GB2120507A - Interactive video game arrangement - Google Patents

Interactive video game arrangement Download PDF

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Publication number
GB2120507A
GB2120507A GB08312323A GB8312323A GB2120507A GB 2120507 A GB2120507 A GB 2120507A GB 08312323 A GB08312323 A GB 08312323A GB 8312323 A GB8312323 A GB 8312323A GB 2120507 A GB2120507 A GB 2120507A
Authority
GB
United Kingdom
Prior art keywords
video game
video
scene
head end
subscriber location
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB08312323A
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GB8312323D0 (en
Inventor
Harold Gene Alles
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
AT&T Corp
Original Assignee
Western Electric Co Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Western Electric Co Inc filed Critical Western Electric Co Inc
Publication of GB8312323D0 publication Critical patent/GB8312323D0/en
Publication of GB2120507A publication Critical patent/GB2120507A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/338Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using television networks
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M11/00Telephonic communication systems specially adapted for combination with other electrical systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/61Network physical structure; Signal processing
    • H04N21/6106Network physical structure; Signal processing specially adapted to the downstream path of the transmission network
    • H04N21/6118Network physical structure; Signal processing specially adapted to the downstream path of the transmission network involving cable transmission, e.g. using a cable modem
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/61Network physical structure; Signal processing
    • H04N21/6156Network physical structure; Signal processing specially adapted to the upstream path of the transmission network
    • H04N21/6187Network physical structure; Signal processing specially adapted to the upstream path of the transmission network involving transmission via a telephone network, e.g. POTS
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/16Analogue secrecy systems; Analogue subscription systems
    • H04N7/173Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
    • H04N7/17309Transmission or handling of upstream communications
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/08Raffle games that can be played by a fairly large number of people
    • A63F3/081Raffle games that can be played by a fairly large number of people electric
    • A63F2003/082Raffle games that can be played by a fairly large number of people electric with remote participants
    • A63F2003/086Raffle games that can be played by a fairly large number of people electric with remote participants played via telephone, e.g. using a modem
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/16Analogue secrecy systems; Analogue subscription systems
    • H04N7/173Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
    • H04N2007/1739Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal the upstream communication being transmitted via a separate link, e.g. telephone line

Abstract

Typical video game systems include, at each game location, a digital microprocessor packaged with a memory for storing the program instructions of a particular video game. The video game scenes are usually displayed on the screen of a conventional television receiver. Using position controllers, one or more players who are collocated at the game location, may actively compete in the video game. To avoid the cost of such special equipment at the microprocessor, memory and the position controllers, the invention contemplates sharing certain common equipment which may be located at the head end of a cable television system. The potential game player tunes a conventional TV receiver to a video game channel, the TV receiver being coupled to a CATV cable. Thereafter, the game player may place a telephone call to the common head end equipment, responsive to which the player may be connected to the video game. The player may then use the common telephone to competitively interact with the video game being displayed on the TV receiver. <IMAGE>

Description

SPECIFICATION Interactive video game arrangement Technical field This invention relates to electronic television games and, more particularly, to a video game distribution arrangement.
Background of the invention In recent years there has been a significant increase in the popularity and the use of electronic video games. Typically video games are displayed and played on the screen of a conventional television receiver. The variety and the complexity of electronic video games have increased by the use of a digital microprocessor in a game player console. In one form, these games include the microprocessor packaged with a preprogrammed read only memory (POM) and player actuated spot position control potentiometers. The potentiometers permit the spot position of characters (which characters represent game players) to be moved about or varied on the television screen. Each preprogrammed memory contains the set of program instructions for a particular video game.
By replacing one preprogrammed memory with another preprogrammed memory, a completely new game may be played from the player console.
With these games, however, it is necessary for the player to purchase a new memory for each of the games to be played.
To overcome the need for purchasing and maintaining a separate preprogrammed memory for each video game which the user wishes to play, U.S. Patent 4,247,106; filed April 12, 1978; issued January 27, 1981 and entitled "System Arrangement for Distribution and Use of Video Games"; discloses a video game system which includes head end apparatus for impressing, or transmitting, an array of game regulating programs over a communications facility of an electronic distribution system such as a cable TV system (CATV). Each of a plurality of CATV subscriber locations is coupled to the CATV cable.
Also each of the locations is provided with a random access memory (RAM) and associated circuitry to permit a video game signal comprising data which data represent the requisite program instructions for a selected one of the transmitted video games to be demodulated and then written in the RAM. The RAM stored program instructions can then be used in conjunction with a player console microprocessor to play the selected video game. When the subscriber decides to play a second one of the transmitted video games, the RAM is reprogrammed by selecting the second game and writing the second game program in the RAM. In this manner, the subscriber may play a desired one of a plurality of video games without the need of purchasing separate preprogrammed ROMs for each desired game.
Unfortunately, such known arrangements typically contemplate the use of a player console with microprocessor, memory and perhaps other circuitry at each subscriber location.
Summary of the invention This and other problems can be mitigated with the claimed head end apparatus.
In an illustrative embodiment of the instant arrangement including apparatus and process contemplates the use of a television receiver coupled to a CATV cable for displaying a video game while a player interacts with the game by using a telephone. In the illustrative embodiment, head end apparatus is adapted for extending a video game signal over a communications facility, such as a CATV cable, to at least one remote subscriber location. The subscriber location is adapted for selecting a video game from at least one video game channel and for displaying scenes of the video game on a television receiver. The head end apparatus also includes apparatus for controlling an interactive video game.The controlling apparatus in turn includes and interactive arrangement for executing the program instructions of the video game and, responsive to subscriber location initiated signals, for controlling a video game player character. The video scenes of the video game are extended as the video game signal from the head end to the subscriber location so that a player person at the subscriber location may interactively compete in the video game.
Brief description of the drawing The illustrative embodiment will now be described by way of example with reference to the accompanying drawing, in which: Fig. 1 illustrates a video game distribution system embodying the instant invention; Fig. 2 illustrates an example of a video game scene; and Fig. 3 illustrates a further example of a video game scene.
Detailed description Before more particularly describing illustrative apparatus for embodying the principles of the instant invention, for example, that illustrated in Fig. 1, a brief overview for illustrating an interactive utility of the principles of the instant invention is presented.
Many of the newer cable television (CATV) systems have more channel capacity available (e.g. in the order of 100 or more channels) than can typically be used. Usually the nonuse arises because of a lack of suitable video programs.
Employing the principles of the instant invention, predetermined ones of the unused channels could, for example, be used as video game channels. In one illustrative scenario, one channel may show a menu of games and identify the respective video channel for each game and also perhaps display instructions as to how one can access the system. As to others of the unused channels, each such respective video channel can be used for playing a distinct and separate game.
Now, assume that a video game is designed so that one or more people can simultaneously play the game. As an aside, some video games are designed so that one person plays against a programmed "machine" opponent. Also assume that the only equipment needed at a subscriber location is a conventional television receiver adapted for CATV service and a common multifrequency pushbutton telephone such as a TOUCH-TONE telephone. Hence, unlike known prior art arrangements where a game player console including a microprocessor and a memos is located at a subscriber location, a video game system consistent with the principles of the instant invention need not have such game equipment located at the subscriber location.
With the foregoing assumptions and although the skilled artworker could conjure alternative game scenarios, to aid in understanding the principles of the instant invention as recited in the following description, consider an illustrative road race car driving game. A prospective player person can tune a conventional television receiver to a predetermined car driver game CATV channel.
Once tuned to the game channel, the prospective player can observe the action. As illustrated in Fig.
2, the television scene may be a combination of both (a) a prerecorded video scene such as may be seen from the hood of a real race car travelling on a cross-country road and (b) nonrecorded animated scenes such as may be generated using well known computer graphic techniques. The position and perspective of the road as viewed on the television screen can be shown in such a way that the road width spans the television screen width at the bottom of the television screen while at the same time (a) the horizon is about ten percent from the top of the screen and (b) the road width is about ten percent of the screen width at the horizon. As cars proceed down the road, the road may "snake" to the left and then to the right and vice-versa while trees, houses, mountains, towns and other scenery first come into view and then go out of view.The road, over which the race occurs, could be measured, in time, to be several hours long and could perhaps be a road which passes through a city or a state or even a country. Initially, across the bottom of the television screen, a row of animated race cars which can be generated graphically by a computer, can be displayed. With a resolution typical of standard television broadcast quality, experimentation has evidenced that about fifteen race cars could be clearly displayed. Each race car should be identified with a different colour and a different number. The computer generated race cars can be overlayed upon the moving road scene. Inasmuch as there may be a plurality of cars shown at the same time, there can be a similar plurality of people simultaneously playing the game.
After tuning to the predetermined video game CATV channel, a viewer can play the video game by calling a CATV video game telephone number using his home telephone. The call may be automatically answered by equipment at the head end of the CATV cable, which head end equipment may in turn provide a recorded audio announcement to the caller that describes the game and then asks for an identification number.
The identification number may be a billing number for identifying the prospective player and his billing address. The identification number may be extended to the head end apparatus, for example, by using pushbuttons of a telephone.
Responsive to a valid identification number, head end controller apparatus may assign one of the player characters, here for example one of the road race cars, to the caller. Of course, different video games can have different player characters.
Indeed, in some games, a player character may at times be invisible. In any event, in the present example, at the start of the next play period, an announcement can be made on the television screen identifying all player including the new player by name and by car number. Of course, the caller's real name need not be used but rather a name such as a citizens band (CB) "handle" may be used. During the next play period, by using a common telephone, each player can control the movement and position of that player's respective car. For example, as illustrated in Fig. 1, keys of a common pushbutton telephone are usually numbered 1 through 9 and are arranged to form a convenient array.Responsive to pressing the keys the player's race car could move according to the following summarized table: Key number Resultant car movement 1 Faster to the left 2 Faster and straight ahead 3 Faster and to the right 4 Same speed and to the left 5 Brake 6 Same speed and to the right 7 Slower and to the left 8 Slower and straight ahead 9 Slower and to the right Inasmuch as each one of the plurality of players of a particular game is connected or tuned to the same CATV channel, all the players could see the same travelling road scene. An object of the game may be to spend as much time as possible as far up the road as possible. To increase the difficulty of play, as cars move up the road the road may become narrower. As a result, side-to-side movement becomes greater and more rapid. If a car goes off the road, the car may tumble and slide down to the bottom of the television screen. If two or more cars collide, then all such cars may tumble to the bottom of the screen. Hence, an "accident" by a leader of the pack could affect many players. Players behind the leader can avoid a chain collision by using quick reflexes. Hence, the interactive competitive nature of the illustrative game.
The audio on each CATV game channel can have a real prerecorded part and a computer synthesized part. The prerecorded part could narrate the road scene, e.g. by identifying towns and by providing warnings of upcoming dangers and the like. Clearly some travelling music could also be added. The computer synthesized part could narrate motor sounds, skidding sounds, crash sounds and the like.
Each game play period could last for some predetermined time interval, for example, for a five minute interval. At the end of a play period, an audio and/or visual message could be provided from the head end and displayed on each television screen for announcing the finish order, for example, by car number, player name, and the like. Another message could iist the high score for the day, week and/or month, as well as the high score for different categories of difficulty such as novice, expert and the like. A player could be charged per period played and could be billed by the CATV company. The winner of a previous play period might even be given a free play period. The game could run continuously for twenty-four hours a day. Eventually the prerecorded road scene is repeated but the race could be designed to take several hours to make one lap or to repeat a road scene.The foregoing provides a quick overview of an utility supported by the instant invention.
Turning now to Fig. 1, details of an illustrative embodiment of the principles of the invention follow.
A plurality of remote subscriber locations 20-1 through 20-N may be coupled through a communications facility such as CATV cable 10 to a head end, which head end includes controller apparatus 100 for controlling an interactive video game system. Each location 20-i includes a conventional television receiver 21-i coupled to cable 10 as well as a common telephone such as pushbutton telephone 22-i. The telephones may be connectable through one or more central offices 30 to head end controller apparatus 100.
At the head end, controller 100 is adapted to extend a respective video game signal comprising the video game scenes for each of the respective predetermined video game channels over cable 10 to the respective subscriber locations. Also, responsive to telephone signals over telephone lines 40, controller 100 is adapted to keep track of player character movement, accounting information, etc. More particularly, a preprecorded video signal (illustratively a video signal such as may be seen from the hood of a race car travelling on a cross-country road) may be extended from conventional video tape or video disc player 110 to graphics overlay circuit 1 50. The video tape or disc player need not be under control of computer 140, if video player 110 has an automatic replay feature.
Alternatively, video player 1 10 may be under control of computer 140. In either case, video tape or disc player 110 also extends two audio signals over respectively labelled audio channel A and audio channel B. One audio channel, for example that over audio signal B, may be used for extending standard background sounds, which enhance the video scene, to mixer 1 70. The other audio signal, for example that over audio channel A, may be used for extending hereinafter described digitally coded data to computer 140, the data for describing parameters or features important to the selected game. Experimentation suggests that the data be transmitted at a speed of at least 1200 bits per second. The coded data may then be demodulated using standard modem techniques through demodulator 120 and extended to an input of computer 140.
Responsive to the parameters or features, computer 140, while executing program instructions which define and implement a particular and definite video game, may dynamically alter the animated video scene.
Computer 140 may be any standard digital computer with some mass storage capability such as floppy disc 130. Disc 130 may be used for storing identification and billing data as well as the video game program instructions, which program instructions correspond to the aforecited prior art ROM or RAM stored instructions.
Alternative embodiments may have a single computer 140 and disc 130 for supplying different games to different controllers 100.
However, in the present example, computer 140 extends the animated scene using standard computer graphics techniques to graphics overlay circuit 1 50 for combining or overlaying the prerecorded real video scene from video player 110 with the animated scene. Even more particularly, graphics overlay circuit 1 50 may be a standard graphics and text display generator such as Texas Instruments Inc., No. TMS9918 for mixing and superimposing signals in a manner paralieling well known TV studio equipment for generating titles and the like in standard broadcast television. The combined video output is then provided through moduiator 1 60 for distribution over CATV cable 10.
A plurality of telephone lines 40 can be extended to automatic answering machine 1 90.
Machine 1 90 can play a prerecorded audio message upon answering a telephone call, the message being extended from audio tape apparatus 200 over a telephone line to the calling prospective player. Answering machine 1 90 can also include a decoder for decoding the pushbutton telephone signals, for example, multifrequency signals representing requests to dynamically change player character position on the television screen, and for extending the decoded signals to computer 140. For example, a 4-bit signal representing the respective numbers 1 through 9 may be extended to computer 140 and, responsive thereto, the player's race car could move according to the aforesummarized table.Typically, machine 190 could include a separate decoder for each of the telephone lines connected to machine 1 90 as well as an arrangement for extending a respective decoded signal to computer 140, responsive to which, computer 140 can determine the pushbutton depressed by each player and hence the player's action which in turn controls his position. As the players move around on the television screen, video game computer 140 may extend a nonrecorded sound signal through synthesizer 1 80 and thence to mixer 1 70 which sound adds a realism exemplified by events such as cars skidding and/or crashing into each other.
Optionally, a predetermined one or ones of the telephone lines may also be connected through machine 190 to mixer 170 as that one or more players may actually initiate sound, which can be transmitted to and heard at each subscriber location by way of the CATV cable audio channel.
Any combination of audio sound signals, e.g. any combination of the background sound, the synthesized sound, and the player initiated sound, could be mixed through mixer 1 70 together to form the audio signal which is extended through modulator 160 to CATV cable 10. The audio and video signals are combined and modulated by moduiator 160 onto a specific cable channel and distributed over cable 10 to the respective subscriber locations 20-1 through 20-N.
As priorly described, audio signals over audio channel A may include digitally coded data for describing parameters or features important to the selected game. Referring, for example to Fig.
3, the therein illustrated typical game scene has labelled thereon six pairs of coordinates (A1, A2) through (F1, F2) for defining the road boundary. In the illustrative embodiment, computer 140 can readily be programmed to determine if a player's car is on the road or is off the road. For example, the car's horizontal position must be greater than the left-hand road boundary value and must be less than the right-hand road boundary value at the car's then present vertical position. Hence, in the illustrative road race game, the parameters extended over audio channel A may be digitally coded coordinate data which defines the road boundary for the present video scene.
Alternative video games may be used. For example, a player or players may interactively compete against "the computer", e.g. a video game may be designed and programmed in such a way that a single player person may compete against a preprogrammed player character. An alternative embodiment may not include a video tape or disc player, but could generate the entire scene using graphics overlay techniques. The disc may also be eliminated if some other technique is used for billing.

Claims (14)

Claims
1. Head end apparatus adapted for extending a video game signal over a communications facility to at least one remote subscriber location, said subscriber location including apparatus adapted for selecting said video game from at least one video game channel and for displaying scenes of said video game on a television receiver, said head end apparatus further comprising: apparatus for controlling an interactive video game, said controlling apparatus including means for executing the program instructions of said video game, said executing means including means responsive to subscriber location initiated signals for controlling a video game player character, and means for extending the video scenes of said video game as said video game signal from said head end to said subscriber location whereby a player person at said subscriber location may interactively compete in said video game.
2. Head end apparatus as defined in claim 1, wherein said controlling apparatus further comprises means responsive to said executed instructions for providing an animated video game scene as said video game scene.
3. Head end apparatus as defined in claim 1, wherein said controlling apparatus further comprises means for providing a prerecorded video game scene as said video game scene.
4. Head end apparatus as defined in claim 2, wherein said controlling apparatus further comprises means for providing a prerecorded video game scene, and means for combining said animated video game scene and said prerecorded video game scene as said video game scene.
5. Head end apparatus as defined in claim 1, wherein said subscriber location initiated signals are provided from a telephone.
6. Head end apparatus as defined in claim 1,2, 3, 4 or 5, wherein said controlling apparatus further comprises: means for providing a sound signal, means for combining said video game signal and said sound signal, and means for transmitting said combined sound and video signals from said head end to said subscriber location.
7. Head end apparatus as defined in claim 6, wherein said sound signal includes any combination of one or more of the following sound signals: (a) synthesized sound signal; (b) background sound signal; (c) player initiated sound signal; (d) prerecorded sound signal; (e) nonrecorded sound signal.
8. A method for controlling an interactive video game, a video game signal being extendible from a head end of a communication facility to a remote subscriber location, said subscriber location being adapted for selecting a video game and for displaying said video game on a television receiver, the method comprising the steps of responsive to subscriber location initiated signals, executing at said head end the program instructions of said video game to obtain a video scene and transmitting said video scene as said video game signal from said head end to said subscriber location whereby a player person at said subscriber location may interactively compete in said video game.
9. A method as defined in claim 8, wherein said video scene includes an animated video scene.
10. A method as defined in claim 8 wherein said video scene includes a prerecorded video scene.
11. A method as defined in claim 9, further comprising the step of combining said animated video scene with a prerecorded video scene and providing said combined scene as said video scene.
12. A method as claimed in claim 8 wherein said subscriber location initiated signals are provided from a telephone.
13. A method as defined in claims 8, 9, 10, 11 or 12 further comprising the steps of providing a sound signal, combining said video game signal and said sound signal, and transmitting said combined video game and sound signals from said head end to said subscriber location.
14. A method as defined in claim 13 wherein said sound signal includes any combination of one or more of the following sound signals (a) synthesized sound signals; (b) background sound signal: (c) player initiated sound signal; (d) prerecorded sound signal; (e) nonrecorded sound signal.
1 5. Head end apparatus substantially as hereinbefore described with reference to Figure 1.
GB08312323A 1982-05-10 1983-05-05 Interactive video game arrangement Withdrawn GB2120507A (en)

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US37667282A 1982-05-10 1982-05-10

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GB2120507A true GB2120507A (en) 1983-11-30

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DE3316804A1 (en) 1983-11-10
JPS58206273A (en) 1983-12-01
GB8312323D0 (en) 1983-06-08

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