this case, an indication of inapplicability is generated indicating that the backup data is not-usable.
  • first identification information e.g., game name, version data
  • the game system further comprises write hardware and software for writing the backup data read out by a second processing system into the second backup data memory.
  • the game system further specifies the first backup data memory, wherein the write hardware and software writes the backup data into one of the memory areas corresponding to the first backup data memory.
  • the access mechanism includes a plurality of access channels through which the plurality of first backup data memory are enabled to access by the second processing system, the system specifies an access channel through which the second processing system has access to the first backup data memory thereby specifying the first backup data memory.
  • the game system updates the backup data stored in the first backup data memory depending upon changes caused as a result of executing the second game program by the second processing system.
  • the updated backup data is once written in the second backup data memory.
  • the processing system writes the updated backup data into one of the plurality of memory areas corresponding to a first backup data memory.
  • the game system comprises second identification information holding memory locations for holding second identification information in association with the first backup data memory, an identification information read circuit reads out the second identification information from the second identification information holding memory locations, and a temporary memory temporarily stores the second identification information, wherein the processing system determines whether the backup data in the first backup data memory may be updated or not, depending upon the second identification information stored in the temporary memory.
  • the processing system determines whether to update backup data by reading out the second identification information associated with the first backup data memory to which the second processing system is accessing, and determines whether second identification information stored in the temporary memory and the second identification information have a predetermined relationship or not.
  • the second game program may be a game program associated with the first game program, and the second game program may include a conversion program for rendering the first game program to a form processable by the second processing system.
  • the conversion program includes an acceleration program according to which the second processing system can execute the first game program at a speed higher than a speed of execution of the first game program by the first processing system, it is possible to play a game with the first game program on the second game machine at a speed greater than that of play when the first game program is executed on the first game machine.
  • the first and second game programs may be arbitrary kinds of game programs.
  • the first game program includes a game program to capture a character appearing in a game, a captured character code to specify a captured character when a player captured the character appearing in the game, a write program to store capability data representative of the capability of the character into the first backup data memory, and the second game program includes a battle process program to effect a game process by using the captured character code and the capability data for each captured character to cause battling with a character captured by another player.
  • the first game program includes a program for displaying a two-dimensional character as an image for the game, a game program for capturing a character appearing in the game, and write program for specifying a captured character code to specify a captured character when the program captured a character appearing in the game into the first backup data memory
  • the second game program includes a program for displaying each character with polygons as a three-dimensional image corresponding to a character code, displaying the captured character in a three-dimensional image based on the captured character code.
  • FIG. 1 is an exemplary block diagram of a game system according to one embodiment of the present invention.
  • FIG. 2 is an illustrative view of a memory map of memories used in first and second game machines in the FIG. 1 block diagram;
  • FIG. 3 is a block diagram of a game system according to another embodiment of the present invention.
  • FIG. 4 is an external view of one example of a second game machine to which the present invention is applied;
  • FIG. 5 is a perspective view of an extension adapter as viewed from above;
  • FIG. 6 is a perspective view of the extension adapter as viewed from backside;
  • FIG. 7 is a side view showing a state before connecting the extension adapter to a controller
  • FIG. 8 is a side view showing a state where a first-machine game cartridge is attached to the extension adapter and the extension adapter is mounted on the controller;
  • FIG. 9 is an exemplary main routine flowchart according to one embodiment of the present invention.
  • FIG. 10 is an exemplary subroutine flowchart of a reading process
  • FIG. 11 is an exemplary subroutine flowchart of a picture book mode
  • FIG. 12 is an exemplary subroutine flowchart of the picture book mode
  • FIG. 13 is an exemplary subroutine flowchart of an attack mode
  • FIG. 14 is an exemplary subroutine flowchart of the attack mode
  • FIG. 15 is an exemplary subroutine flowchart of a backup data update mode
  • FIG. 16 is an example of a display of a title screen
  • FIG. 17 is a view showing an example of displaying identification codes (ID codes) and names of one player or more in the picture book mode;
  • FIG. 18 is a view showing an example of displaying a command input state wherein one player is selected in the picture book mode
  • FIG. 19 is a view showing an example of displaying a list of captured monsters in the picture book mode
  • FIG. 20 is a view showing an example of displaying information on one monster (type 1) selected in the picture book mode;
  • FIG. 21 is a view showing an example of displaying information on the monster (type 2) selected in the picture book mode;
  • FIG. 22 is a view showing an example of information on the monster (type 3; with commentaries about tricks) selected in the picture mode;
  • FIG. 23 is a view showing an example of displaying hit-point data and capability data of a plurality (six) of monsters selected for battling in the battle mode.
  • FIG. 24 is a view showing a scene battling between the respective monsters of the first and second players in the battle mode.
  • the “game system playable by utilizing backup data on different types of game machines” includes a first-machine that is a portable game machine or an LCD-type portable game machine, and a second-machine which is a video game machine that is not portable.
  • game system includes a first-machine that is a portable game machine or an LCD-type portable game machine, and a second-machine which is a video game machine that is not portable.
  • the game is played on the second-machine while processing a second-machine game program associated with (or inter-linked to) the first-machine game software. That is, the second-machine game program is executed in association with the first-machine game.
  • the backup data may take various data forms with respect to genre kind of game software.
  • the backup data may be constituted by the captured-character data to specify characters thus captured, the data representing capabilities of the captured characters or the data relating to tricks applicable to the battle.
  • the backup data may include data concerning the kind and number of acquired items, the kind of black arts applicable, experience values, life values, etc.
  • the backup data may include, past team play, a batting average, the number of home runs, the number of stolen bases, an error rate, an earned run average, the number of strikeouts of each player, batting power, running power, ball speed, etc. matched to a training condition.
  • the backup data varies depending on a kind of game.
  • an explanation follows relating to a game to capture a fictional animal or the like, to train (raise) the captured fictional animal or make it battle.
  • FIG. 1 is a block diagram of a game system according to one embodiment of the present invention.
  • the game system of the invention includes a first-machine 10 having a game cartridge 15 storing backup data in its backup data storing memory (temporary storing memory: e.g., RAM).
  • This backup data can be utilized to play a game using a second-machine game program stored in a game cartridge 25 or a disc memory medium 35 . That is, a game related to the first-machine game software or a game operable in association with the first-machine 10 can be played using the backup data.
  • the first-machine 10 is, for example, a portable game machine or an LCD-type game machine (e.g., the product “Game Boy” marketed by the present inventors' assignee; registered trademark).
  • the second-machine 20 is, for example, a recently-developed game machine (e.g., the product “Nintendo 64” marketed by the present inventors' assignee) utilizing an advanced technology, such as 32 or 64 bits, which is higher in processing capability (i.e., for example, in CPU bit number, CPU program processing capability per unit time or image representability) as compared with that of the first-machine 10 .
  • first-machine 10 may alternatively employ, for example, an 8- or 16-bit video game machine, if it is lower in processability than the second-machine 20.
  • the second-machine 20 if it is a 16 or 32 bits video game machine, may be equivalent in processability to the first-machine 10 . This would be effective for a case where the first-machine 10 is of a portable type and the second-machine 20 is stationary type connectable to a home-use TV set.
  • the invention is of course not limited to the technological relationships between the machines in the above-stated examples.
  • the first-machine 10 includes, for example, an 8-bit CPU 11 .
  • the CPU 11 is connected with an input/output interface (hereinafter referred to as “I/O”) 12 .
  • the I/O 12 is connected to a connector 13 as well as a controller 14 for instructing the movement or motion of a game character.
  • a memory cartridge 15 is disconnectably connected to the connector 13 .
  • the CPU 11 is connected to a RAM 11 , including a working RAM, a display RAM and the like, and is connected to an LCD drive circuit 18 for driving a liquid crystal display (LCD) 17 .
  • LCD liquid crystal display
  • the first-machine 10 is not limited to such a structure that is detachably attached with a memory cartridge 15 but may be a structure incorporating therein a ROM 15 a and RAM 15 b , and a housing may be integrally provided with a connector to transfer the backup data stored on the RAM 15 b directly or indirectly through a cord, etc., as shown in FIG. 3.
  • a RAM having a large capacity (SRAM), whose data is prevented by a battery from being lost, may be provided.
  • SRAM a large capacity
  • One part of the S-RAM is used as a program area corresponding to ROM 15 a and the remaining area is used as a backup data (temporarily storing) area corresponding to RAM 15b.
  • the first-machine game program is previously stored in the program area.
  • the program area is installed with a program to prohibit backup data from being written thereon.
  • cartridge 15 external memory medium
  • ROM 15 a and RAM 15 b a high-capacity RAM (can be used with the built-in RAM 16 ) may be provided within the first-machine 10 so that the RAM is used both as program and backup data areas wherein the program area is updated and written by the data associated with a desired program.
  • the memory cartridge 15 incorporates a non-volatile memory (e.g., ROM, EP-ROM, one-time ROM; hereinafter referred to as “ROM”) 15 a mounted on a substrate for storing a first-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”) 15 b as one example of a backup data memory (or temporary store) for memorizing backup data occurring and developing in the course of game progression.
  • ROM non-volatile memory
  • ROM e.g., EP-ROM, one-time ROM
  • RAM writable readable memory
  • the ROM 15 a is previously loaded, as shown in a memory map at the upper left in FIG. 2, with a first-machine game program (e.g., the data of characters appearing in the game, program data for controlling the display of characters, a backup data write program, etc.), as well as game title data (the game title and the versions if one game title includes multiple versions).
  • the RAM 15 b includes a memory area for storing, on a cartridge-by cartridge basis, a discrimination code, player (or trainer) names, data relating to gained characters, gained-character capability data, etc.
  • the substrate has a plurality of terminals formed at one side, for electrical connection to the connector 13 .
  • the identification code refers to an arbitrary code a user has input by operating the controller 14 in order to identify an owner of the cartridge 15 or a Ser. No. of the first-machine 10 .
  • the ROM 15 a may be structured by a one-time ROM fixedly written with a Ser. No. of the cartridge 15 thereon.
  • the second-machine 20 uses a memory cartridge (hereinafter referred to as “cartridge”) 25 as one example of an external memory medium therefor.
  • the second-machine 20 includes, for example, a 64-bit CPU 21 .
  • the CPU 21 is connected to an input/output interface (hereinafter referred to as “I/O”) 22 .
  • I/O 22 To the I/O 22 are connected a connector 23 a for connection with a second-machine memory cartridge 25 , a connector 23 b for connection with a controller 24 , and a connector 23 c if required.
  • the connector 23 b is connected with a controller 24 through a connector 23 d .
  • a plurality of sets of connectors 23 b , controllers 24 and connectors 23 d are provided.
  • the connector 23 a is disconnectably connected to the cartridge 25 . Further, the CPU 21 is connected to a RAM 26 employed as a working RAM and an image processing unit (RCP) 27 .
  • RCP image processing unit
  • the RAM 26 includes, as shown at lower right in FIG. 2, memory areas 261 - 264 respectively utilized for a plurality of players, and further including a flag area 265 , a counter area 266 , and register areas 267 , 268 .
  • the memory areas 261 - 264 are written, at areas corresponding to the controller, to include backup data (cartridge 15 identification code, name, data related to gained characters, data related to capability for each gained character, etc.) and game-software title and version data which have been stored in RAM 15 b of the cartridge 15 connected to the controllers 24 A- 24 D through an extension adapter 50 .
  • the flag area 265 includes flags Fa-Fd corresponding respectively to the controllers 24 A- 24 D, which can be written by a logic “1” to identify any of the controllers 24 A- 24 D connected with a cartridge 15 .
  • the counter area 266 is utilized for counters (CNT 1 , CNT 2 ) that are used to detect a controller 24 A- 24 D connected to the cartridge 15 , and a player-by-player memory area in RAM 26 .
  • the registers areas 267 , 268 are used to store the power of two player's monsters battling in a battle mode.
  • the RCP 27 is connected to a video RAM 28 .
  • the video RAM 28 has a memory area for storing red (R), green (G) and blue (B) color data corresponding to each dot of one CRT screen such as a raster scan display, so that color data is written in and/or read from the memory area for color display under control of RCP 27 .
  • the color data read from video RAM 28 is converted by an encoder and/or composite image signal generating circuit 29 into analog R, G, B signals and/or a composite image signal which is supplied to the CRT.
  • the memory cartridge 25 is structured similarly to the memory cartridge 15 , and incorporates, by mounting on a substrate, a non-volatile memory (e.g., ROM, EP-ROM; hereinafter referred to as “ROM”) 25 a for storing a second-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”) 25 b as one example of a temporary store for storing backup data occurring and varying during game progression.
  • a non-volatile memory e.g., ROM, EP-ROM; hereinafter referred to as “ROM”
  • ROM non-volatile memory
  • RAM writable readable memory
  • the ROM 25 a uses a ROM that is greater in capacity than the ROM 15 a , and is previously loaded, as shown in a memory map at upper right in FIG. 2, with a second-machine game program (e.g., data relating to characters appearing in the game, program data for controlling the display of each character, program for writing backup data, etc.).
  • a second-machine game program e.g., data relating to characters appearing in the game, program data for controlling the display of each character, program for writing backup data, etc.
  • the game program stored in the ROM 25 a is partly common in scenario or playing methodology to the first-machine program
  • the ROM 25 a includes a program particularly structured to realize image representation and complicated scenario that are reflectable by the greater processing capability of the second-machine 20 .
  • the second-machine program may generate three-dimensional images or represent three-dimension images in addition to two-dimension game images depending upon the scene.
  • the second-machine program may also include an increased number of modes of training, raising, etc. or increased kinds of combat methodologies or rules, or other variations, as compared with those of the first-machine program.
  • the RAM 25 b has a memory capacity several times greater than that of the RAM 15 b in order to store the backup data of a plurality of players. Otherwise, the memory capacity of RAM 25 b may be the same as that of the RAM 15 b if an extension disc drive 31 is employed.
  • the RAM 25 b has a circuit board having a plurality of terminals formed on one side so that it is electrically connectable with the connector 23 a.
  • a writable/readable magnetic disc drive 31 may be used, if extensionality is required for the player to temporarily store game-related backup data or modify the game program in order to enjoy his own game program.
  • the extension disc drive 31 is connected to the connector 23 c .
  • a writable and readable disc (e.g., magnetic disc) 35 such as a magnetic disc or magneto-optical disc.
  • This disc 35 is used in place of or in combination with the memory cartridge 25 . It is also possible to use, in place of the magnetic disc 35 , an extension memory medium, such as a CD-ROM, hard-disc, and magneto-optical disc.
  • a first-machine 10 when a first-machine 10 is used to play a game, the player may attach a memory cartridge containing desired game software so that he manipulates the controller 14 to play a first-machine game.
  • CPU 11 generates display data for a player character (a character in motion in response to player's operation), according to a ROM 15 a program and an operating status of the controller 14 .
  • the CPU 11 also generates display data for a background, enemy character, etc., according to programs, irrespective of the player's operation.
  • the display data is combined and then supplied to the LCD drive circuit 18 , for display on the LCD 17 .
  • the CPU 11 updates the backup data by temporarily storing it in RAM 16 each time a condition to generate or update backup data is fulfilled in the progress of a game, and transfers the backup data therefrom to the RAM 15 b at appropriate timing.
  • the backup data stored in RAM 15 b includes, for example, player-designated name data, owner-specifying identification data created by random number data, captured-animal name data or character codes, captured-animal capability data, and growth data by raising, as shown in a memory map at lower left in FIG. 2. Note that the backup data differs depending on a game kind or genre, as stated before.
  • the second machine 20 is attached, at its connector 23 a , with a memory cartridge 25 storing a game program (for a series game wherein higher exchangeability is secured at least in one function) having a relation to a game content in the memory cartridge 15 .
  • a disc 35 similarly storing a program having a relation thereto is attached to the extension disc drive 31 .
  • the memory cartridge 15 containing desired backup data is attached to the extension adapter 50 (FIG. 5, FIG. 6) as one example of a connector, so that this extension adapter 50 is attached to the connector 24 a (FIG. 7, FIG. 8) of the controller 24 . Due to this, the second-machine 20 is placed in an indirect connection with cartridge 15 for the first-machine 10 through the extension adapter 50 and an appropriate connector.
  • controller 24 is operated in order to start the second-machine game.
  • CPU 21 at this time begins to operate based on programs stored on the ROM 25 a , it first reads out game title and version data stored on the ROM 15 a and writes the data onto a first-player area 261 in the RAM 26 , and reads out the backup data (e.g., cartridge identification code, name, one or a plurality character codes, capability data by captured character, etc.) stored on the RAM 15 b and writes the data into the area 261 .
  • the backup data e.g., cartridge identification code, name, one or a plurality character codes, capability data by captured character, etc.
  • the CPU 21 executes a game process based on the program stored in ROM 25 a , and controls game processing in association with the first-player's backup data stored in the area 261 of the RAM 26 . It can be considered that this associated process includes displaying a backup-data library, e.g., displaying character names based on the codes of captured characters, and displaying character-basis capability data together with the captured character names.
  • a backup-data library e.g., displaying character names based on the codes of captured characters, and displaying character-basis capability data together with the captured character names.
  • the associated process may include various processes, such as displaying with capability classification to facilitate opting a character in a combat mode, displaying a list of same-kind of characters with their numbers for reference to exchange characters with a friend, displaying with comparison of capability data of both-side characters when competing with a friend, processing a competition according to another rule, etc.
  • both identification data are coincident with (or in a predetermined relationship)
  • the relevant player's backup data stored in the RAM 26 is read out and then written, for updating, into the RAM 15 b . This prevents other player's backup data from being erroneously written over the RAM 15 b of the memory cartridge 15 .
  • the methods to connect the RAM 15 b , with association, to the second-machine 20 includes a variety of modified embodiments.
  • the connector 24 a (FIG. 7, FIG. 8) of the controller 24 and/or the connector 23 e of the second-machine 20 may be formed adapted to the end-face shape and contact structure of the memory cartridge 15 incorporating the ROM 15 a and RAM 15 b so that the memory cartridge 15 can be connected directly or indirectly through cords or connectors to the controller 24 or the second-machine 20 .
  • FIG. 3 incorporates the ROM 15 a and RAM 15 b in the first-machine 10 thus forming an integrated type system, wherein the ROM 15 a and RAM 15 b are connected to the CPU 11 through the I/O 12 , instead of forming the ROM 15 a and RAM 15 b of the memory cartridge 15 in a cartridge.
  • This connector 13 is determined in such a form and contact structure that is connectable to the connector of the controller 24 and/or the connector 23 e of the second-machine 20 .
  • the connection of the connector 13 of the first-machine 10 to the connector (not shown) of the controller or the connector 23 e within the second-machine 20 allows the backup data stored on RAM 15 b to be transferred through the I/O 12 , connector 13 , controller 24 , connector 23 d , connector 23 b , and I/O 22 or through the I/O 12 , connector 23 e and I/O 22 to the CPU 21 by which the data is written into the RAM 26 .
  • the program-storing ROM 15 a and the backup-data-storing RAM 15 b may be structured as a large capacity RAM having such a data capacity as adding together their capacities as was explained in the FIG. 1 embodiment, so that the large capacity RAM can be backed up by a battery to write the first-machine program into the program area prior to starting a game on the first-machine 10 .
  • a cord at is respective ends may be connected with connectors (not shown) fittable for the connectors 13 , 23 so that the first-machine 10 (or RAM 15 b ) and the second-machine 20 are connected, in an indirect fashion, through the cord and the connectors.
  • the game play operation on the second-machine 20 may be implemented by using the first-machine controller 14 in place of the controller 24 .
  • the extension adapter 50 or memory cartridge 15 may be connected to the attachment connector 23 e (or disc drive exclusive connector). Also, if the second-machine 20 is provided with a connector for external memory (RAM) connection, then the extension adapter may be structured for connection to that connector.
  • RAM external memory
  • the ROM 25 a may have a conversion program (emulator program) stored therein in order to convert the first-machine game program into a second-machine game program without providing the ROM 25 a with a common program to that stored in the ROM 15 a .
  • the program stored in ROM 15 a is also written into the RAM 26 by means of a read/write control program thereby using the first-machine program as a program for the second-machine. By doing so, it is possible to eliminate duplication or inefficiency of programs.
  • a conversion program with a high speed such as 2-times, 4-times, or 8-times the speed of CPU 11 , may be stored in addition to or in place of a program of the same processing speed as that of the first-machine 10 .
  • This serves to increase the player object moving speed or other game progression speeds (the speed of raising or training captured animals, etc.), thus speeding up the game progression.
  • the second-machine 20 includes a housing 19 , in addition to the circuit configuration shown in FIG. 1.
  • the housing 19 has on a top surface an insertion aperture 191 formed for receiving therethrough a cartridge 20 for the second-machine 20 , and a power switch 192 and a reset switch 193 provided at a front thereof.
  • the cartridge insertion aperture 191 is provided therein with a cartridge connector 23 a (see FIG. 1).
  • the game machine 20 has a front panel on which a plurality of controller connectors 23 b are provided to connect with controllers 24 .
  • the game machine 20 has at a backside a connector for extension which is connectable to a disc drive unit 31 .
  • the controller 24 includes a housing 241 formed with handles (three in the illustration).
  • the housing 241 has a top surface on which arranged are a direction instruct switch 242 for a player to operate instructing directions of character or object movement, an analog switch (referred to as also as a 3-D stick or joystick) 243 for instructing directions of movement on an analog basis, and a plurality of motion switches 244 and reset/start buttons 245 .
  • the motion switches 244 includes switches 244 a - 244 f , which are for instructing motions of a player character or player object in a game mode and selecting various kinds of commands in an image creation input mode.
  • the housing also has, at upper side surface, side switches 246 , 247 for instructing other motions.
  • the controller 24 has an insertion cavity 245 having therein a connector (not shown) which is used to connect with an extension RAM (not shown) in the case the RAM 15 b being insufficient in memory capacity.
  • the controller 24 connector is used to connect with an extension adapter 50 . Note that in the explanations given hereinbelow it is assumed that up to four players can play at a same time on the second-machine 20 . Where the controller needs to be distinguished, the controller for a first player will be referred to as 20 A and second, third and fourth players respectively as 20 b , 20 C and 20 D.
  • the disc drive 31 has a housing 311 having at a top a connector 312 for connection with an extension connector (FIG. 1 or FIG. 3).
  • the housing 311 has a disc insertion aperture 313 formed at a front face thereof.
  • a disc-formed record (or memory) medium hereinafter referred to as “disc”) 35 , such as a readable and writable magnetic or magneto-optical disc.
  • the second-machine 20 is connected with a display unit (CRT) 40 , such as a home-use TV set.
  • a display unit (CRT) 40 such as a home-use TV set.
  • the connector 23 b shown in FIG. 4 may be connected with a communication cable so that the first-machine 10 is directly connected with the second-machine 20 through the communication cable.
  • a cartridge other than the game cartridge 15 (FIG. 1) is attached to the first-machine 10 and this other cartridge is connected to the second-machine 10 through the communication cable and the connector 23 b.
  • FIG. 5 and FIG. 6 there are illustrated perspective views of an extension adapter 50 , wherein FIG. 5 is a perspective view as viewed from the front while FIG. 6 is a perspective view as viewed from the backside.
  • the extension adapter 50 has an insertion projection 52 formed in a T-form on an upper surface of a housing 51 .
  • This insertion projection 52 is designed in such a form that it can be inserted into an extension-RAM (not shown) insertion hole 248 (FIG. 7) formed on the backside of the controller 24 .
  • the insertion projection 52 has a connection circuit board 53 built therein.
  • the connection circuit board 53 is connected in a T-form to a circuit board incorporated within the housing 51 .
  • the connection circuit board 53 is connectable to the connector 24 a (FIG. 7, FIG. 8) provided deep within the insertion hole 248 of the controller 24 .
  • the insertion projection 52 is formed, in one side surface, with a lock recess 54 which is engageable for locking with a lock claw (not shown) formed within the insertion hole 248 of the controller 24 .
  • an insertion aperture 55 is formed in order to receive a first-machine cartridge 15 .
  • a connector 50 a is arranged to connect with the cartridge 15 .
  • This connector 50 a is connected to the circuit board.
  • the circuit board is mounted with a detection circuit and a data transfer control circuit (both not shown). The detection circuit serves to detect that the cartridge 15 is attached to, while the data transfer control circuit transfers the data in the RAM 15 b and/or ROM 15 a of the cartridge 15 to the second-machine 20 via an internal circuit of the controller 24 .
  • the extension adapter 50 is inserted into the insertion hole 248 at the backside of the controller 24 thereby connecting its connection circuit board 53 to the connector 24 a .
  • a cartridge 15 is inserted from the rear of the controller 24 into the insertion aperture 55 as shown in FIG. 8, so that a circuit board (not shown) in the cartridge 15 is brought into connection to the connector 50 a .
  • This allows the backup data stored on RAM 15 b of the cartridge 15 to be transferred to the second-machine 20 via the extension adapter 50 and the controller 24 .
  • the extension adapter 50 has a T-formed exterior to have the insertion projection 52 to be inserted into the insertion hole 248 formed at the backside of the controller 24 . Due to this, the controller 24 coupled to the extension adapter 50 , when rested, takes an almost horizontal position. Thus, the controller 24 is stable in a rest position, that is, the controller 24 is easy to manipulate even when it is placed on a table or pedestal.
  • connection of the cartridge 15 to the controller 15 is made using the extension adapter 50 . Due to this, even when the second-machine 20 is remotely located from the player (e.g., near to a TV receiver 40 ), the player positioned where the controller 24 is at his hand can easily connect (attach/detach) the cartridge 15 .
  • FIG. 9 there is shown a main flowchart for explaining the operation of the game system of the invention.
  • FIG. 10 through FIG. 15 are subroutine flowcharts each showing a detail of a certain step of the main flowchart. Note that, in FIG. 9, the subroutine-flowchart figure No. is given in parentheses within a corresponding step S box, while the figure No. illustrating an on-screen display example by the step is given at beside the relevant step No. outside the box.
  • an initializing process is performed.
  • the initializing process writes initial data into or clears the memory areas, for example, of the external RAM 26 and the V-RAM 28 of the second-machine 20 .
  • the RAM 26 at all the memory areas is cleared.
  • a process is executed to read the backup data stored in the RAM 15 b . This read process will be explained later in greater detail with reference to FIG. 10.
  • a game title and an operation-mode opting screen are displayed.
  • the player may opt for either one of a “consult picture book” mode to look over the kinds or details of monsters caught during playing the game and a “combat mode” to make battle with a player's own-captured monster and another-player-captured monster (or go to a stadium), wherein the monsters have been acquired by playing the game.
  • a picture book mode is selected or not. If the picture book mode is not selected, then it is determined at a next step S5 whether in a combat mode or not. If neither the picture book mode nor the combat mode is selected, the process returns to the step S4 to wait for any mode selection.
  • step S6 a picture book mode process is executed which process is detailed in FIG. 11 and FIG. 12 to be referred to later.
  • step S5 a combat mode process is executed which process is detailed in FIG. 13 and FIG. 14 to be referred to below.
  • a backup data updating process is performed.
  • the backup data stored in a backup data memory area 261 - 264 corresponding to a controller 24 A- 24 D (i.e., attached with an extension adapter 50 and cartridge 15 ) for which the flag Fa-Fd is written by logical “1” in the flag area 265 is transferred to the corresponding controller 24 A- 24 D and written into a RAM 15 b of a cartridge 15 in connection to the relevant controller.
  • a step S10 it is determined whether re-play has been instructed or not. This determination is made depending upon if the switch 245 has been depressed or not. If a re-play is to occur, the process returns to the step S3 to repeat the operations of the steps S3-S 10. If a re-play is not selected in a predetermined time or the power switch 192 is turned off, the game operation on the second-machine 20 is ended.
  • the read process of the step S2 is carried out by executing a read process subroutine shown in FIG. 10.
  • a numeral “1” is first set in the counter (denoted by an abbreviation CNT 1 ) in order to determine as to which controller backup data is to be read out.
  • the numeral “1” refers to the backup data reading from a first-player controller 24 A.
  • a game name and version data of the cartridge 15 attached to the controller 24 A are read from the ROM 15 a .
  • the game name and version data thus read are written into the corresponding memory area 261 to the controller 24 A (for the first player).
  • the backup data (e.g., captured character codes, captured-character-basis capability data, etc.) stored in the RAM 15 b of the cartridge 15 being connected to the controller 24 A through the extension adapter 50 is written into the memory area 261 of the RAM 26 .
  • logical “1” is written on the flag Fa corresponding to the controller 24 A to store that the controller 24 A is being used.
  • the counter CNT 1 is added by “1” (CNT 1 count value at this time 2). This specifies that the backup data is to be read at a next time from the second player's controller ( 24 B).
  • step S20 It is determined at a step S20 whether the count value of the counter CNT 1 is 5 or not. If not 5, the process returns to the step S12 mentioned before. When the count value of the CNT 1 becomes 5 by four-times repetition of the step S12-20 operations, the backup data in a connected one of the first-to-fourth player's cartridges 15 is read out.
  • step S12 where the third and fourth player's controllers 24 C, 24 D are not connected with an extension adapter 50 or where they are connected with an extension adapter 50 but no cartridge 15 is attached thereto, this fact is determined at the step S12, and the process advances to a step S21.
  • step S21 a message is displayed indicating that a cartridge 15 should be attached to an adapter 50 for the controller 24 C, 24 D.
  • the flags Fc, Fd for the third and fourth player's controllers 24 C, 24 D are written by “0” thereby memorizing that the controllers 24 C, 24 D are not being used. Then the process advances to the step S19.
  • step S15 If it is determined at the step S15 that the game name and the version data are not predetermined ones, then display is made at a step S23 to show that the game name and/or version data is inappropriate thereby indicating to attach a normal cartridge specified as adaptable for the present game system.
  • the picture book mode process referenced at step S6 is carried out by executing the subroutine shown in FIGS. 11 and 12. That is, at a step S31, a display is generated as shown in FIG. 17 as to the identification code (ID code) and name of a cartridge 15 being attached to an extension adapter 50 on any of the controllers 24 A- 24 D for the respective first to fourth players. At this time, controllers (e.g., 24 C, 24 D) not being attached with an extension adapter 50 or cartridge 15 are not displayed (cartridge 15 shape is not displayed) in order to make clear its out-of-use, and further the identification code and name inherent to an owner of the cartridge 15 are not displayed. At a step S32 it is determined whether a player has been selected or not.
  • This determination is made based on the movement of the cursor (hand-shaped mark) to a first player's mark due to depression of the direction instruct switch 242 and on the depression of the switch 244 a .
  • the second-machine 20 is connected with the controllers of a plurality of players (e.g., 24 A, 24 B)
  • the players corresponding to the flags Fa-Fd storing “1” are determined, in order, as to the presence or absence of selection.
  • display is made of a command-opting screen only for the selected player (see FIG. 18).
  • the player whose cartridge 15 identification code and owner name are being displayed can move the cursor to select a desired command from the command being displayed on the right side of the screen, and determine the selection by depressing the switch 244 a.
  • a list of acquired (or collected) monsters is displayed as shown in FIG. 19.
  • the data on the acquired monsters e.g., the number of findings, the number of captures, the number of possessions, etc.
  • the player can move the cursor to opt for a monster he desires to know, and depress the switch 244 a .
  • This provides display of monster names through which detailed data can be displayed, together with marks, such as blocks or cursors, indicative of a selection state, as shown in FIG. 19.
  • a step S37 whether the selection-decision switch 244 a is depressed or not is determined.
  • step S38 it is determined by depressing the switch 244 b whether cancellation is selected or not. If none of the switches are operated, the process returns to the step S35 to repeat the steps S35-38, thus waiting for selecting either one of selection-decision or cancellation.
  • step S39 the information on the selected monster is displayed in a type-1 display form as shown in FIG. 20.
  • This type-1 form of monster information includes a name of the selected monster and its appearance as viewed in a certain direction (e.g., side-viewed shape, weight, height, features of the monster, etc. in the illustration).
  • step S40 it is again determined that the selection has been decided or not. If not decided, it is determined at a step S41 whether cancellation has been made or not. If neither is selected, the process returns to the step S39.
  • the information of the selected monster is displayed in a type-2 form (see FIG. 21).
  • This type-2 information display includes, in addition to for example monster name, a shape as viewed at another angle, the monster's capability data (strike power, defensive power, quickness, special abilities), etc.
  • the monster in display is laterally turned. In this manner, the operator can look at the entire body of the monster he selected and know physical features of the monster.
  • step S45 the monster is vertically turned (frontward or rearward) in display in response to upward or downward tilt of the analog joystick 243 . This allows the player to know concrete physical features concerning the monster and recognize how the features are to be reflected in a battle against a competitor's monster.
  • step S46 it is again determined whether selection-decision has been opted or not. If the decision has been not opted, then at a step S47 it is determined whether cancellation is selected or not. If neither has been selected, the process returns to the step S42 to repeat the operations of the steps S42-S47.
  • step S46 If decision is selected at the aforesaid step S46, then at a next step S48 the selected monster is displayed of information in a type-3 form (see FIG. 22).
  • the type-3 information display includes kinds of weapons available and damage to the competitor by the weapon or hit-point amount as well as comments on the feature of the weapon selected by the cursor.
  • next steps S49, S50 and S51 operations similar to those explained in the steps S43, S44 and S45 are effected in response to a manipulation state of the analog joystick 243 .
  • a next step S52 it is determined that trial fire by (or attempting launch with) the weapon has been selected or not. This determination is made by moving the cursor to opt a weapon and then depressing the switch 244 a to designate the weapon. If selecting such weapon trial fire, then at a step S53 the monster using the selected weapon is displayed at upper left of the screen. Thereafter it is determined whether the switch 244 b for designating cancellation has been depressed or not. If cancellation has not been selected, the process returns to the step S48.
  • the monster list display state shown in FIG. 19 is returned.
  • this fact is determined at a step S55, and the process returns to the step S8 of the main routine.
  • the picture book mode is ended.
  • a battle mode is started, a battle site is displayed at a step S61.
  • display is made of two monster images selected by two players, various information contents (e.g., monster names, player names, monster capability data, etc.) and commands are available in the battle mode (e.g., to attack, monster, to flee, etc.).
  • the hit-point data (or defensive capability) of the monsters one of which was opted by each of the two players are respectively stored in the registers 267 , 268 .
  • image data is generated for display on the screen such that the monster is displayed at angle and/or in size varied while moving the camera, in response to operating state thereof.
  • image representation is achieved by calculating data of a plurality of polygons for a monster based on the positional relationship between the polygon data and the camera and associating textures with the calculated polygons.
  • step S64 it is determined whether the first player has opted “battle” or not. If the player has selected “battle”, then at a step S65 a display is generated relating to the kinds of tricks available with the monster selected by the player 1. If the player selects a trick, trick select-decision is made is determined at a step S66. At a step S68, subtraction is made of the hit point corresponding to a damage to the opponent by attack from the hit point of the opposite player stored on the register 268 . The remaining hit point data is written into the register 268 . At a step S69 it is determined whether the hit point for each of the two players has reached zero or not. If neither player's hit points is zero, the process returns to the step S64.
  • steps S71, S72, S73, S74, S75 and S76 wherein the motions are similar to those of the steps S64-S69 as were explained above. Nevertheless, the opponent hit-point subtraction process at a step S75 is made by subtracting strike power determined by the weapon used from the hit point of the first player stored in the register 267 .
  • a process for ending the battle operation e.g., erasing the code of a defeated monster, etc.
  • the monster codes and capability data, owned for each of the first and second players after ending fighting is update-stored as backup data into the memory area 261 , 262 . Accordingly, the backup data updated by the backup-data updating process at the aforesaid step S9 is update-written over the RAM 15 b of the corresponding player's cartridge 15 .
  • step S77 determines whether the player 1 has opted “flee” or not. If the player 1 has selected fleeing, then display is made at a step S78 such that the monster of the player 1 flees from the battle site, and then the process advances to the main routine step S8. Meanwhile, when the player 2 has opted the command “flee”, display is made at a step S80 such that the monster of the player 2 runs away, and the process returns to the step S8. On the other hand, if the player 1 selects to change his monster, this fact is determined at a step S81, and the process returns to the step S62. Similarly, if the player 2 selects to change his monster, that fact is determined at a step S82, and the process returns to the step S62. Thus the combat mode process is carried out.
  • step S9 If the process is in updating backup data as determined at the step S8, then it advances to the step S9 to execute an updating process subroutine shown in FIG. 15. Specifically, at a step S91 a controller 24 A is designated by setting a numeral “1” in a counter (CNT 1 in the counter area 266 ) for designating a controller 24 A- 24 D. It is determined at a step S92 whether a cartridge 15 is attached to the controller 24 A designated by the counter CNT 1 or not. If not attached, the process advances to a step S98 referred to below, while if attached the process advances to a step S93.
  • a controller 24 A is designated by setting a numeral “1” in a counter (CNT 1 in the counter area 266 ) for designating a controller 24 A- 24 D. It is determined at a step S92 whether a cartridge 15 is attached to the controller 24 A designated by the counter CNT 1 or not. If not attached, the process advances to a step S98 referred to below, while if attached
  • the identification (ID) code and/or name data (hereinafter referred to as “ID” code, etc.) stored in the RAM 15 b of the cartridge 15 attached to the controller 24 A is read out and loaded into a corresponding area in the RAM 26 .
  • ID code identification code and/or name data stored in the RAM 15 b of the cartridge 15 attached to the controller 24 A
  • ID identification code and/or name data stored in the RAM 15 b of the cartridge 15 attached to the controller 24 A
  • ID code a numeral “1” in a counter for designating a player or memory area 261 - 264 .
  • ID code, etc. of the player 1 are read out of the memory area corresponding to the relevant player.
  • a step S96 comparison is made between the ID code, etc.
  • step S97 the backup data stored in the memory area (e.g., 261 ) corresponding to the count value of the counter CNT 2 is transferred to and update-written over the RAM 15 b within the cartridge 15 attached to the controller (e.g., 24 A) corresponding to the count value of the counter CNT 1 , and then the process advances to a step S98.
  • step S98 if it is determined that all the controller 24 A- 24 D have not completed of determination as to the presence or absence of attaching a cartridge to a corresponding controller, then at step S99 the counter CNT 1 is added by 1 to designate a next controller (e.g., 24 B). Then the process returns to the aforesaid step S92. The operations of the aforesaid steps S92-S99 or S95, S96, S100 and S101 are repeated.
  • step S100 it is determined at a step S100 whether the all the players' ID codes, etc. have been read out or not. If it is determined that all the players'ID codes, etc. have not been read out, then at a step S101 the counter CNT 2 is incremented by 1 to designate a memory area 262 for the player 2 , and the process returns to the step S95.
  • step S97 the repetition of the steps S95, S96, S100 and S101, if there is coincidence between the ID code, etc. read out of the cartridge 15 and the ID code, etc. read out of the memory area 261 - 264 .
  • step S97 Also, in the aforesaid step S98 if all the controllers 24 A- 24 D have been determined as to attachment of a cartridge corresponding thereto, the process returns to the main routine of FIG. 9.
  • an identification code is stored in each cartridge 15 .
  • collation is made between the identification code of the cartridge being attached to the controller and the ID code corresponding to the backup data to be written over for update. If writing-over for update is made only upon coincidence, even when a plurality of players are playing at a same time on the second-machine 20 , prevention is effectively given for a case that a player's own backup data is written by mistake into another player's cartridge or a player's own cartridge is written by another player's backup data.
  • first-machine cartridge 15 and the second-machine cartridge 25 contain the monster capture-and-raise game and the battle game.
  • the technological concepts of the present invention is not limited to such games.
  • the invention is also applicable to various games, includes role playing games and sports games.
  • the programs for the first and second-machines 10 , 20 will differ in content depending upon the kinds of game, and the program for controlling the applicability therebetween may naturally differ depending thereupon.

Abstract

A game system utilizes a first game machine and a second game machine. The backup data obtained through playing a first game on the first game machine is memorized in a first game cartridge. The first game cartridge is attached to an extension adapter, and the extension adapter is in turn mounted on a controller for the second game machine. Accordingly, the backup data of the first game machine is taken into the second game machine. The second game machine is attached with a second game cartridge. The second machine executes a second game by processing the backup data according to a second game program set up in the second game cartridge.

Description

    BACKGROUND AND SUMMARY OF THE INVENTION
  • 1. Field of the Invention [0001]
  • This invention relates to a game system which can use backup data on different kinds of game machines for playing games. More particularly, the invention relates to a game system which can utilize the backup data stored in a certain type of game machine memory medium, such as a game cartridge, on another different kind of game machine having superior processing capability, thus realizing game play in association with different kinds of game machines in an inter-linking fashion. [0002]
  • 2. Description of the Prior Art [0003]
  • Conventionally, as shown in U.S. Pat. No. 5,552,799, game play is possible on a home video game machine using a program stored on a game cartridge for a portable game machine. However, this prior art is not adapted for playing an inter-linking game on the video game machine by using backup data stored on a portable-machine game cartridge. [0004]
  • Conventional game software for portable or video game machines, even if serially arranged with respect to genre or game idea, are produced independently in video game machines having different processing capabilities. There has been no game software available that takes interchangeability into account where games are played in an associated fashion on different kinds of game machines. [0005]
  • There has been no interchangeability in the conventional game software between portable or video game machines having different processing capabilities. It is impossible to use such data (so-called backup data) that varies due to game progression and is acquired through playing on one game machine, in game play on another game machine having different processing capabilities . Thus, there are difficulties in making efficient use of such game-progression-related data as gained through spending significant time during game play. Such game-progression-related data may include, for example, data relating to captured characters or character capability values in a game involving capturing displayed characters; and data relating to cleared stages, player object capability values and experience values in a game relating to cleared stages by increasing the player character (or player object) experience value while battling with displayed enemies as in a role-playing game. Where the video game machines for playing a game with game software are different from one another, even if the software is applicable for a higher-grade machine with respect to game methods and rules of game play, it is been heretofore impossible to perform game play on another higher-grade game machine using such game-progression-related data, such as experience values, that have been acquired through playing under control the game software of a lower grade game machine. Thus, such associated games between different kinds of game machines have not heretofore been realized. [0006]
  • In a system using higher and lower processing capability game machines, players may not expect perfect interchangeability. However, they may desire to effectively utilize game-progression-related backup data (e.g., captured character kinds and capability values, experience value data, acquired items or lives, etc.) which has been acquired through playing with lower-grade-machine game software. Players may desire to play such an associated game between different game machines. [0007]
  • The transfer of game software data to a different game machine requires special purpose connection hardware. Such connection hardware has not heretofore been available which is easy to use or handle. [0008]
  • Where such interchangeability is provided between game-soft memory mediums of different game machines, there would be a change in backup data after playing on a higher-grade game machine, with utilizing the backup data stored on a memory medium of a cartridge type or game-machine-integrated type. This changed backup data has to be updated and written into the memory medium. In such a case, when a plurality of players are playing simultaneously on a higher-grade game machine, there may occur a difference in status between the memory medium from which the backup data has been read at the game start and the memory medium to be written by updated backup data upon ending the game. If a memory medium of one player is to be written over by another player's backup data, he would lose his own backup data that has been acquired and raised characters through game play. Such a situation would be disappointing to the player and hence should be prevented. [0009]
  • The present invention provides a novel game system. The present invention provides a game system which is capable of utilizing data, that has been obtained through executing game software for one game machine where the game varies due to game progression, to play a game according to associated or inter-linked game software for another game machine. [0010]
  • It is an object of the present invention to provide a game system which is capable of utilizing data, that has been obtained through executing game software for one game machine where the game varies due to game progression, to enjoy a more sophisticated associated game. [0011]
  • It is a further object of the present invention to provide a game system which is capable of writing one player's backup data into a memory medium without erroneously writing over other player's backup data even where a plurality of players play on the same higher-grade game machine by providing player-by-player identification data in memory mediums storing game software. [0012]
  • A game system playable utilizing backup data for different kinds of game machines according to the present invention, is adapted to use the backup data, obtained though playing a game on a first game machine including a first processing system, for game play on a second game machine different from the first game machine and including a second processing system. [0013]
  • In accordance with one embodiment of the present invention, the game system comprises: a first backup data memory for storing backup data obtained by processing a first game program stored in a first game program memory by a first processing system included in a first game machine; a second game machine having a second processing system; access circuitry for permitting the second processing system to access the first backup data memory; a second backup data memory provided in association with the second game machine for temporarily storing the backup data read out of the first backup data memory by the second processing system; and a second game program memory provided in association with the second game machine for storing a second game program to be processed by the second processing system, wherein the second processing system effects a game associated with the backup data by executing the second game program stored in the second game program memory while utilizing the backup data stored in the second backup data memory. [0014]
  • According to an embodiment of the present invention, a novel game system is provided that can utilize data (so-called backup data), that has been obtained through executing certain machine game software where the game varies due to game progression, in playing a game according to associated game software for another game machine. [0015]
  • With the game system of the invention, it is possible to enjoy a second game by taking over the backup data, such as experience values, lives and gained characters, obtained through playing a first game according to prior game software for a different kind of game machine. By this methodology, time saving occurs in obtaining desired backup data as compared to playing the second-game software from its beginning. [0016]
  • Where an earlier-released first game machine is lower in processing capability than a later-released second game machine, it is possible to play a game with more functions than those of the first-machine game software according to second-machine game software associated with a first-machine game content. [0017]
  • The access mechanism includes a connector for electrically connecting the second processing system to the first backup data memory. This electrical connector includes a game machine connector for connecting the first game machine to the second processing system where the first backup data memory is incorporated in the first game machine. The game machine connector includes a connector for connecting between a first interface provided in the first game machine and connected to the first processing system and a second interface provided in the second game machine and connected to the second processing system. [0018]
  • The electrical connector includes a memory medium connector for connecting the first external memory medium to the second processing system when the first backup data memory includes a first external memory medium that is attachable and detachable from the first game machine. Where there is a controller associated with the second game machine and connected to the second processing system, the memory medium connector includes an adapter for connecting the external memory medium to the controller. The adapter includes a first connector provided on the controller and a second connector connected to the first connector. [0019]
  • The first game program memory and the first backup data memory may be formed in different areas in the first memory or on one memory medium. The second game program memory and the second backup data memory may be formed at different areas in the second memory or on one memory medium. [0020]
  • In an exemplary embodiment, first identification information holding locations store first identification information, (e.g., game name, version data) in association with the first backup data memory and use determining software determines based on the first identification information whether the backup data stored in the first backup data memory is usable or not. In this case, an indication of inapplicability is generated indicating that the backup data is not-usable. [0021]
  • In one embodiment of the present invention, the game system further comprises write hardware and software for writing the backup data read out by a second processing system into the second backup data memory. Where the second backup data memory includes a plurality of memory areas, the game system further specifies the first backup data memory, wherein the write hardware and software writes the backup data into one of the memory areas corresponding to the first backup data memory. Where the access mechanism includes a plurality of access channels through which the plurality of first backup data memory are enabled to access by the second processing system, the system specifies an access channel through which the second processing system has access to the first backup data memory thereby specifying the first backup data memory. [0022]
  • In a further embodiment of the present invention, the game system updates the backup data stored in the first backup data memory depending upon changes caused as a result of executing the second game program by the second processing system. The updated backup data is once written in the second backup data memory. Where the second backup data memory includes a plurality of memory areas, the processing system writes the updated backup data into one of the plurality of memory areas corresponding to a first backup data memory. [0023]
  • Also, the game system comprises second identification information holding memory locations for holding second identification information in association with the first backup data memory, an identification information read circuit reads out the second identification information from the second identification information holding memory locations, and a temporary memory temporarily stores the second identification information, wherein the processing system determines whether the backup data in the first backup data memory may be updated or not, depending upon the second identification information stored in the temporary memory. [0024]
  • The processing system determines whether to update backup data by reading out the second identification information associated with the first backup data memory to which the second processing system is accessing, and determines whether second identification information stored in the temporary memory and the second identification information have a predetermined relationship or not. [0025]
  • In this aspect, when a plurality of players plays games simultaneously using their own first-machine backup data on the second game machine and thereafter write varied backup data into their own first backup data memory, it is possible to prevent against mistaken writing with another player's backup data. [0026]
  • The second game program may be a game program associated with the first game program, and the second game program may include a conversion program for rendering the first game program to a form processable by the second processing system. Where the conversion program includes an acceleration program according to which the second processing system can execute the first game program at a speed higher than a speed of execution of the first game program by the first processing system, it is possible to play a game with the first game program on the second game machine at a speed greater than that of play when the first game program is executed on the first game machine. [0027]
  • The first and second game programs may be arbitrary kinds of game programs. In accordance with one exemplary embodiment, the first game program includes a game program to capture a character appearing in a game, a captured character code to specify a captured character when a player captured the character appearing in the game, a write program to store capability data representative of the capability of the character into the first backup data memory, and the second game program includes a battle process program to effect a game process by using the captured character code and the capability data for each captured character to cause battling with a character captured by another player. [0028]
  • In another exemplary embodiment, the first game program includes a program for displaying a two-dimensional character as an image for the game, a game program for capturing a character appearing in the game, and write program for specifying a captured character code to specify a captured character when the program captured a character appearing in the game into the first backup data memory, and the second game program includes a program for displaying each character with polygons as a three-dimensional image corresponding to a character code, displaying the captured character in a three-dimensional image based on the captured character code. [0029]
  • 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.[0030]
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is an exemplary block diagram of a game system according to one embodiment of the present invention; [0031]
  • FIG. 2 is an illustrative view of a memory map of memories used in first and second game machines in the FIG. 1 block diagram; [0032]
  • FIG. 3 is a block diagram of a game system according to another embodiment of the present invention; [0033]
  • FIG. 4 is an external view of one example of a second game machine to which the present invention is applied; [0034]
  • FIG. 5 is a perspective view of an extension adapter as viewed from above; [0035]
  • FIG. 6 is a perspective view of the extension adapter as viewed from backside; [0036]
  • FIG. 7 is a side view showing a state before connecting the extension adapter to a controller; [0037]
  • FIG. 8 is a side view showing a state where a first-machine game cartridge is attached to the extension adapter and the extension adapter is mounted on the controller; [0038]
  • FIG. 9 is an exemplary main routine flowchart according to one embodiment of the present invention; [0039]
  • FIG. 10 is an exemplary subroutine flowchart of a reading process; [0040]
  • FIG. 11 is an exemplary subroutine flowchart of a picture book mode; [0041]
  • FIG. 12 is an exemplary subroutine flowchart of the picture book mode; [0042]
  • FIG. 13 is an exemplary subroutine flowchart of an attack mode; [0043]
  • FIG. 14 is an exemplary subroutine flowchart of the attack mode; [0044]
  • FIG. 15 is an exemplary subroutine flowchart of a backup data update mode; [0045]
  • FIG. 16 is an example of a display of a title screen; [0046]
  • FIG. 17 is a view showing an example of displaying identification codes (ID codes) and names of one player or more in the picture book mode; [0047]
  • FIG. 18 is a view showing an example of displaying a command input state wherein one player is selected in the picture book mode; [0048]
  • FIG. 19 is a view showing an example of displaying a list of captured monsters in the picture book mode; [0049]
  • FIG. 20 is a view showing an example of displaying information on one monster (type 1) selected in the picture book mode; [0050]
  • FIG. 21 is a view showing an example of displaying information on the monster (type 2) selected in the picture book mode; [0051]
  • FIG. 22 is a view showing an example of information on the monster ([0052] type 3; with commentaries about tricks) selected in the picture mode;
  • FIG. 23 is a view showing an example of displaying hit-point data and capability data of a plurality (six) of monsters selected for battling in the battle mode; and [0053]
  • FIG. 24 is a view showing a scene battling between the respective monsters of the first and second players in the battle mode.[0054]
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • The “game system playable by utilizing backup data on different types of game machines” (hereinafter referred to as “game system”) as embodied in an exemplary embodiment of the present invention includes a first-machine that is a portable game machine or an LCD-type portable game machine, and a second-machine which is a video game machine that is not portable. Using the backup data obtained through playing according to first-machine game software executed on the first-machine, the game is played on the second-machine while processing a second-machine game program associated with (or inter-linked to) the first-machine game software. That is, the second-machine game program is executed in association with the first-machine game. [0055]
  • Here, the backup data may take various data forms with respect to genre kind of game software. For example, where the software is concerned with a game to capture animals, imaginary pets, or fictional animals (monsters), or to raise captured animals, or to make the animals captured for players to battle with, the backup data may be constituted by the captured-character data to specify characters thus captured, the data representing capabilities of the captured characters or the data relating to tricks applicable to the battle. Where the software relates to a role playing game, the backup data may include data concerning the kind and number of acquired items, the kind of black arts applicable, experience values, life values, etc. Further, where the game software is a baseball game (as one example of a sport games), the backup data may include, past team play, a batting average, the number of home runs, the number of stolen bases, an error rate, an earned run average, the number of strikeouts of each player, batting power, running power, ball speed, etc. matched to a training condition. [0056]
  • In this manner, the backup data varies depending on a kind of game. By way of example only, an explanation follows relating to a game to capture a fictional animal or the like, to train (raise) the captured fictional animal or make it battle. [0057]
  • FIG. 1 is a block diagram of a game system according to one embodiment of the present invention. In FIG. 1, the game system of the invention includes a first-[0058] machine 10 having a game cartridge 15 storing backup data in its backup data storing memory (temporary storing memory: e.g., RAM). This backup data can be utilized to play a game using a second-machine game program stored in a game cartridge 25 or a disc memory medium 35. That is, a game related to the first-machine game software or a game operable in association with the first-machine 10 can be played using the backup data.
  • Here, the first-[0059] machine 10 is, for example, a portable game machine or an LCD-type game machine (e.g., the product “Game Boy” marketed by the present inventors' assignee; registered trademark). The second-machine 20 is, for example, a recently-developed game machine (e.g., the product “Nintendo 64” marketed by the present inventors' assignee) utilizing an advanced technology, such as 32 or 64 bits, which is higher in processing capability (i.e., for example, in CPU bit number, CPU program processing capability per unit time or image representability) as compared with that of the first-machine 10. Note that the first-machine 10 may alternatively employ, for example, an 8- or 16-bit video game machine, if it is lower in processability than the second-machine 20. Also, the second-machine 20, if it is a 16 or 32 bits video game machine, may be equivalent in processability to the first-machine 10. This would be effective for a case where the first-machine 10 is of a portable type and the second-machine 20 is stationary type connectable to a home-use TV set. However, the invention is of course not limited to the technological relationships between the machines in the above-stated examples.
  • In the explanation below, an LCD-type portable game machine is used as an example of the first-[0060] machine 10. The first-machine 10 includes, for example, an 8-bit CPU 11. The CPU 11 is connected with an input/output interface (hereinafter referred to as “I/O”) 12. The I/O 12 is connected to a connector 13 as well as a controller 14 for instructing the movement or motion of a game character. A memory cartridge 15 is disconnectably connected to the connector 13. Further, the CPU 11 is connected to a RAM 11, including a working RAM, a display RAM and the like, and is connected to an LCD drive circuit 18 for driving a liquid crystal display (LCD) 17.
  • Note that the first-[0061] machine 10 is not limited to such a structure that is detachably attached with a memory cartridge 15 but may be a structure incorporating therein a ROM 15 a and RAM 15 b, and a housing may be integrally provided with a connector to transfer the backup data stored on the RAM 15 b directly or indirectly through a cord, etc., as shown in FIG. 3.
  • In place of the [0062] ROM 15 a, a RAM having a large capacity (SRAM), whose data is prevented by a battery from being lost, may be provided. One part of the S-RAM is used as a program area corresponding to ROM 15 a and the remaining area is used as a backup data (temporarily storing) area corresponding to RAM 15b. In such a case, the first-machine game program is previously stored in the program area. The program area is installed with a program to prohibit backup data from being written thereon. Further, instead of using cartridge 15 (external memory medium) including the ROM 15 a and RAM 15 b, a high-capacity RAM (can be used with the built-in RAM 16) may be provided within the first-machine 10 so that the RAM is used both as program and backup data areas wherein the program area is updated and written by the data associated with a desired program.
  • The [0063] memory cartridge 15 incorporates a non-volatile memory (e.g., ROM, EP-ROM, one-time ROM; hereinafter referred to as “ROM”) 15 a mounted on a substrate for storing a first-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”) 15 b as one example of a backup data memory (or temporary store) for memorizing backup data occurring and developing in the course of game progression.
  • The [0064] ROM 15 a is previously loaded, as shown in a memory map at the upper left in FIG. 2, with a first-machine game program (e.g., the data of characters appearing in the game, program data for controlling the display of characters, a backup data write program, etc.), as well as game title data (the game title and the versions if one game title includes multiple versions). The RAM 15 b includes a memory area for storing, on a cartridge-by cartridge basis, a discrimination code, player (or trainer) names, data relating to gained characters, gained-character capability data, etc. The substrate has a plurality of terminals formed at one side, for electrical connection to the connector 13.
  • The identification code refers to an arbitrary code a user has input by operating the [0065] controller 14 in order to identify an owner of the cartridge 15 or a Ser. No. of the first-machine 10. For example, the ROM 15 a may be structured by a one-time ROM fixedly written with a Ser. No. of the cartridge 15 thereon.
  • The second-[0066] machine 20 uses a memory cartridge (hereinafter referred to as “cartridge”) 25 as one example of an external memory medium therefor. The second-machine 20 includes, for example, a 64-bit CPU 21. The CPU 21 is connected to an input/output interface (hereinafter referred to as “I/O”) 22. To the I/O 22 are connected a connector 23 a for connection with a second-machine memory cartridge 25, a connector 23 b for connection with a controller 24, and a connector 23 c if required. The connector 23 b is connected with a controller 24 through a connector 23 d. Note that, where the second-machine 20 is usable for a game in which a plurality of players participate at a same time, a plurality of sets of connectors 23 b, controllers 24 and connectors 23 d are provided.
  • The [0067] connector 23 a is disconnectably connected to the cartridge 25. Further, the CPU 21 is connected to a RAM 26 employed as a working RAM and an image processing unit (RCP) 27.
  • The [0068] RAM 26 includes, as shown at lower right in FIG. 2, memory areas 261-264 respectively utilized for a plurality of players, and further including a flag area 265, a counter area 266, and register areas 267,268. The memory areas 261-264 are written, at areas corresponding to the controller, to include backup data (cartridge 15 identification code, name, data related to gained characters, data related to capability for each gained character, etc.) and game-software title and version data which have been stored in RAM 15 b of the cartridge 15 connected to the controllers 24A-24D through an extension adapter 50. The flag area 265 includes flags Fa-Fd corresponding respectively to the controllers 24A-24D, which can be written by a logic “1” to identify any of the controllers 24A-24D connected with a cartridge 15. The counter area 266 is utilized for counters (CNT1, CNT2) that are used to detect a controller 24A-24D connected to the cartridge 15, and a player-by-player memory area in RAM 26. The registers areas 267,268 are used to store the power of two player's monsters battling in a battle mode.
  • The [0069] RCP 27 is connected to a video RAM 28. The video RAM 28 has a memory area for storing red (R), green (G) and blue (B) color data corresponding to each dot of one CRT screen such as a raster scan display, so that color data is written in and/or read from the memory area for color display under control of RCP 27. The color data read from video RAM 28 is converted by an encoder and/or composite image signal generating circuit 29 into analog R, G, B signals and/or a composite image signal which is supplied to the CRT.
  • The [0070] memory cartridge 25 is structured similarly to the memory cartridge 15, and incorporates, by mounting on a substrate, a non-volatile memory (e.g., ROM, EP-ROM; hereinafter referred to as “ROM”) 25 a for storing a second-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”) 25 b as one example of a temporary store for storing backup data occurring and varying during game progression.
  • The [0071] ROM 25 a uses a ROM that is greater in capacity than the ROM 15 a, and is previously loaded, as shown in a memory map at upper right in FIG. 2, with a second-machine game program (e.g., data relating to characters appearing in the game, program data for controlling the display of each character, program for writing backup data, etc.). Although the game program stored in the ROM 25 a is partly common in scenario or playing methodology to the first-machine program, the ROM 25 a includes a program particularly structured to realize image representation and complicated scenario that are reflectable by the greater processing capability of the second-machine 20. For example, if the first-machine game program displays two-dimensional images, the second-machine program may generate three-dimensional images or represent three-dimension images in addition to two-dimension game images depending upon the scene. The second-machine program may also include an increased number of modes of training, raising, etc. or increased kinds of combat methodologies or rules, or other variations, as compared with those of the first-machine program.
  • The [0072] RAM 25 b has a memory capacity several times greater than that of the RAM 15 b in order to store the backup data of a plurality of players. Otherwise, the memory capacity of RAM 25 b may be the same as that of the RAM 15 b if an extension disc drive 31 is employed. The RAM 25 b has a circuit board having a plurality of terminals formed on one side so that it is electrically connectable with the connector 23 a.
  • A writable/readable [0073] magnetic disc drive 31 may be used, if extensionality is required for the player to temporarily store game-related backup data or modify the game program in order to enjoy his own game program. In such a case, the extension disc drive 31 is connected to the connector 23 c. On the extension disc drive 31 is mounted a writable and readable disc (e.g., magnetic disc) 35, such as a magnetic disc or magneto-optical disc. This disc 35 is used in place of or in combination with the memory cartridge 25. It is also possible to use, in place of the magnetic disc 35, an extension memory medium, such as a CD-ROM, hard-disc, and magneto-optical disc.
  • In operation, when a first-[0074] machine 10 is used to play a game, the player may attach a memory cartridge containing desired game software so that he manipulates the controller 14 to play a first-machine game. At this time, CPU 11 generates display data for a player character (a character in motion in response to player's operation), according to a ROM 15 a program and an operating status of the controller 14. The CPU 11 also generates display data for a background, enemy character, etc., according to programs, irrespective of the player's operation. The display data is combined and then supplied to the LCD drive circuit 18, for display on the LCD 17. During game operation, the CPU 11 updates the backup data by temporarily storing it in RAM 16 each time a condition to generate or update backup data is fulfilled in the progress of a game, and transfers the backup data therefrom to the RAM 15 b at appropriate timing. In the case of a game to capture a fictional animal, the backup data stored in RAM 15 b includes, for example, player-designated name data, owner-specifying identification data created by random number data, captured-animal name data or character codes, captured-animal capability data, and growth data by raising, as shown in a memory map at lower left in FIG. 2. Note that the backup data differs depending on a game kind or genre, as stated before.
  • To play an associated (or inter-linking) game on the [0075] second machine 20 utilizing the backup data gained through playing the game on the first machine 10, the second machine 20 is attached, at its connector 23 a, with a memory cartridge 25 storing a game program (for a series game wherein higher exchangeability is secured at least in one function) having a relation to a game content in the memory cartridge 15. Alternatively, a disc 35 similarly storing a program having a relation thereto is attached to the extension disc drive 31. In addition, the memory cartridge 15 containing desired backup data is attached to the extension adapter 50 (FIG. 5, FIG. 6) as one example of a connector, so that this extension adapter 50 is attached to the connector 24 a (FIG. 7, FIG. 8) of the controller 24. Due to this, the second-machine 20 is placed in an indirect connection with cartridge 15 for the first-machine 10 through the extension adapter 50 and an appropriate connector.
  • Thereafter the [0076] controller 24 is operated in order to start the second-machine game. Although CPU 21 at this time begins to operate based on programs stored on the ROM 25 a, it first reads out game title and version data stored on the ROM 15 a and writes the data onto a first-player area 261 in the RAM 26, and reads out the backup data (e.g., cartridge identification code, name, one or a plurality character codes, capability data by captured character, etc.) stored on the RAM 15 b and writes the data into the area 261. When there are a plurality of players, another player connects his own cartridge 15 to his controller 24 through an extension adapter 50 (FIG. 5, FIG. 6) so that the backup data is written to a second-(to-fourth) player area of the RAM 26. In this manner, the backup data is written on a player-by-player basis in the RAM 26 in a manner discriminating one player's data from another player's data. The CPU 21 executes a game process based on the program stored in ROM 25 a, and controls game processing in association with the first-player's backup data stored in the area 261 of the RAM 26. It can be considered that this associated process includes displaying a backup-data library, e.g., displaying character names based on the codes of captured characters, and displaying character-basis capability data together with the captured character names. The associated process, as other examples, may include various processes, such as displaying with capability classification to facilitate opting a character in a combat mode, displaying a list of same-kind of characters with their numbers for reference to exchange characters with a friend, displaying with comparison of capability data of both-side characters when competing with a friend, processing a competition according to another rule, etc.
  • Utilizing the backup data on the [0077] memory cartridge 15, further backup data occurs through playing according to the game program for the second-machine 20. That is, the newest backup data, obtained by updating the backup data upon being read from the RAM 15 b, is stored in the RAM 26 when the play on the second-machine 20 is ended. At this time, if the player opts an update mode by icon manipulation, the CPU 21 effects an updating process according to a read/write program. Specifically, the CPU 21 reads out the cartridge identification data, such as identification codes, names, etc., stored in the RAM 15 b of the memory cartridge 15 connected to the controller 24, and compares read-out data with the cartridge identification data, such as relevant-player identification code, names, etc., stored in the RAM 26. When both identification data are coincident with (or in a predetermined relationship), the relevant player's backup data stored in the RAM 26 is read out and then written, for updating, into the RAM 15 b. This prevents other player's backup data from being erroneously written over the RAM 15 b of the memory cartridge 15.
  • The methods to connect the [0078] RAM 15 b, with association, to the second-machine 20 includes a variety of modified embodiments. For example, the connector 24 a (FIG. 7, FIG. 8) of the controller 24 and/or the connector 23 e of the second-machine 20 may be formed adapted to the end-face shape and contact structure of the memory cartridge 15 incorporating the ROM 15 a and RAM 15 b so that the memory cartridge 15 can be connected directly or indirectly through cords or connectors to the controller 24 or the second-machine 20.
  • In place of the system structure shown in FIG. 1, another example of a game system as shown in FIG. 3 may be employed. That is, the embodiment of FIG. 3 incorporates the [0079] ROM 15 a and RAM 15 b in the first-machine 10 thus forming an integrated type system, wherein the ROM 15 a and RAM 15 b are connected to the CPU 11 through the I/O 12, instead of forming the ROM 15 a and RAM 15 b of the memory cartridge 15 in a cartridge. This connector 13 is determined in such a form and contact structure that is connectable to the connector of the controller 24 and/or the connector 23 e of the second-machine 20. Thus, the connection of the connector 13 of the first-machine 10 to the connector (not shown) of the controller or the connector 23 e within the second-machine 20 allows the backup data stored on RAM 15 b to be transferred through the I/O 12, connector 13, controller 24, connector 23 d, connector 23 b, and I/O 22 or through the I/O 12, connector 23 e and I/O 22 to the CPU 21 by which the data is written into the RAM 26. In this case, the program-storing ROM 15 a and the backup-data-storing RAM 15 b may be structured as a large capacity RAM having such a data capacity as adding together their capacities as was explained in the FIG. 1 embodiment, so that the large capacity RAM can be backed up by a battery to write the first-machine program into the program area prior to starting a game on the first-machine 10.
  • Further, a cord at is respective ends may be connected with connectors (not shown) fittable for the [0080] connectors 13, 23 so that the first-machine 10 (or RAM 15 b) and the second-machine 20 are connected, in an indirect fashion, through the cord and the connectors. In such a case, the game play operation on the second-machine 20 may be implemented by using the first-machine controller 14 in place of the controller 24.
  • Incidentally, when using a [0081] disc 35 and disc drive 31, the extension adapter 50 or memory cartridge 15 may be connected to the attachment connector 23 e (or disc drive exclusive connector). Also, if the second-machine 20 is provided with a connector for external memory (RAM) connection, then the extension adapter may be structured for connection to that connector.
  • The [0082] ROM 25 a may have a conversion program (emulator program) stored therein in order to convert the first-machine game program into a second-machine game program without providing the ROM 25 a with a common program to that stored in the ROM 15 a. The program stored in ROM 15 a is also written into the RAM 26 by means of a read/write control program thereby using the first-machine program as a program for the second-machine. By doing so, it is possible to eliminate duplication or inefficiency of programs.
  • Preferably, because the [0083] CPU 21 of the second-machine 20 is by far higher in processability than the CPU 11 of the first-machine 10, a conversion program with a high speed, such as 2-times, 4-times, or 8-times the speed of CPU 11, may be stored in addition to or in place of a program of the same processing speed as that of the first-machine 10. This serves to increase the player object moving speed or other game progression speeds (the speed of raising or training captured animals, etc.), thus speeding up the game progression.
  • Referring to FIG. 4, there is depicted an external view of one exemplary embodiment of the second-[0084] machine 20 used in the game system of the invention. In FIG. 4, the second-machine 20 includes a housing 19, in addition to the circuit configuration shown in FIG. 1. The housing 19 has on a top surface an insertion aperture 191 formed for receiving therethrough a cartridge 20 for the second-machine 20, and a power switch 192 and a reset switch 193 provided at a front thereof. The cartridge insertion aperture 191 is provided therein with a cartridge connector 23 a (see FIG. 1). The game machine 20 has a front panel on which a plurality of controller connectors 23 b are provided to connect with controllers 24. The game machine 20 has at a backside a connector for extension which is connectable to a disc drive unit 31.
  • The [0085] controller 24 includes a housing 241 formed with handles (three in the illustration). The housing 241 has a top surface on which arranged are a direction instruct switch 242 for a player to operate instructing directions of character or object movement, an analog switch (referred to as also as a 3-D stick or joystick) 243 for instructing directions of movement on an analog basis, and a plurality of motion switches 244 and reset/start buttons 245. The motion switches 244 includes switches 244 a-244 f, which are for instructing motions of a player character or player object in a game mode and selecting various kinds of commands in an image creation input mode. The housing also has, at upper side surface, side switches 246,247 for instructing other motions. The controller 24 has an insertion cavity 245 having therein a connector (not shown) which is used to connect with an extension RAM (not shown) in the case the RAM 15 b being insufficient in memory capacity. The controller 24 connector is used to connect with an extension adapter 50. Note that in the explanations given hereinbelow it is assumed that up to four players can play at a same time on the second-machine 20. Where the controller needs to be distinguished, the controller for a first player will be referred to as 20A and second, third and fourth players respectively as 20 b, 20C and 20D.
  • The [0086] disc drive 31 has a housing 311 having at a top a connector 312 for connection with an extension connector (FIG. 1 or FIG. 3). The housing 311 has a disc insertion aperture 313 formed at a front face thereof. Into the disc aperture 313 is inserted a disc-formed record (or memory) medium (hereinafter referred to as “disc”) 35, such as a readable and writable magnetic or magneto-optical disc.
  • The second-[0087] machine 20 is connected with a display unit (CRT) 40, such as a home-use TV set.
  • The [0088] connector 23 b shown in FIG. 4 may be connected with a communication cable so that the first-machine 10 is directly connected with the second-machine 20 through the communication cable. In such a case, a cartridge other than the game cartridge 15 (FIG. 1) is attached to the first-machine 10 and this other cartridge is connected to the second-machine 10 through the communication cable and the connector 23 b.
  • Referring to FIG. 5 and FIG. 6, there are illustrated perspective views of an [0089] extension adapter 50, wherein FIG. 5 is a perspective view as viewed from the front while FIG. 6 is a perspective view as viewed from the backside. The extension adapter 50 has an insertion projection 52 formed in a T-form on an upper surface of a housing 51. This insertion projection 52 is designed in such a form that it can be inserted into an extension-RAM (not shown) insertion hole 248 (FIG. 7) formed on the backside of the controller 24. The insertion projection 52 has a connection circuit board 53 built therein. The connection circuit board 53 is connected in a T-form to a circuit board incorporated within the housing 51. The connection circuit board 53 is connectable to the connector 24 a (FIG. 7, FIG. 8) provided deep within the insertion hole 248 of the controller 24. The insertion projection 52 is formed, in one side surface, with a lock recess 54 which is engageable for locking with a lock claw (not shown) formed within the insertion hole 248 of the controller 24. At the backside of the extension adapter 50, an insertion aperture 55 is formed in order to receive a first-machine cartridge 15. Within the insertion aperture 55, a connector 50 a is arranged to connect with the cartridge 15. This connector 50 a is connected to the circuit board. The circuit board is mounted with a detection circuit and a data transfer control circuit (both not shown). The detection circuit serves to detect that the cartridge 15 is attached to, while the data transfer control circuit transfers the data in the RAM 15 b and/or ROM 15 a of the cartridge 15 to the second-machine 20 via an internal circuit of the controller 24.
  • As shown in FIG. 7, the [0090] extension adapter 50 is inserted into the insertion hole 248 at the backside of the controller 24 thereby connecting its connection circuit board 53 to the connector 24 a. Then, a cartridge 15 is inserted from the rear of the controller 24 into the insertion aperture 55 as shown in FIG. 8, so that a circuit board (not shown) in the cartridge 15 is brought into connection to the connector 50 a. This allows the backup data stored on RAM 15 b of the cartridge 15 to be transferred to the second-machine 20 via the extension adapter 50 and the controller 24.
  • In this manner, the [0091] extension adapter 50 has a T-formed exterior to have the insertion projection 52 to be inserted into the insertion hole 248 formed at the backside of the controller 24. Due to this, the controller 24 coupled to the extension adapter 50, when rested, takes an almost horizontal position. Thus, the controller 24 is stable in a rest position, that is, the controller 24 is easy to manipulate even when it is placed on a table or pedestal.
  • Further, the connection of the [0092] cartridge 15 to the controller 15 is made using the extension adapter 50. Due to this, even when the second-machine 20 is remotely located from the player (e.g., near to a TV receiver 40), the player positioned where the controller 24 is at his hand can easily connect (attach/detach) the cartridge 15.
  • Referring to FIG. 9, there is shown a main flowchart for explaining the operation of the game system of the invention. FIG. 10 through FIG. 15 are subroutine flowcharts each showing a detail of a certain step of the main flowchart. Note that, in FIG. 9, the subroutine-flowchart figure No. is given in parentheses within a corresponding step S box, while the figure No. illustrating an on-screen display example by the step is given at beside the relevant step No. outside the box. [0093]
  • With reference to the FIG. 9 flowchart and on-screen display examples, prior to starting a game, preparations are made by attaching a [0094] cartridge 15 to the extension adapter 50 and connecting the extension adapter 50 to the controller 24 so that the controller 24 is connected to the connector 23 b of the second-machine 20. It is herein assumed that the player has played the game with a game cartridge 15, that has a certain bearing on a second-machine cartridge 25, attached to the first-machine 10, and acquired a plurality of monsters, wherein the monster names (or acquired character codes) and monster-by-monster basis capability data have been stored in the RAM 15 b. Some player may have stored capability data enhanced by training the monster. It is also assumed that, where two users or players compete with each other, a first player uses a controller 24A and a second player a controller 24B.
  • When [0095] power switch 192 is turned on, the main routine of FIG. 9 is started. That is, the CPU 21 of the second-machine 20 executes the following processes according to the program data stored on the ROM 25 a (or magnetic disc 35) in the cartridge 25.
  • At a step S1 an initializing process is performed. The initializing process writes initial data into or clears the memory areas, for example, of the [0096] external RAM 26 and the V-RAM 28 of the second-machine 20. The RAM 26 at all the memory areas is cleared. At a step S2 a process is executed to read the backup data stored in the RAM 15 b. This read process will be explained later in greater detail with reference to FIG. 10. At a step S3 a game title and an operation-mode opting screen (see FIG. 16) are displayed. The player may opt for either one of a “consult picture book” mode to look over the kinds or details of monsters caught during playing the game and a “combat mode” to make battle with a player's own-captured monster and another-player-captured monster (or go to a stadium), wherein the monsters have been acquired by playing the game. At a next step S4 it is determined whether a picture book mode is selected or not. If the picture book mode is not selected, then it is determined at a next step S5 whether in a combat mode or not. If neither the picture book mode nor the combat mode is selected, the process returns to the step S4 to wait for any mode selection.
  • If the player operates the direction instruct [0097] switch 242 to move the cursor and depresses a switch for instructing command selection (e.g. 244 a), it is determined that the picture book mode is selected, and the process advances to a step S6. At the step S6 a picture book mode process is executed which process is detailed in FIG. 11 and FIG. 12 to be referred to later.
  • Meanwhile, if a combat mode is opted by the player, this fact is determined at a step S5, and the process advances to a step S7. At the step S7 a combat mode process is executed which process is detailed in FIG. 13 and FIG. 14 to be referred to below. [0098]
  • After the processing in steps S6 or S7, it is determined at a step S8 whether a backup data updating process is occurring or not. This determination is made depending, for example, upon if the [0099] switch 246 has been depressed or not. At a succeeding step S9, a backup data updating process is performed. For example, the backup data stored in a backup data memory area 261-264 corresponding to a controller 24A-24D (i.e., attached with an extension adapter 50 and cartridge 15) for which the flag Fa-Fd is written by logical “1” in the flag area 265 is transferred to the corresponding controller 24A-24D and written into a RAM 15 b of a cartridge 15 in connection to the relevant controller. At a step S10 it is determined whether re-play has been instructed or not. This determination is made depending upon if the switch 245 has been depressed or not. If a re-play is to occur, the process returns to the step S3 to repeat the operations of the steps S3-S 10. If a re-play is not selected in a predetermined time or the power switch 192 is turned off, the game operation on the second-machine 20 is ended.
  • The details of the steps S2, S6 and S7 of the main flowchart of FIG. 9 (i.e., detailed subroutines of these steps S2, S6 and S7) are next described. [0100]
  • The read process of the step S2 is carried out by executing a read process subroutine shown in FIG. 10. At a [0101] step S 11, a numeral “1” is first set in the counter (denoted by an abbreviation CNT 1) in order to determine as to which controller backup data is to be read out. In this case, the numeral “1” refers to the backup data reading from a first-player controller 24A. At a step S 12, it is determined whether or not a first-machine cartridge 15 is attached to the controller (24A at the beginning) corresponding to the value of the counter CNT 1. If the cartridge 15 is attached is determined, the process advances to a step S13. At the step S13, a game name and version data of the cartridge 15 attached to the controller 24A are read from the ROM 15 a. At a step S14, the game name and version data thus read are written into the corresponding memory area 261 to the controller 24A (for the first player). At a step S15 it is determined whether the read game name and version data are predetermined ones or not. This determination is to confirm that a second-machine cartridge 25 or disc 35 now being playable is in a predetermined relationship with the cartridge 15 and that an associated game or motion can be effected by using the cartridge 15. If the game name and the version data are determined as predetermined ones, then at a next step S16 the backup data (e.g., captured character codes, captured-character-basis capability data, etc.) stored in the RAM 15 b of the cartridge 15 being connected to the controller 24A through the extension adapter 50 is written into the memory area 261 of the RAM 26. Thereafter, at a step S18, logical “1” is written on the flag Fa corresponding to the controller 24A to store that the controller 24A is being used. At a step S19, the counter CNT1 is added by “1” (CNT1 count value at this time 2). This specifies that the backup data is to be read at a next time from the second player's controller (24B). It is determined at a step S20 whether the count value of the counter CNT1 is 5 or not. If not 5, the process returns to the step S12 mentioned before. When the count value of the CNT1 becomes 5 by four-times repetition of the step S12-20 operations, the backup data in a connected one of the first-to-fourth player's cartridges 15 is read out.
  • Where the third and fourth player's controllers [0102] 24C,24D are not connected with an extension adapter 50 or where they are connected with an extension adapter 50 but no cartridge 15 is attached thereto, this fact is determined at the step S12, and the process advances to a step S21. At the step S21, a message is displayed indicating that a cartridge 15 should be attached to an adapter 50 for the controller 24C,24D. Thereafter, at a step S22 the flags Fc, Fd for the third and fourth player's controllers 24C,24D are written by “0” thereby memorizing that the controllers 24C,24D are not being used. Then the process advances to the step S19.
  • If it is determined at the step S15 that the game name and the version data are not predetermined ones, then display is made at a step S23 to show that the game name and/or version data is inappropriate thereby indicating to attach a normal cartridge specified as adaptable for the present game system. [0103]
  • The picture book mode process referenced at step S6 is carried out by executing the subroutine shown in FIGS. 11 and 12. That is, at a step S31, a display is generated as shown in FIG. 17 as to the identification code (ID code) and name of a [0104] cartridge 15 being attached to an extension adapter 50 on any of the controllers 24A-24D for the respective first to fourth players. At this time, controllers (e.g., 24C,24D) not being attached with an extension adapter 50 or cartridge 15 are not displayed (cartridge 15 shape is not displayed) in order to make clear its out-of-use, and further the identification code and name inherent to an owner of the cartridge 15 are not displayed. At a step S32 it is determined whether a player has been selected or not. This determination is made based on the movement of the cursor (hand-shaped mark) to a first player's mark due to depression of the direction instruct switch 242 and on the depression of the switch 244 a. However, where the second-machine 20 is connected with the controllers of a plurality of players (e.g., 24A, 24B), the players corresponding to the flags Fa-Fd storing “1” are determined, in order, as to the presence or absence of selection. At a step S33, display is made of a command-opting screen only for the selected player (see FIG. 18). At this time, the player whose cartridge 15 identification code and owner name are being displayed can move the cursor to select a desired command from the command being displayed on the right side of the screen, and determine the selection by depressing the switch 244 a.
  • If “picture book” is selected, then at a step S35, a list of acquired (or collected) monsters is displayed as shown in FIG. 19. The data on the acquired monsters (e.g., the number of findings, the number of captures, the number of possessions, etc.) is displayed. At this time, the player can move the cursor to opt for a monster he desires to know, and depress the [0105] switch 244 a. This provides display of monster names through which detailed data can be displayed, together with marks, such as blocks or cursors, indicative of a selection state, as shown in FIG. 19. At a step S37, whether the selection-decision switch 244 a is depressed or not is determined. If no selection-decision is determined, at a step S38 it is determined by depressing the switch 244 b whether cancellation is selected or not. If none of the switches are operated, the process returns to the step S35 to repeat the steps S35-38, thus waiting for selecting either one of selection-decision or cancellation.
  • If it is determined that selection-decision is made, then at a step S39 the information on the selected monster is displayed in a type-1 display form as shown in FIG. 20. This type-1 form of monster information includes a name of the selected monster and its appearance as viewed in a certain direction (e.g., side-viewed shape, weight, height, features of the monster, etc. in the illustration). Then, at a step S40 it is again determined that the selection has been decided or not. If not decided, it is determined at a step S41 whether cancellation has been made or not. If neither is selected, the process returns to the step S39. [0106]
  • If opting for the decision, then at a next step S42 the information of the selected monster is displayed in a type-2 form (see FIG. 21). This type-2 information display includes, in addition to for example monster name, a shape as viewed at another angle, the monster's capability data (strike power, defensive power, quickness, special abilities), etc. In a state of type-2 information display, it is determined whether the player is manipulating the [0107] analog joystick 243 or not. If the analog joystick 243 is not operated, then at a step S44 the monster in display is laterally turned. In this manner, the operator can look at the entire body of the monster he selected and know physical features of the monster.
  • If it is determined that the [0108] analog joystick 243 is operated upward or downward, the process advances to a step S45. At step S45, the monster is vertically turned (frontward or rearward) in display in response to upward or downward tilt of the analog joystick 243. This allows the player to know concrete physical features concerning the monster and recognize how the features are to be reflected in a battle against a competitor's monster. After the step S44 or S45, the process advances to a next step S46. At the step S46 it is again determined whether selection-decision has been opted or not. If the decision has been not opted, then at a step S47 it is determined whether cancellation is selected or not. If neither has been selected, the process returns to the step S42 to repeat the operations of the steps S42-S47.
  • If decision is selected at the aforesaid step S46, then at a next step S48 the selected monster is displayed of information in a type-3 form (see FIG. 22). The type-3 information display includes kinds of weapons available and damage to the competitor by the weapon or hit-point amount as well as comments on the feature of the weapon selected by the cursor. [0109]
  • At next steps S49, S50 and S51, operations similar to those explained in the steps S43, S44 and S45 are effected in response to a manipulation state of the [0110] analog joystick 243. At a next step S52, it is determined that trial fire by (or attempting launch with) the weapon has been selected or not. This determination is made by moving the cursor to opt a weapon and then depressing the switch 244 a to designate the weapon. If selecting such weapon trial fire, then at a step S53 the monster using the selected weapon is displayed at upper left of the screen. Thereafter it is determined whether the switch 244 b for designating cancellation has been depressed or not. If cancellation has not been selected, the process returns to the step S48. If cancellation has been selected, the monster list display state shown in FIG. 19 is returned. In the list display state, if a command “quit” is opted, this fact is determined at a step S55, and the process returns to the step S8 of the main routine. Thus, the picture book mode is ended.
  • Now explanations will be made on exemplary details of the battle mode at the step S7 of the main routine, based on a subroutine shown in FIGS. 13 and 14. If a battle mode is started, a battle site is displayed at a step S61. At a step S62 display is made of two monster images selected by two players, various information contents (e.g., monster names, player names, monster capability data, etc.) and commands are available in the battle mode (e.g., to attack, monster, to flee, etc.). Simultaneously, the hit-point data (or defensive capability) of the monsters one of which was opted by each of the two players are respectively stored in the [0111] registers 267,268. At this time, if any one of the players operates the analog joystick 243, then at a step S63 image data is generated for display on the screen such that the monster is displayed at angle and/or in size varied while moving the camera, in response to operating state thereof. Such image representation is achieved by calculating data of a plurality of polygons for a monster based on the positional relationship between the polygon data and the camera and associating textures with the calculated polygons.
  • At a step S64 it is determined whether the first player has opted “battle” or not. If the player has selected “battle”, then at a step S65 a display is generated relating to the kinds of tricks available with the monster selected by the [0112] player 1. If the player selects a trick, trick select-decision is made is determined at a step S66. At a step S68, subtraction is made of the hit point corresponding to a damage to the opponent by attack from the hit point of the opposite player stored on the register 268. The remaining hit point data is written into the register 268. At a step S69 it is determined whether the hit point for each of the two players has reached zero or not. If neither player's hit points is zero, the process returns to the step S64.
  • Where the second player has opted the command “battle”, actions are effected by steps S71, S72, S73, S74, S75 and S76, wherein the motions are similar to those of the steps S64-S69 as were explained above. Nevertheless, the opponent hit-point subtraction process at a step S75 is made by subtracting strike power determined by the weapon used from the hit point of the first player stored in the [0113] register 267.
  • At the steps S69 and S76, if it is determined whether the hit point of any of the players becomes zero, a process for ending the battle operation (e.g., erasing the code of a defeated monster, etc.) is effected, and then the process returns to the step S8. The monster codes and capability data, owned for each of the first and second players after ending fighting, is update-stored as backup data into the [0114] memory area 261, 262. Accordingly, the backup data updated by the backup-data updating process at the aforesaid step S9 is update-written over the RAM 15 b of the corresponding player's cartridge 15.
  • On the other hand, if it is determined that any player has not opted the command “battle”, it is then determined at a step S77 whether the [0115] player 1 has opted “flee” or not. If the player 1 has selected fleeing, then display is made at a step S78 such that the monster of the player 1 flees from the battle site, and then the process advances to the main routine step S8. Meanwhile, when the player 2 has opted the command “flee”, display is made at a step S80 such that the monster of the player 2 runs away, and the process returns to the step S8. On the other hand, if the player 1 selects to change his monster, this fact is determined at a step S81, and the process returns to the step S62. Similarly, if the player 2 selects to change his monster, that fact is determined at a step S82, and the process returns to the step S62. Thus the combat mode process is carried out.
  • Now an explanation follows as to details of the backup data updating process at the step S9 of the main routine, based on a subroutine flowchart shown in FIG. 15. In the backup data updating process, if only one payer is playing on the second-[0116] machine 20, there is no possibility of causing such problems that another player's backup data is erroneously written over the RAM 15 b of the own cartridge 15 or the own backup data is written by mistake onto the RAM 15 b of another player's cartridge 15. However, there might be a case of data being written over by another player's backup data where a plurality of players perform a battle play on the second-machine 20 using the backup data stored in their own cartridges 15 (or a memory-medium-integrated-type medium-integrated-type first-machine built with ROM 15 a and RAM 15 b). Such erroneous writing or updating backup data is prevented by the following process.
  • If the process is in updating backup data as determined at the step S8, then it advances to the step S9 to execute an updating process subroutine shown in FIG. 15. Specifically, at a step S91 a controller [0117] 24A is designated by setting a numeral “1” in a counter (CNT1 in the counter area 266) for designating a controller 24A-24D. It is determined at a step S92 whether a cartridge 15 is attached to the controller 24A designated by the counter CNT1 or not. If not attached, the process advances to a step S98 referred to below, while if attached the process advances to a step S93. At step S93 the identification (ID) code and/or name data (hereinafter referred to as “ID” code, etc.) stored in the RAM 15 b of the cartridge 15 attached to the controller 24A is read out and loaded into a corresponding area in the RAM 26. At a step S94, by setting a numeral “1” in a counter (CNT2 in the counter area 266) for designating a player or memory area 261-264, a memory area 261 corresponding to the player 1 is designated from which the backup data is to be read out. At a step S95 ID code, etc. of the player 1 are read out of the memory area corresponding to the relevant player. At a step S96 comparison is made between the ID code, etc. of the cartridge 15 attached to the controller 24A and the ID code, etc. stored in the memory area 261 to determine whether they are coincident with or not. If determined to be coincident, then at a step S97 the backup data stored in the memory area (e.g., 261) corresponding to the count value of the counter CNT2 is transferred to and update-written over the RAM 15 b within the cartridge 15 attached to the controller (e.g., 24A) corresponding to the count value of the counter CNT1, and then the process advances to a step S98. At the step S98, if it is determined that all the controller 24A-24D have not completed of determination as to the presence or absence of attaching a cartridge to a corresponding controller, then at step S99 the counter CNT1 is added by 1 to designate a next controller (e.g., 24B). Then the process returns to the aforesaid step S92. The operations of the aforesaid steps S92-S99 or S95, S96, S100 and S101 are repeated.
  • Meanwhile, if determined not coincident at the aforesaid step 96, it is determined at a step S100 whether the all the players' ID codes, etc. have been read out or not. If it is determined that all the players'ID codes, etc. have not been read out, then at a step S101 the counter CNT[0118] 2 is incremented by 1 to designate a memory area 262 for the player 2, and the process returns to the step S95. During the repetition of the steps S95, S96, S100 and S101, if there is coincidence between the ID code, etc. read out of the cartridge 15 and the ID code, etc. read out of the memory area 261-264, then the process advances to a step S97. Also, in the aforesaid step S98 if all the controllers 24A-24D have been determined as to attachment of a cartridge corresponding thereto, the process returns to the main routine of FIG. 9.
  • In this manner, an identification code is stored in each [0119] cartridge 15. When writing backup data in an update fashion, collation is made between the identification code of the cartridge being attached to the controller and the ID code corresponding to the backup data to be written over for update. If writing-over for update is made only upon coincidence, even when a plurality of players are playing at a same time on the second-machine 20, prevention is effectively given for a case that a player's own backup data is written by mistake into another player's cartridge or a player's own cartridge is written by another player's backup data.
  • When writing the backup data gained through playing on the second-[0120] machine 20 into a cartridge 15 attached to the controller 24, if both the code and the name data are utilized for checking, erroneous writing can be positively prevented. However, any one of the ID code and the name data may be used if exactness is not emphasized. Other data may be combined with the ID code, etc., to collate between the cartridge such data has been read out and the cartridge to be written over for update.
  • In the above embodiments, explanations were made for the case that the first-[0121] machine cartridge 15 and the second-machine cartridge 25 contain the monster capture-and-raise game and the battle game. However, the technological concepts of the present invention is not limited to such games. The invention is also applicable to various games, includes role playing games and sports games. In such a case, the programs for the first and second- machines 10,20 will differ in content depending upon the kinds of game, and the program for controlling the applicability therebetween may naturally differ depending thereupon.
  • 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 only by the terms of the appended claims. [0122]

Claims (13)

What is claimed is:
1. A communications system for communicating between structurally different processing systems comprising:
a first hand-held processing and display system including:
a case of a size which may be held by hand;
a dot matrix liquid crystal display mounted on a portion of said case and having a screen for displaying at least alphanumeric information;
a controller having first and second control switches, said controller being operable by a user to enter user identification related information and to control in part the display of information on said liquid crystal display;
a removable memory for storing a control program, said case including an insertion port for receiving said removable external memory;
a first processor system, coupled to said removable memory for executing said control program and for controlling the display on said dot matrix liquid crystal display;
a second processing system having an enhanced processing capability relative to said first hand-held processing system;
a communications link for coupling said first hand-held processing system and said second processing system;
said second processing system including a read/write memory for storing user identification data received from said first hand-held processing system via said communications link and for comparing said user identification data with predetermined identification data, said second processing system being operable to process further information received from said first hand-held processing system if said user identification data and said predetermined identification data have a predetermined relationship.
2. A communications system according to
claim 1
, wherein said further information includes video game related data.
3. A communications system according to
claim 2
, wherein said video game related data includes video game backup data.
4. A communications system according to
claim 2
, wherein said video game related data includes digital video game related codes.
5. For use in a communications system for communicating between a first hand-held processing and display system and a second processing system having an enhanced processing capability relative to the first hand-held processing system, and wherein said first hand-held processing and display system includes a case of a size which may be held by hand; a dot matrix liquid crystal display mounted on a portion of said case and having a screen for displaying at least alphanumeric information; a controller having first and second control switches, a removable memory for storing a control program, said case including an insertion port for receiving said removable external memory; a first processor system, coupled to said removable memory for executing said control program and for controlling the display on said dot matrix liquid crystal display; a communications link for coupling said first hand-held processing system and said second processing system, a method of operating said communications system comprising the steps of:
entering user identification information using the controller associated with the first hand-held processing and display system;
storing said user identification information in a read-write storage device associated with said first hand-held processing system;
receiving said user identification information from said first hand-held processing system via said communications link;
storing said user identification information in a read/write memory associated with said second processing system;
comparing said user identification data with predetermined identification data; and
processing further information received from said first hand-held processing system by said second processing system if said user identification data and said predetermined identification data have a predetermined relationship.
6. A method according to
claim 5
, further including the step of receiving video game related data from said first hand-held processing system by said second processing system.
7. A method according to
claim 6
, wherein said video game related data includes video game backup data.
8. A method according to
claim 5
further including the step of receiving digital codes from said first hand-held processing system by said second processing system.
9. In a communications system including a first data processing device having a first processing system, and a second data processing device having a second processing system which is structurally different from said first processing system, a method of operating said communications system comprising the steps of:
executing a program by said first processing system to generate first video game related data;
transferring said first video game related data over a communications link from said first data processing device to said second data processing device;
storing said first video game related data in a read-write memory resident in said second data processing device; and
executing a video game program by said second processing system and processing at least some of said first video game related data.
10. A method according to
claim 9
, wherein one of said first processing device and said second processing device is a hand-held portable video game device.
11. A method according to
claim 9
, wherein said transferring step includes the step of transferring game-progression related data from said first data processing device to said second processing device.
12. A method according to
claim 9
, wherein said storing step includes the step of storing game related data into a plurality of partitioned areas of said read-write memory for storing game related data for a respective plurality of players.
13. A method according to
claim 9
, wherein said first data processing device includes a first device read-write memory for storing first video game-related data and further including the step of reading said first video game related data from said first device read-write memory and writing said first video game-related data to said second data processing device read-write memory.
US09/784,067 1997-11-20 2001-02-16 Game system operable with backup data on different kinds of game machines Expired - Lifetime US6334815B2 (en)

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JP9-337654 1997-11-20
JP33765497 1997-11-20
JP10230176A JPH11207034A (en) 1997-11-20 1998-07-30 Game system capable of playing between different kinds of game machines through use of backup data
JP10-230176 1998-07-30
US09/189,797 US6132315A (en) 1997-11-20 1998-11-12 Game system operable with backup data on different kinds of game machines
US09/506,574 US6220964B1 (en) 1997-11-20 2000-02-18 Game system operable with backup data on different kinds of game machines
US09/784,067 US6334815B2 (en) 1997-11-20 2001-02-16 Game system operable with backup data on different kinds of game machines

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ATE227034T1 (en) 2002-11-15
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EP0991007A1 (en) 2000-04-05
ES2186303T3 (en) 2003-05-01
CA2253100A1 (en) 1999-05-20
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AU9141898A (en) 1999-06-10
US6220964B1 (en) 2001-04-24

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