GB2326072A - Communication unit for a game machine - Google Patents
Communication unit for a game machine Download PDFInfo
- Publication number
- GB2326072A GB2326072A GB9819153A GB9819153A GB2326072A GB 2326072 A GB2326072 A GB 2326072A GB 9819153 A GB9819153 A GB 9819153A GB 9819153 A GB9819153 A GB 9819153A GB 2326072 A GB2326072 A GB 2326072A
- Authority
- GB
- United Kingdom
- Prior art keywords
- network
- game
- host computer
- service
- cassette
- 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.)
- Granted
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
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- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/16—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for devices exhibiting advertisements, announcements, pictures or the like
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/50—Network services
- H04L67/51—Discovery or management thereof, e.g. service location protocol [SLP] or web services
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/30—Definitions, standards or architectural aspects of layered protocol stacks
- H04L69/32—Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
- H04L69/322—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
- H04L69/329—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/402—Communication between platforms, i.e. physical link to protocol
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/409—Data transfer via television network
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
Abstract
A communication unit for game machine, comprising: game machine connecting means (11) for connecting a game machine (20); network connecting means (12) for connecting with a network (81) which connects a host (80) which provides game services; attachment state discriminating means (15) for discriminating whether a game cassette is attached to said game machine (20) and for discriminating a type of the game cassette when it is attached; and host accessing means (17) for accessing to said host (80); said host accessing means (17) being activated when a network game cassette which allows to play a game utilizing said host (80) is attached to said attachment state discriminating means (15).
Description
2326072 XSTEM AND COMMUNICATION UNIT The present invention relates to a
network service system and communication unit and more particularly but not exclusively to a communication unit for a game machine. Again the invention relates non- exclusively to a game machine capable of using said network service system.
The system may comprise a host computer which provides services to an information processing terminal (e.g., a computer, personal computer, game machine) via a network line (e.g., a telephone line, CATV (cable TV) line) as well as a communication unit for a game machine and the game machine may utilise the network service system.
A conventional network service system is composed of, for example, a host computer which provides services, a VAN (Value Added Network) network f or connecting the host computer and an information processing terminal connected to the VAN network via a public line or the like. Incidentally, a second host computer (hereinafter referred to also as a "gatewayconnected host computer") connected to the host computer through a gateway by a dedicated line may be provided.
Now, two typical methods for utilizing the network 1 service system will be explained.
The f irst method is to exchange data between the information processing terminal and the host computer to receive a necessary service. For example, the host computer transmits data of goods to the information processing terminal to let a customer order a desirable item on-line.
The second method is to provide a service t o the information processing terminal from the ga teway- connected host computer via the host computer when the gateway- connected host computer can provide the service which the host computer does not have. For example, it allows to access to EasyNet which is an on-line database of Telebase Systems in the U.S. after connecting NIFTY-Serve, a personal computer communication service.
With regard to the above-mentioned first method of the network service, it is apprehended that the service is not provided f-pr economical reason depending on the type of service provided. It is because the amount of information to be communicated becomes enormous in services related to on-line shopping and game accompanying motions for example since image information has to be transferred.
Further, with regard to the above-mentioned second method, it is apprehended that the burden of the host computer becomes great, that a 2 communication line having a large capacity becomes necessary or that communication costsincrease Accordingly, it is a first object of the present invention to solve the aforementioned problems by providing a network service system which can provide services economically through the network.
It is a second object of the present invention to provide a network service system which operation burden of a main host computer.
reduces the Enbodiments - of the present invention my provide a communication unit for a game machine which allows to play a game utilizing the network service system of the first and second objects.
Embodimentt of the present invention may provide a game machine which allows to play a game utilizing the network service system of the first and second objects.
<First Network Service System of the Present Invention> In order to achieve at least the first object of the present invention described above, a network service systern according to a first aspect of the present invention f host computers connected t- a network comprises a plurality of for providing services through the network and an information pro-ess-ing terininal connected to the network. 3 When a storage medium for network service provided with a service identifier for identifying a type of the network service is attached to the information processing terminal, the terminal identifies the service identifier which the storage medium has. Then, it connects the line to the host which corresponds to the identified service receives the network service from the computer identifier and connected host computer.
Here, for the storage medium for network service, a ROM cassette (a cassette having a read only memory), IC card (a card having an integrated circuit), CD-ROM, floppy magnetic disk or the like may be used.
In operation, according to the f irst network service system of the present invention, the information processing terminal identifies the main service identifier which the storage medium has when the medium is attached to the terminal. It then connects the line to the host computer which corresponds to the identified main service identifier and receives the network service from the connected host computer.
Further aspects of the present invention may be found in attached claims 2 to 6, 16, 17, 19, 20 and 32 to 36.
For a better understanding of the inventiong and to show how the same may be carried into effect, reference will now be made, purely by way of example, to the accompanying drawings in which:- 4 MON-- -JAIr Fig. 1 is network service Fig. 2 is network service Fig. 3 is network service Fig. 4 is network service Fig. 5 is network service a diagram system of a diagram system of a diagram system of a diagram system of a diagram system of Fig. 6 is a diagram network service system of Fig. 7 is a diagram network service system of Fig. 8 is a diagram network service system of Fig. 9 is a diagram showing a first principle of a the present invention; showing a second principle of the the present invention; showing a third principle of the the present invention; showing a fourth principle of the the present invention; showing a fifth principle of the the present invention; showing a sixth principle of the the present invention; showing a seventh principle of the the present invention; showing an eighth principle of the the present invention; showing a first principle of a communication unit for game machine of the present invention; Fig. 10 is a diagram showing a second principle of the communication unit for game machine of the present invention; Fig. 11 is a diagram showing a first principle of a game machine of the present invention; Fig. 12 is a diagram showing a second principle of the game machine of the present invention; \JIIII Fig. 13 is a diagram showing a third principle of the game machine of the present invention; Figs. 14a, 14b and 14c are diagrams showing a fourth principle of the game machine of the present invention; Fig. 15 is a diagram showing a fifth principle of the game machine of the present invention; Fig. 16 is a diagram showing a system structure of a first embodiment; Fig.
the first Fig.
displayed Fig.
displayed Fig.
displayed Fig.
displayed Fig.
17 is a diagram showing a processing sequence of embodiment; 18 is a in the 19 is a in the 20 is a in 21 the is a in the 22 is a displayed in the Fig. 23 is a displayed in the Fig. 24 is a second embodiment; Fig. 25 is a drawing showing an exemplary screen (No. 1) first through fourth embodiments; drawing showing an exemplary screen (No. 2) first through fourth embodiments; drawing showing an exemplary screen (No. 3) first through fourth embodiments; drawing showing an exemplary screen (No. 4) first through fourth embodiments; drawing showing an exemplary screen (No. 5) first through fourth embodiments; drawing showing an exemplary screen (No. 6) first through fourth embodiments; diagram showing a system structure of the diagram showing a processing sequence of 6 4k the second embodiment; Fig. 26 is a diagram showing a system structure of th third embodiment; Fig. 27 is a diagram showing a processing sequence of the third embodiment; Fig. 28 is a diagram showing a system structure of the fourth embodiment; Fig. 29 is a diagram showing a processing sequence of the fourth embodiment; Fig. 30 is a diagram showing a cell header format in the embodiments; Fig. 31 is a front view of a game cassette, communication unit and main body of game machine in a state separated from each other according to a fifth embodiment; Fig. 32 is a side view of the game cassette, communication unit and main body of game machine in the state separated from each other according to the fifth embodiment; Fig. 33 is a side view of the game cassette, communication unit and main body of game machine in a combined state according to the.fifth embodiment; Fig. 34 is a functional block diagram of the fifth embodiment; Fig. 35 is a flowchart for explaining an operation of the fifth embodiment; Fig. 36 is a front view of the game cassette, 7 e AW4 communication unit and main body of game machine in a state separated from each other according to a sixth. embodiment; Fig. 37 is a side view of the game cassette, communication unit and main body of game machine in a combined state according to the sixth embodiment; Fig. 38 is a functional block diagram of the sixth embodiment; Fig. 39 is a flowchart for explaining an operation of the sixth embodiment; Fig. 40 is a front view of the game cassette, communication unit and main body of game machine in a state separated from each other according to a seventh embodiment; Fig. 41 is a side view of the game cassette, communication unit and main body of game machine in a combined state according to the seventh embodiment; Fig. 42 is a functional block diagram of the seventh embodiment; Fig. 43 is a flowchart for explaining an operation of the seventh embodiment; Fig. 44 is a front view of the network game cassette and stand-alone game cassette according to an eighth embodiment; Fig. 45 is a front view of the game cassette, communication unit and main body of game machine in a state separated from each other according to a ninth embodiment; Fig. 46 is a functional block diagram of the ninth 8 1J - embodiment Fig. 47 is a front view of the game cassette, communication unit and main body of game machine in a state separated from each other according to a tenth embodiment; Fig. 48 is a functional block diagram of the tenth embodiment; Fig. 49 is a front view of the game cassette, communication unit and main body of game machine in a state separated from each other according to an eleventh embodiment; Fig. 50 is a functional block diagram of the eleventh embodiment; Fig. 51 is a flowchart for explaining an operation of a twelfth embodiment; Fig. 52 is a flowchart for explaining an operation of a thirteenth embodiment; and Fig. 53 is a table of decoding signals in a decoding section in the embodiments.
Before explaining preferred embodiments of the present invention, an outline of structures of the present invention will be explained along means for achieving the objects of the present invention with reference to the diagrams.
9 1.0 <First Network Service System of the Present Invention> In order to achieve the first object of the present invention described above, a first network service system of the present invention is constructed as follows. Fig. 1 is a diagram showing a principle of the first network service system of the present invention.
That is, the system comprises a plurality of host computers 80a, 80b and 80c connected to a network 81 for providing services through the network 81 and an information processing terminal 20 connected to the network 81.
Claims (15)
1 In operation, according to the sixth game machine of the present invention, the processing related to the network application medium ROM-B or stand-alone application medium ROM-C is operated preferentially over the processing related to the communication terminal unit 10, in addition to the operation of the second through fifth game machines.
<Seventh Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, a seventh game machine of the present invention is constructed as follows.
That is, in the second through fifth game machines, the networkapplication medium ROM-B discriminates whether the communication terminal unit 10 is attached or not and when the communication terminal unit 10 does not have a communication application software ROM-A for connecting to the host computer 80 which provides network services via the network 81, executes a network service process by implementing a process for connecting the line to the network 81 and the host computer 80 by itself (corresponds to Claim 38).
In operation, according to the seventh game machine of the present invention, the network application medium ROM-B discriminates whether the communication terminal unit 10 is attached or not and when the communication terrni.nal unit 10 .0 J does not have the communication application software ROM-A for connecting to the host computer 80 which provides network services via the network 81, executes the network service process by implementing the process for connecting the line to the network 81 and host computer 80 by itself, in addition to the operation of the second through fifth game machine.
<Eighth Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, an eighth game machine of the present invention is constructed as follows.
That is, in the second through fifth game machines, the network application medium ROM-B discriminates whether the communication terminal unit 10 is attached or not and when the communication terminal unit 10 has the communication application software ROMA for connecting to the host computer 80 which provides network services via the network 81, connects the line to the network 81 and the host computer 80 utilizing the communication terminal unit 10 (corresponds to Claim 39).
In operation, according to the eighth game machine of the present invention, the network application medium ROM-B discriminates whether the communication terminal unit 10 is attached or not and when the communication terminal unit 10 has the communication application software ROM-A for connecting to the host computer 80 which provides network services via the network 81, connects the line to the network 81 and host computer 80 utilizing the communication terminal unit 10.
<Ninth Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, a ninth game machine of the present invention is constructed as follows.
That is, in the second through fifth game machines, the processing related to the communication terminal unit 10 is executed preferentially over the processing related to the network application medium ROM-B or stand-alone application medium ROM-C (corresponds to Claim 40).
In operation, according to the ninth game machine of the present invention, the processing related to the communication terminal unit 10 is operated preferentially over the processing related to the network application medium ROM-B or stand-alone application medium ROM-C, in addition to the operation of the second through fifth game machine.
<Tenth Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, a tenth game machine of the present invention is constructed as follows.
56 .OK That is, in the second through f if th game machines, the communication terminal unit 10 discriminates whether the network application medium ROM- B or stand-alone application medium ROM-C is attached when it has the communication application software ROM-A for connecting to the host computer 80 which provides network services via the network 81.
Then, when the network application medium ROM-B is attached, it operates the communication application software ROM-A by linking with the network application medium ROM-B.
When the stand-alone application medium ROM-C is attached on the other hand, it executes the communication application software ROM-A by linking with the stand-alone application medium ROM-C and stops the execution of the communication application software ROM-A when the standalone application medium ROM-C is activated (corresponds to Claim 41).
In operation, according to the tenth game machine of the present invention, the communication terminal unit 10 discriminates whether the network application medium ROM-B or stand-alone application medium ROM-C is attached when it has the communication application software ROM-A for connecting to the host computer 80 which provides network services via the network 81, in addition to the operation of the second through fifth game machine.
57 J Then, when the network application medium ROM-B is attached, it operates the communication application software ROM-A by linking with the network application medium ROM-B.
When the stand-alone application medium ROM-C is attached on the other hand, it executes the communication application software ROM-A by linking with the stand-alone application medium ROM-C and stops the execution of the communication application software ROM-A when the standalone application medium ROM-C is activated.
<Eleventh Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, an eleventh game machine of the present invention is constructed as follows.
That is, in the first through tenth game machines, the game machine is adapted to be able to select one which is preferentially executed among the communication application software ROM-A, network application medium ROM-B and standalone application medium ROM-C.
When the network application medium ROM-B is attached, the line is automatically connected to the network 81 and host computer 80.
When the stand-alone application medium ROM-C is attached, the standalone application medium ROM-C is executed.
58 i When no application medium is attached, the communication application software ROM-A i. s executed (corresponds to Claim 42).
In operation, according to the eleventh game machine of the present invention, when the network application medium ROM-B is attached, the line is automatically connected to the network 81 and host computer 80. When the stand-alone application medium ROM-C is attached, the stand- alone application medium ROM-C is executed. And when no application medium is attached, the communication application software ROM-A is executed.
<Twelfth Game Machine of the Present Invention> In order to achieve the fourth object of the present invention described above, a twelfth game machine of the present invention is constructed as follows.
That is, the network connected to the f irst through eleventh game machines is any one of the first through eighteenth network service systems (corresponds to Claim.4 3).
Here, the information processing terminal 20 in the first through eighteenth network service systems corresponds to the game machine. Further, the storage media for network service 32a, 32b and 32c and the storage media for linkage service 31a, 31b and 31c correspond to the network game cassette 30a and network application medium ROM-B, respectively.
59 1 In operation, according to the twelfth game machine of the present invention, any one of the first through eighteenth network service systems is connected to the first through eleventh game machines.
According to the first through f if teenth network service systems of the present invention, an amount of information communicated between the host computer or host computer for linkage service and the information processing terminal may be reduced by storing image, sound and music information necessary for the network service and the processing of algorithm and of command for the network service in the storage medium for network service and storage medium for linkage service. That is, the service may be provided economically through the network.
According to the sixteenth through eighteenth network service systems of the present invention, the second host computer can provide services to the information processing terminal without passing through the first host computer. That is, the operation burden of the main host computer, may be reduced.
According to the first through thirteenth communication units for game machine of the present invention, both of the standalone game cassette and network game cassette may be used while connecting them to the game machine since the attachment state discriminating means recognizes the q attachment state of the game cassette attaching means. That is, a game may be played utilizing the network service system when the network game cassette is used.
Further, according to the first through twelfth game machines of the present invention, both of the stand-alone game cassette and network game cassette may be used since the attachment state discriminating means recognizes the attachment state of the game cassette attaching means. That is, a game may be played utilizing the network service system when the network game cassette is used.
First Embodiment:
Referring now to Figs. 16 through 23, a first preferred embodiment of the present invention will be explained.
[Outline of the First Embodiment] As shown in Fig. 16, the first embodiment is composed of elements a) through h) below.
a) an information processing terminal 20 which is either personal computer, TV game machine or special-purpose terminal; b) a display 27 connected to the information processing terminal 20 for displaying a processing result; c) a communication unit 28 connected to the information processing terminal 20 for operating a communication 61 4L."
41---1 processing; d) a public line 81b connected to the communication unit 28; e) a VAN (value added network) network 81a connected to the public line 81b; f) a host computer 80 connected to the VAN network Sla for providing services through the VAN network 81a; g) a gateway-connected host computer 82 connected to the host computer 80 via a dedicated line 160 for providing services linked with the services provided by the host computer 80; and h) a cassette for optional service 31, used by attaching to the information processing terminal 20, for storing application softwares in which algorithms and commands necessary in receiving the network services provided by the gateway-connected host computer 82 are described.
By the way, when the information processing terminal 20 is provided with a function of communication, it may be connected to the public line 81b without passing through the communication unit 28.
[Processing Sequence of the First Embodiment] Referring now to Fig. 17, a case when receiving an online racing game service for example will be explained as a processing sequence of the first embodiment.
62 1 41- 3 The processing sequence of the first embodiment is composed of four modes of "off-line" before connecting to the network, "log-in" (line connection) related to the connection to the network, "service" and "logout" (disconnection of the line).
Off-line Mode:
In off-line mode, as the cassette for optional service for racing game 31 is attached to the information processing terminal 20, attachment information of the cassette is sent to the information processing terminal 20 (Step 1701). Next, opening information of the service (e.g., Fig. 18) is sent to the information processing terminal 20 (Step 1702). Then, the information processing terminal 20 sets up a line number and personal ID number for example to receive the network service and confirms personal information of the service (Step 1703).
*Loq-in Mode:
In log-in mode, as the cassette for optional service for racing game 31 is attached to the information processing terminal 20, the attachment information of the cassette is transmitted (Step 1704).
Next, the opening information of the service (e.g., Fig. 18) is transmitted to the information processing terminal 20 63 1M, (Step 1705). The information processing terminal 20 requests the host computer 80 to connect via the public line 81b and VAN network 81a by selecting information of the opening of the information processing terminal 20 (Step 1706).
By the way, the cassette for optional service for racing game 31 may be attached after requesting the connection to the host computer 80.
Service Mode:
In service mode, a network service menu A is transmitted from the host computer 80 to the information processing terminal 20 when the line of the information processing terminal 20 and the host computer 80 is connected (Step 1707). The information processing terminal 20 which received the network service menu A displays the network service menu A together with an option menu B on the display 27.
Next, the information processing terminal 20 transmits a command for receiving the service provided by the gatewayconnected host computer 82 to the host computer 80 when the menu B which is the service of the on- line racing game is selected (Step 1708).
Then, the host computer 80 automatically connects the line to the gatewayconnected host computer 82 via the dedicated line 160 (Step 1709).
The gateway-connected host computer 82 then transmits 64 _A4 1 i information of the racing game of a member accessed to the gatewayconnected host computer 82 to the information processing terminal 20 (Step 1710).
On the other hand, the cassette for optional. service for racing game 31 transmits information such as animation data and music data for the online game to the information processing terminal 20 (Step 1711).
The information processing terminal 20 provides the online game service to the user by processing the information transmitted from the gatewayconnected host computer 82 and the cassette for optional service for racing game 31.
Loq-out Mode:
In log-out mode, the information processing terminal 20 requests to the gateway-connected host computer 82 to disconnect via the host computer 80 in order to terminate the service (Step'i712).
Next, the gateway-connected host computer 82 which received the disconnection request disconnects the line of the dedicated line 160 to the host computer 80 after transmitting use information (e.g., records of the racing, use time) to the host computer 80 or the information processing terminal 20 (Step 1713, 1714).
Then, the information processing terminal 20 requests to the host computer 80 to disconnect to terminate the service (Step 1715).
The host computer 80 disconnects the line between the information processing terminal 20 after transmitting use information of the service provided by the host computer 80 (e.g., use time, use state of other linkage service) to the information processing terminal 20 (Step 1716, 1. 717).
[Processing Screen of the First Embodiment] Next, exemplary screens displayed on the display 27 will be explained with reference to Figs. 18 through 23 in order to help understanding of the explanation described above.
When the power of the information processing terminal 20 is turned on, an opening screen shown in Fig. 18 shows up at first.
As a window represented as "OFF" in Fig. 18 is specified by an icon (not shown) and is executed, a screen shown in Fig. 19 shows up. Displayed on the screen lip Fig. 19 are information set up to connect to the host computer 80 and use conditions of the main service and optional se rvice transmitted after the previous use. The use condition is what the information processing terminal 20 has automatically recorded.
As a window represented as "COMMUNICATION" in Fig. 18 is specified by the icon (not shown) and is executed, a screen shown in Fig. 20 shows up when the cassette for optional 66 1 service for racing game 31 is not attachedwindows represented as "MAIL" and "BULLETIN BOARD" in Fig. 20 are standard service menus which the host computer 80 provides. That is, the standard service Menus are menus which allow to receive the service without the cassette for optional service 31. By the way, menus corresponding to a type of a cassette are displayed in areas surrounded by dot lines in Fig. 20 when the cassette for optional service for racing game 31 is attached.
A screen shown in Fig. 21 shows up when. the window represented as "BULLETIN BOARD" in Fig. 20 is specified by the icon (not shown) and is executed.
When the window represented as "COMMUNICATION" in Fig. 18 is specified by the icon (not shown) and is executed, a screen shown in Fig. 22 shows up when the cassette for optional service for racing game 31 which provides an optional service (a) is attached. A screen shown in Fig. 23 shows up as the window represented as "OPTION MENU a" in Fig. 22 is specified by the icon (not shown) and is executed'. The screen in Fig. 23 is a screen displaying information transmitted from the gateway-connected host computer 82 which provides services related to the menu (a). Displayed in a window represented as "MEETING FORUM INFORMATION" in Fig. 23 are information on a game tournament carried out in the optional service (a) and on its strategy. Di.splayed in a 67 4Y window represented as "PLAY GAME GUIDE ROOM" is message exchange information (chat function) for finding players who play a game in the optional service (a). By finding adequate players who can play the game here, it becomes possible to play the game among the players who access to the gateway-connected host computer 82.
Then, when the game is to be played, the software of the gatewayconnected host computer 82 and the cassette for optional service for racing game 31 attached to the information processing terminal 20 are linked and executed as a window represented as "PLAY GAME" is specified by the icon (not shown) and is executed.
By the way, the screens explained above are displayed in the same manner also in the second through fourth embodiments.
Second Embodiment:
Referring now to Figs. 24 and 25, a second preferred embodiment will be explained.
(Outline of the Second Embodiment] As shown in Fig. 24, the second embodiment is composed of elements a) through g) below.
a) the information processing terminal 20 which is either personal computer, TV game machine or special-purpose 68 1 terminal; b) the display 27 connected to the information processing terminal 20 for displaying a processing result; c) the communication unit 28 connected to the information processing terminal 20 for operating communication processing; d) the public line 81b connected to the communication unit 28; e) the VAN (value added network) network 81a connected to the public line 81b; f) a host computer for answering service 80 connected to the VAN network 81a for providing services such as a home catalog shopping through the VAN network 81a; and g) a cassette for answering service 32 which corresponds to the service provided by the host computer for answering service 80, has catalog information such as pictures and explanation speeches of the goods, instruction manual of unique goods, a reference of detailed explanation and questionnaire information and has a program for automatically connecting to the host computer for answering service 80.
By the w ay, when the information processing terminal 20 is provided with the function of communication, it may be connected to the public line 81b without passing through the communication unit 28.
[Processing Sequence of the Second Embodiment] 69 Referring now to Fig. 25, a case when receiving a network answering service such as an on-line shopping for buying desirable goods through the network from the catalog by means of a CD-ROM having ID (e.g., an issued date of the CD-ROM) designated beforehand will be explained as a processing sequence of the second embodiment.
The processing sequence of the second embodiment is composed of three modes of "log-in" (line connection), "service" and "log-out" (disconnection of the line).
Log-in Mode:
In log-in mode, the information which the cassette for answering service 32 has, i.e., a picture of an outside view of goods in the catalog for example, is displayed on the display 27 (Step 2501).
Next, the user selects goods which the user wants to order among the goods by means of the information processing terminal 20. After the selection, the information processing terminal 20 executes an automatic answering processing program and connects the line to the host computer for answering service 80 (Step 2502). At this time, the order of the good is made to the host computer for answering service 80 by transmitting data on a type of the cassette for answering service 32 and information on an answered result.
Service Mode:
In service mode, the host computer for answering service 80 transmits information confirming that the goods have been registered (answer acceptance information) to the information processing terminal 20 (Step 2503).
Then, the information processing terminal 20 displays the confirmation information that the goods have been registered on the display 27 (Step 2504).
Loq-out Mode:
In log-out mode, the information processing terminal 20 requests a disconnection to the host computer for answering service 80 at first (Step 2505).
Then, the host computer for answering service 80 disconnects the line between the information processing terminal 20 (Step 2506).
Third Embodiment:
Referring now to Figs. 26. and 27, a third preferred embodiment will be explained.
[Outline of the Third Embodiment] As shown in Fig. 26, the third embodiment is composed of elements a) through f) below.
a) the VAN network 81a; b) the host computer 80 connected to the VAN network 81a 71 1 for providing services through the VAN network 81a. By the way, a menu of the services provided by the host computer 80 is called a gateway service menu; c) the gateway- connected host computer 82 connected to the host computer 80 via the dedicated line 160 and to the VAN network 81a for providing services linked with the services provided by the host computer 80; d) the public line 81b connected to the VAN network 81a; e) a personal computer 20 for executing an application software in which registration of host ID of the gatewayconnected host computer 82 which corresponds to the gateway service menu of the host computer 80 has been set; and f) the communication unit 28 connected to the personal computer 20 and to the public line 81b.
By the way, when the personal computer 20 is provided with the function of communication, it may be connected directly to the public line 81b without passing through the communication unit 28.
[Processing Sequence of the Third Embodiment) Referring now to Fig. 27, a processing sequence of the third embodiment will be explained.
The processing sequence of the third embodiment is composed of three modes of "log-in" (line connection), "service" and "log-out" (disconnection of the line).
72 to- Log-in Mode:
In log-in mode, the personal computer 20 is connected to the VAN network 81a (Step 2701).
Next, the VAN network 81a requests a number of host to be connected to the personal computer 20 (Step 2702). Then, the personal computer 20 transmits a host number A to connect to the host computer 80 via the VAN network 81a (Step 2703).
Service Mode:
In service mode, the host computer 80 transmits the gateway service menu to the personal computer 20 (Step 2704).
Then, the personal computer 20 selects a service to be received (assumed to be service B here) from the gateway service menu and informs the host computer 80 of that (Step 2705).
Next, the host computer 80 disconnects the line with the VAN network 81a (Step 2706) and connects to the gatewayconnected host computer 82 which corresponds to the selected menu (Step 2707). It then periodically manages the connection state between the personal computer 20 and the gateway-connected host computer 82.
Next, the VAN network 81a requests the number of host to be connected to the personal computer 20 similarly to the processing in Step 2702 (Step 2708).
The personal computer 20 sends out a number which 7 3 corresponds to the host number B from the host ID registration in the gateway-connected host computer 82 which corresponds to the gateway service menu and is connected to the gateway-connected host computer 82 (Step 2709).
Next, the gateway-connected host computer 82 provides the service to the personal computer 20 (Step 2710).
Loq-out Mode:
In log-out mode, the personal computer 20 requests the gateway-connected host computer 82 to disconnect the line (Step 2711). Then, the gatewayconnected host computer 82 disconnects the line between the VAN network 81a (Step 2712).
Next, the VAN network 81a requests the connected host number to the personal computer 20 (Step 2713).
Then, the personal computer 20 is connected to the host computer 80 via the VAN network 81a (Step 2714).
The host computer 80 transmits another gateway service menu to the personal computer 20 (Step 2715). When the personal computer 20 wants to receive another gateway service, the method described above is repeated.
When the personal computer 20 ends the communication service, it requests the host computer 80 to disconnect (Step 2716).
Then, the host computer 80 disconnects the line between the VAN network 81a (Step 2717).
74 lo- The VAN network 81a then requests the personal computer 20 a number of host to be connected (Step 2718).
The personal computer 20 disconnects the line between the VAN network 81a (Step 2719).
Fourth Embodiment:
Referring now to Figs. 28 and 29, a fourth preferred embodiment will be explained.
[Outline of the Fourth Embodiment) As shown in Fig. 28, the fourth embodiment is composed of elements a) through f) below.
a) the VAN network 81a; b) the host computer 80 connected to the VAN network 81a for providing services through the VAN network 81a. By the way, the menu of the services provided by the host computer 80 is called the gateway service menu; c) the ga teway- connected host computer 82 connected to the host computer 80 via the dedicated line 160 and to the VAN network 81a for providing services linked with the services provided by the host computer 80; d) the public line 81b connected to the VAN network 81a; e) the personal computer 20 for executing an application software in which registration of host ID of the gatewayconnected host computer 82 which corresponds to the gateway )1..
service menu of the host computer 80 has been set; and f) the communication unit 28 connected to the personal computer 20 and to the public line 81b.
By the way, when the personal computer 20 is provided with the function of communication, it may be connected directly to the public line 81b without passing through the communication unit 28.
[Processing Sequence of the Fourth Embodiment] Referring now to Fig. 29, a processing sequence of the fourth embodiment will be explained.
The processing sequence of the fourth embodiment is composed of three modes of "log-in" (line connection),..service" and "log-out" (disconnection of the line).
Loq-in Mode:
In log-in mode, the personal computer 20 is connected to the VAN network 81a (Step 2901).
Next, the VAN network 81a requests a number of host to be connected to the personal computer 20 (Step 2902). Then, the personal computer 20 transmits a cell shown in Fig. 30 in addition to an address for recognizing the host A. A router A recognizes this added address and connects to the host computer 80 whose host number is A (Step 2903).
76 li- ---or, 11 Service Mode:
In service mode, the host computer 80 transmits the gateway service menu to the personal computer 20 (Step 2904).
Then, the personal computer 20 selects a service to be received (assumed to be service B here) from the gateway service menu and informs the host computer 80 of that (Step 2905).
Next, the host computer 80 adds an address of the ga. teway- connected host computer 82 which corresponds to the service B to a signal cell and transmits it to the VAN network 81a. While the transmitted signal cell arrives at the router A and router B, it reaches to the gatewayconnectedhost computer 82 via the router B because the address of the gatewayconnected host computer 82 which corresponds to the service B is added. As a result, the personal computer 20 is connected to the gatewayconnected host computer 82 via the VAN network 81a and router B (Step 2906).
Next, the host computer 80 is connected with the ga teway- connected host computer 82 via a dedicated line 260 (Step 2907) and disconnects the connection with the router A (Step 2908). Further, the host computer 80 disconnects a signal from the personal computer 20 tentatively by a HOLD/ACK signal and recognizes a number ID of the personal computer 20 and a header for the gateway-connected host 77 1 computer 82 previously given. Then, it stops an access to the gateway- connected host computer 82 by the HOLD signal and repeats the recognition of the header by the ACK signal. Thereby, the host computer 80 manages the connection state between the personal computer 20 and the gateway- connected host computer 82 periodically via the dedicated line 260.
The gateway-connected host computer 82 provides an information service to the personal computer 20 in this state (Step 2909).
Locr-out Mode:
In log-out mode, the personal computer 20 requests the gateway-connected host computer 82 to disconnect the line via the public line 81b and router B (Step 2910). Then, the personal computer 20 adds an address which corresponds to the host computer 80 whose host number is A to a signal. cell and transmits it to the VAN network 81a. While the transmitted signal cell arrives at the router A and router B, it reaches to the host computer 80 via the router A because the address of the host computer 80 which corresponds to the service A is added. As a result, the personal computer 20 is connected to the host computer 80 via the VAN network 81a and router A (Step 2911).
Next, the gateway- connected host computer 82 disconnects the connection with the host computer 80 (Step 2912). When 78 j x 1 another gateway service is to be received, the above-mentioned process is repeated.
Then, the personal computer 20 requests a disconnection to the router A (Step 2913).
Next, the VAN network 81a request a host number (Step 2914), but the personal computer 20 carries out a disconnection process (Step 2915).
Fifth Embodiment:
A fifth embodiment will be explained with reference to Figs. 31 through 35 and Fig. 53.
[Outline of the Fifth Embodiment) The present embodiment comprises a game cassette 30, communication unit for game machine 10 (hereinafter referred to as the "communication unit 1C) and a main body of game machine 20 as shown in Fig. 31. Although it is possible to separate each of these components, the communication unit 10 is normally used by attaching to the main body of game machine 20.
The communication unit 10 of the present embodiment is connected to the network 81 via a telephone line 70 and the host computer 80 is connected to the network 81.
Now, each component will be explained in detail.
79 I [Game Cassette 30) The game cassette 30 is composed of two cassettes of a network game cassette 30a and stand-alone game cassette 30b.
The network game cassette 30a is stored in a thin, oblong and approximately cuboid case. The surface of the case is colored to eliminate its transmittivity. Then, as shown in Fig. 31, a cut section 36 is provided on one end of the case. The cut section 36 may be provided at the upper portion or corner portion of the case. Then a connector 34 is hanged at the base end portion of the case. The connector 34 interfaces the communication unit 10 and the main body of game machine 20, i.e., the power is supplied and contents of a program is read through it.
The network game cassette 30a also has a storage section 37a for storing programs and data for playing a game utilizing the host computer 80 connected to the network 81.
on the other hand, the stand-alone game cassette 30b is stored in a thin, oblong and approximately cuboid case. The surface of the case is colored to eliminate its transmittivity.
Then, a connector 34 is hanged at the base end portion of the case. The connector 34 interfaces the communication unit 10 and the main body of game machine 20, i.e., the power is supplied and contents of a program is read through it.
The stand-alone game cassette 30b also has a storage J, j section 37b for storing programs and data for playing a game solely without using the host computer 80.
The connector 34 of the game cassette 30 may be attached to both of the communication unit 10 and the main body of game machine 20.
[Communication Unit 10) The communication unit 10 is stored in an oblong and approximately cuboid case. A game cassette attachment port 13 is provided within the case. The game cassette attachment port 13 allows to removably attach only one connector 34 of the game cassette 30 as shown in Fig. 31. A connector 11. is hanged at the base end portion of the case. The connector 11 interfaces with the main body of game machine 20, i.e., the power is supplied and contents of a program is read through it.
The communication unit 10 has an optical switch 41. The optical switch 41 is composed of a light emitting diode (LED) 41a and light receiving sensor 41b. The LED section 41a emits light in visible range. The light receiving sensor 41b receives the light emitted by the LED 41a and outputs s received optical switch signal to a decoding section.
The communication unit 10 also has a network connecting section 12 which is connected to the network 81 via the telephone line 70. The host computer 80 which provides game 81 1 j services is connected to the network 81 as shown in Fig. 32.
The communication unit 10 also has the decoding section which activates a ROM (see Fig. 53) corresponding to a use condition of the game cassette 30 based on the detection result of the switch 41.
By the way, it is possible to replace the L.ED 41a by a ultrasonic transmitting section and to replace the light receiving sensor 41b by a ultrasonic sensor.
[Main Body of Game Machine 20) The main body of game machine 20 is stored in a case which is approximately cuboid. A connector 21 is provided on the top side from the inside of the case. The connector 21 allows to removably attach the connector 11 of the communication unit 10 as shown in Fig. 33. It also allows to removably attach the connector 34 of the game cassette 30. That is, the connector 34 of the stand-alone game cassette 30b may be attached to the connector 21 directly without through the communication unit 10 when a stand-alone type game is played.
The main body of game machine 20 also has an attachment state discriminating section 15 composed of a CPU and the optical switch 41, a processing information exectiting section 16 composed of the CPU, ROM-A, ROM-B and ROM-C and a host accessing section 17 as shown in a functional block diagram 82 in Fig. 34.
The CPU is connected to the decoding section of the communication unit 10 and carries out processes from a) through d) below:
a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game cassette 30a is attached when the light receiving section 41b of the optical switch 41 receives light and determines that the stand-alone game cassette 30b is attached when the sensor receives no light (process as the attachment state discriminating section 15); b) executes a program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out a communication processing through the communication unit 10; and d) accesses to the host computer 80 recognizing that the network game cassette 30a is attached to the game cassette attachment port 13 (process as the host accessing section 17).
Here, the ROM-A stores a processing procedure of the communication unit 10, the ROM-B stores a processing procedure of the network game cassette 30a and the ROM-C stores a processing procedure of the stand-al.one game 83 j _j cassette 30b. when the game cassette 30 is not inserted for example, the ROM-A is turned "ON" and the ROM-B and ROM-C are turned "OFF". That is, only the ROM-A is activated.
The main body of game machine 20 also has a keyboard connecting section 22 for connecting a keyboard 24. The keyboard 24 is used for communicating through the communication unit 10 and for giving various directions from the user to the game machine.
The main body of game machine 20 also has a mouse connecting section 23 for connecting a mouse 25. The mouse 25 is used for making a menu selection on a control screen and for drawing picture or the like.
[Operation of the Fifth Embodiment] Next, an operation of the fifth embodiment will be explained with reference to Fig. 35.
The CPU discriminates whether the game cassette is attached to the game cassette attachment port 13 or not (Step 3501). If it is determined to be "YES" in Step 3501, it is discriminated whether the light receiving sensor 41b has received light or not (Step 3502).
If it is determined that the sensor has received light in Step 3502, the network game program is activated (Step 3503). When it is determined that the sensor has not received light in Step 3502, the standalone game program is 84 activated (Step 3504).
If it is determined to be "NO" in Step 3501, the ROM-A for communication unit is activated (Step 3510).
Then, it lets the user select from the menu either 1) a communication program or 2) a game program (Step 3511).
When the "game program" is selected in Step 3511, the process executes from Step 3502. When the "communication program" is selected in Step 3511, the communication program is activated (Step 3512).
Sixth Embodiment:
A sixth embodiment will be explained with reference to Figs. 36 through 39 and Fig. 53.
[Outline of the Sixth Embodiment] Because the present embodiment is configtired similarly to the fifth embodiment, only different parts will be explained and the same parts are designated wi.th the same reference numerals and explanation thereof will be omitted.
[Game Cassette 30) The network game cassette 30a is constructed similarly to the network game cassette 30a in the fifth embodiment except of that it is stored in a oblong, thin and approximately cuboid case which has the ciit section 36 created at the lower part of one end. The cut section 36 may be provided at the upper portion or corner portion of the case.
The stand-alone game cassette 30b is constructed similarly to the network game cassette 30a in the fifth embodiment.
[Communication Unit 101 The optical switch 41 in the communication unit 10 is replaced by a contactless switch 46. The contactless switch 46 may be replaced by a microswitch.
The decoding section activates the ROM corresponding to the use condition of the game cassette 30 based on the detection result of the 46 (see Fig. 53).
[Main Body of Game Machine 201 The main body of game machine 20 comprises the attachment state discriminating section 15 composed of a CPU and the contactless switch 46, the processing informdtion executing section 16 composed of the CPU, ROM- A, ROM-B and ROM-C and the host accessing section 17 as shown in a functional block diagram in Fig. 38.
The CPU is connected to the decoding section of the communication unit 10 and carries out processes from a) through d) below:
86 A 4_ a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game cassette 30a is attached when the contactless switch 46 contacts and determines that the stand-alone game cassette 30b is attached when the switch 46 does not contact (process as the attachment state discriminating section 15); b) executes the program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out the communication processing through the communication unit 10; and d) accesses to the host computer 80 recognizing that the network game cassette 30a is attached to the game cassette attachment port 13 (process as the host accessing section 17).
[Operation of the Sixth Embodiment] Next, an operation of the sixth embodiment will be explained with reference to Fig. 39.
The CPU discriminates whether the game cassette is attached to the game cassette attachment port 13 or not (Step 3901). If it is determined to be "YES" in Step 3901, it is discriminated whether the contactless switch 46 has contacted or not (Step 3902).
87 If it is determined that the switch has contacted in Step 3902, the network game program is activated (Step 3903). When it is determined that the switch has not contacted in Step 3902, the stand-alone game program is activated (Step 3904).
If it is determined to be "NO" in Step 3901, the ROM-A for communication unit is activated (Step 3910)_ Then, it lets the user select from the menu either 1) a communication program or 2) a game program (Step 3911).
When the "game program" is selected in Step 3911, the process executes from Step 3902. When the "communication program" is selected in Step 3911, the communication program is activated (Step 3912).
Seventh Embodiment:
A seventh embodiment will be explained with reference to Figs. 40 through 43 and Fig. 53.
[Outline of the Seventh Embodiment) Because the present embodiment is configured similarly to the fifth embodiment, only different parts will be explained and the same parts are designated with the same reference numerals and explanation thereof wil-1. be omitted.
[Game Cassette 30] The network game cassette 30a and the game cassette 30b 88 wl.
are stored in the similar cases as shown in Fig- 40. An ID number for identifying a type of the game cassette 30 is stored in the storage sections 37a and 37b of each game cassette 30.
[Communication Unit 101 The communication unit 1Q is constructed by omitting the optical switch 41 from the communication unit 10 in the fifth embodiment.
The decoding section activates the ROM corresponding to the use condition of the game cassette 30 based on the ID information read from the storage section 37 of the game cassette 30 (see Fig. 53).
[Main Body of Game Machine 20] The main body of game machine 20 comprises the attachment state discriminating section 15 havi.nq the CPU, the processing information executing section 16 composed of the CPU, ROM-A, ROM-B and ROM-C and the host accessing section 17 as shown in a functional block diagram in Fig. 42.
The CPU is connected to the decoding section and carries out processes from a) through d) below:
a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game 89 lol 1 1 cassette 30a or the stand-alone game cassette 30b is attached based on the ID information read from the storage section 37 of the game cassette 30 (process as the attachment state discriminating section 15); b) executes the program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out the communication processing through the communication unit 10; and d) accesses to the host computer 80 recognizing that the network game cassette 30a is attached to the game cassette attachment port 13 (process as the host accessing section 17).
Then the decoding section of the main body of game machine 20 activates the ROM corresponding to the use condition of the game cassette 30 based on the ID information read from the storage section 37 of the game cassette 30.
[Operation of the Seventh Embodiment] Next, an operation of the seventh embodiment will be explained with reference to Fig. 43.
The CPU discriminates whether the game cassette is attached to the game cassette attachment port 13 or not (Step 4301). If it is determined to be "YES" in Step 4301, the ID information read from the storage section 37 of the game .10) cassette 30 is determined (Step 4302).
If it is determined to be the ID information of the "network game cassette" in Step 4302, the network game program is activated (Step 4303). When it is determined to be the ID information of the "stand-alone game cassette" in Step 4302, the stand-alone game program is activated (Step 4304).
If it is determined to be "NO" in Step 4301, the ROM-A for communication unit is activated (Step 4310).
Then, it lets the user select from the menu either 1) a communication program or 2) a game program (Step 4311).
When the "game program" is selected in Step 4311, the process executes from Step 4302. When the "communication program" is selected in Step 4311, the communication program is activated (Step 4312).
Eicfhth Embodiment:
A eighth embodiment will be explained with reference to Fig. 44.
(Outline of the Eighth Embodiment) Because the present embodiment is configured similarly to the fifth embodiment, only different parts will be explained and the same parts are designated with the same reference numerals and explanation thereof will be omitted.
91 [Game Cassette 30] The network game cassette 30a is stored in an oblong, thin and approximately cuboid case having a light transmitting section 33 at one end thereof as shown in Fig. 44. While the light transmitting section 33 is created by a clear plastic, it may be created by glass or the like or may be created as a hole. -When it is created as a hole, it is preferable to seal around the hole so that dust and the like will not enter within the game cassette 30.
Ninth Embodiment:
A ninth embodiment will be explained with reference to Figs. 44 and 46.
[Outline of the Ninth Embodiment] Because the present embodiment is configured similarly to the fifth embodiment, only different parts will be explained and the same parts are designated with the same reference numerals and explanation thereof will be omitted.
[Game Cassette 30] The network game cassette 30a is stored in an oblong, thin and approximately cuboid case on which a magnetic body 39 is formed on one end therein as shown in Fig. 45. The magnetic body 39 is created by a magnet.
92 51a& 1 11 [Communication Unit 10] The communication unit 10 is constructed similarly to that in the fifth embodiment except of that the optical switch 41 in the fifth embodiment is replaced by a magnetic contactless switch 43a. It is possible to replace the magnetic contactless switch 43a by a magnetic sensor 44.
The decoding section activates the ROM corresponding to the use condition of the game cassette 30 based on the detection result of the magnetic contactless switch 43a (see Fig. 53).
[Main Body of Game Machine 201 The main body of game machine 20 comprises the attachment state discriminating section 15 comprising the CPU and magnetic contactless switch 43a (magnetic sensor 44), the processing information executing section 16 comprising the CPU, ROM-A, ROM-B and ROM-C and the host accessing section 17 as shown in a functional block diagram in Fig. 46.
The CPU is connected to the decoding section and carries out processes from a) through d) below:
a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game cassette 30a is attached when the magnetic contactless switch 43a (magnetic sensor 44) detects magnetism and determines 93 -01 h- that the stand-alone game cassette 30b is attached when no magnetism is detected (process as the attachment state discriminating section 15); b) executes the program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out the communication processing through the communication unit 10; and d) accesses to the host computer 80 recognizi-ng that the network game cassette 30a is attached to the game cassette attachment port 13 (process as the host accessing section 17).
Tenth Embodiment:
A tenth embodiment will be explained with reference to Figs. 47, 48 and 53.
[Outline of the Tenth Embodiment] Because the present embodiment is configiired similarly to the ninth embodiment, only different parts will be explained and the same parts are designated wi-th the same reference numerals and explanation thereof will be omitted.
[Game Cassette 30] For the network game cassette 30a, the magnet body 39 j 94 j the ninth embodiment is replaced by an iron 38.
[Communication Unit 101 For the communication unit 10, the magnetic contactless switch 43a in the ninth embodiment is replaced by a high frequency contactless switch 43b.
The decoding section activates the ROM corresponding to the use condition of the game cassette 30 based on the detection result of the high frequency contactless switch 43b (see Fig. 53).
[Main Body of Game Machine 20] The main body of game machine 20 comprises the attachment state discriminating section 15 comprising the CPU and high frequency contactless switch 43b, the processing information executing section 16 comprising the CPU, ROM-A, ROM-B and ROM-C and the host accessing section 17 as shown in a functional block diagram in Fig. 48.
The CPU is connected to the decoding section and carries out processes from a) through d) below:
a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game cassette 30a is attached when the high frequency contactless switch 43b detects magnetism and determines that the 1 stand-alone game cassette 30b is attached when no magnetism is detected (process as the attachment state discriminating section 15); b) executes the program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out the communication processing through the communication unit 10; and d) accesses to the host computer 80 recognizing that the network game cassette 30a is attached to the game cassette attachment port 13 (process as the host accessing section 17).
Eleventh Embodiment:
An eleventh embodiment will be explained with reference to Figs. 49, 50 and 53.
[Outline of the Eleventh Embodiment) Because the present embodiment is configured to the seventh embodiment, only different parts explained and the same parts are designated with reference numerals and explanation thereof will be However, no ID number for identifying a type of cassette 30 is stored in the storage sections 37a this game cassette.
96 similarly will be the same omitted. the game and 37b of [Game Cassette 30) A label 35 on which a bar code is printed is labeled at the lower part of the surface of the network game cassette 30a and the stand-alone game cassette 30b as shown in Fig. 49.
[Communication Unit 10) The communication unit 10 is provided with a bar code reader 45 for reading the bar code printed on the label 35.
The decoding section activates the ROM corresponding to the use condition of the game cassette 30 based on the detection result of the bar code reader 45 (see Fig. 53).
[Main Body of Game Machine 20) The main body of game machine 20 comprises the attachment state discriminating section 15 comprising the CPU and bar code reader 45, the processing information executing section 16 comprising the CPU, ROM-A, ROM-B and ROM-C and the host accessing section 17 as shown in a functional block diagram in Fig. 50.
The CPU is connected to the decoding section and carries out processes from a) through d) below:
a) discriminates whether the game cassette 30 is discriminated or not based on the output of the game cassette attachment port 13 and determines that the network game cassette 30a is attached or the stand- alone game cassette 30b 97 4W is attached depending on the value of the bar code read by the bar code reader 45 (process as the attachment state discriminating section 15); b) executes the program stored in the storage section 37 of the game cassette 30 (process as the processing information executing section 16); c) carries out the communication processing through the communication unit 10; and d) accesses to the host computer 80 recogni-zj-ng that the network game cassette 30a is attached to the game cassette attachment part 13 (process as the host accessing section 17).
Twelfth Embodiment:
Because a twelfth embodiment is configured so that its operation differs from that of the fifth embodiment, though it is similarly configured, only the operation thereof will be explained with reference to Fig. 51.
[Operation of the Twelfth Embodiment] At first, the CPU discriminates whether the game cassette is attached to the game cassette attachment port 13 or not (Step 5101). If it is determined to be "NO in Step 5101, "NETWORK SERVICE UNAVAILABLE" is displayed (Step 5104).
If it is determined to be "YES" in Step 5.1.01, it is 98 discriminated whether the communication unit 10 has the ROMA or not (Step 5102).
If it is determined to be "YES" in Step 5102, the ROM-B is executed while using the ROM-A (Step 5103).
When it is determined to be "NO" in Step 5102, a program for connecting the network and host computer 80 stored in the ROM-B is activated (Step 5105).
Then, a network service program stored in the ROM-B is activated (Step 5106).
Thirteenth Embodiment:
Because a thirteenth embodiment is configured so that its operation differs from that of the fifth embodiment, though it is similarly configured, only the operation thereof will be explained with reference to Fig. 52.
[Operation of the Thirteenth Embodiment] At first, the CPU discriminates whether the game cassette is attached to the game cassette attachment port 13 or not (Step 5201). If it is determined to be "NO in Step 5201, the ROM-A for communication unit is activated (Step 5204).
If it is determined to be "YES" in Step.5201, it is discriminated which of the ROM-B and ROM-C is attached (Step 5202).
99 V- 4 ,k If it is determined to be "ROM-B" in Step 5202, the ROM-A is executed linking with the ROM-B (Step 5203).
When it is determined to be "ROM-C" in Step 5203, the ROM-A is executed linking with the ROM-C (Step 5205).
Then, when the ROM-C is activated, the operation of the ROM-A is stopped (Step 5206).
While preferred embodiments have been described, variations thereto will occur to those skilled in the art within the scope of the present inventive concepts which are delineated by the following claims.
CLAIMS 1. A communication unit for game machine, comprising:
game machine connecting means for connecting a game machine; network connecting means for connecting with a network which connects a host which provides game services; attachment state discriminating means for discriminating whether a game cassette is attached to said game machine and for discriminating a type of the game cassette when it is attached; and host accessing means for accessing to said host; said host accessing means being activated when a network game cassette which allows to play a game utilising said host is attached to said attachment state discriminating means.
2. A communication unit for game machine, comprising: game machine connecting means for connecting a game machine; network connecting means for connecting with a network which connects a host which provides game services; -101- game cassette attaching means for removably attaching either a network game cassette which allows to play a game utilising said game machine or said host or a stand-along game cassette which allows to play a game utilising said game machine; attachment state discriminating means for discriminating whether a game cassette is attached to said game cassette attaching means and for discriminating a type of the game cassette when it is attached; and host accessing means for accessing tosaid host said host accessing means being activated when said network game cassette is attached to said attachment state discriminating means.
3. The communication unit for game machine according to claim 1 or 2, wherein cases of said network game cassette and stand-alone game cassette are created to be opaque and a cut section is created on the case of either game cassette; a light emitting section and light receiving section are provided and positioned so that said cut section is interposed therebetween when the game cassette is attached to said game cassette attaching means; and said attachment state discriminating means discriminates a type of the attached game cassette -102- based on an output of said light receiving section.
4. The communication unit for game machine according to claim 1 or 2, wherein a light transmitting section having light transmittivity from one end to the other end is provided on a case of either said network game cassette or stand-alone game cassette; a light emitting section and light receiving section are provided and positioned so that said light transmitting section is interposed therebetween when the game cassette is attached to said game cassette attaching means; and said attachment state discriminating means discriminates a type of the attached game cassette based on an output of said light receiving section.
The communication unit for game machine according to claim 1 or 2, wherein a cut section is created on a case of either said network game cassette or stand-alone game cassette; an ultrasonic transmitting section and ultrasonic receiving section are provided and positioned so that said cut section is interposed therebetween when the game cassette is attached to said game cassette attaching means; and said attachment state discriminating means discriminates a type of the attached game cassette -103- based on an output of said ultrasonic receiving section.
6. The communication unit for game machine according to claim 1 or 2, wherein a magnetic body is provided on a case of either said network game cassett or stand-alone game cassette; a magnetic contactless switch for detecting said magnetic body when the game cassette is attached to said game cassette attaching means is provided; and said attachment state discriminating means discriminates a type of the attached game cassette based on a detection result of said magnetic contactless switch.
7. The communication unit for game machine according to claim I or 2, wherein a metallic body is provided on a case of either said network game cassette or stand-alone game cassette; a high frequency contactless switch for detecting said metallic body when the game cassette is attached to said game cassette attaching means is provided; and said attachment state discriminating means discriminates a type of the attached game cassette based on a detection result of said high frequency contactless switch.
-104- IN
8. The communication unit for game machine according to claim 1 or 2, wherein a case of each of said network game cassette or stand-alone game cassette is formed so 'as to have a different shape; a micro-switch which is capable of contacting to either network game cassette or stand-alone game cassette when the game cassette is attached to said game cassette attaching means is provided; and said attachment state discriminating means discriminates a type of the attached game cassette based on a detection result of said micro-switch.
9. The communication unit for game machine according to Claim I or 2, wherein a magnetic body is provided on a case of either network game cassette or stand-alone game cassette; a magnetic sensor for detecting said magnetic body when the game cassette is attached to said game cassette attaching means is provided; and said attachment state discriminating means discriminates a type of the attached game cassette based on a detection result of said magnetic sensor.
10. The communication unit for game machine according to claim 1 or 2, wherein a label on which an ID code is printed is provided at least on a surface of a case of either network game cassette or stand-alone -105- 1 qj game cassette; ID code reading means for reading the ID code printed on said label when the game cassette is attached to said game cassette attaching means is provided; and said attachment state discriminating means discriminates a type of the attached game cassette based on a read result of said ID code reading means.
11. The communication unit for game machine according to claim 1 or 2, wherein a storage section for storing ID information which allows to discriminate a type of the game cassette is provided in said network game cassette and stand-alone game cassette; and said attachment state discriminating means discriminates a type of the attached game cassette by reading the ID information stored in said storage section when the game cassette is attached to the game cassette attaching means.
12. The communication unit for game machine according to claim 1 or 2, wherein said game machine connecting means is formed as a terminal which can be attached to a game cassette attachment port which said game machine has; and said game cassette attaching means is formed as an attachment port which allows to attach existing game -106- J..
cassettes.
13. The communication unit for game machine according to any one of the preceding claims, wherein the network connected to said communication unit for game machine is a network service system as claimed in any one of our copending British patent applications referenced 9425888.6, HL51492001 and HL51492002.
14. A communication unit for game machine in a game machine having network connecting means for connecting to a network to which a host which provides game services is connected and game cassette attaching-, means for removably attaching either a network game cassette which allows to play a game utilising said host or stand-alone game cassette which allows to play a game without utilising said host, comprising: processing information storing means for storing processing information of said network connecting means, network game cassette and stand-alone game cassette; attachment state discriminating means for discriminating whether the game cassette is attached to said game cassette attaching means and discriminating a type of the game cassette when it is attached; processing information executing means for executing the processing information stored in said -107- vie W processing information storing means based on the discrimination result of said attachment state discriminating means; and host accessing means for accessing to said host; said host accessing means being activated when said network game cassette is attached to said attachment state discriminating means.
15. A communication unit for game machine, substantially according to any one of the embodiments of claims 1, 2 or 14 hereinbefore described with reference to the accompanying drawings.
-108-
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP6533994 | 1994-04-01 | ||
JP6172964A JPH07319810A (en) | 1994-04-01 | 1994-07-25 | Network service system and communication equipment for game machine and the game machine capable of utilizing the network service system |
GB9425888A GB2288108B (en) | 1994-04-01 | 1994-12-21 | Network service system |
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Publication Number | Publication Date |
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GB9819153D0 GB9819153D0 (en) | 1998-10-28 |
GB2326072A true GB2326072A (en) | 1998-12-09 |
GB2326072B GB2326072B (en) | 1999-02-10 |
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GB9819156A Expired - Fee Related GB2326256B (en) | 1994-04-01 | 1994-12-21 | Network service system |
GB9819151A Expired - Fee Related GB2326071B (en) | 1994-04-01 | 1994-12-21 | A game machine |
GB9819153A Expired - Fee Related GB2326072B (en) | 1994-04-01 | 1994-12-21 | Communication unit for game machine |
GB9819157A Expired - Fee Related GB2326257B (en) | 1994-04-01 | 1994-12-21 | Network service system |
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GB9819156A Expired - Fee Related GB2326256B (en) | 1994-04-01 | 1994-12-21 | Network service system |
GB9819151A Expired - Fee Related GB2326071B (en) | 1994-04-01 | 1994-12-21 | A game machine |
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GB9819157A Expired - Fee Related GB2326257B (en) | 1994-04-01 | 1994-12-21 | Network service system |
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US7024386B1 (en) | 2000-06-23 | 2006-04-04 | Ebs Group Limited | Credit handling in an anonymous trading system |
US7366690B1 (en) | 2000-06-23 | 2008-04-29 | Ebs Group Limited | Architecture for anonymous trading system |
GB2364586B (en) | 2000-06-23 | 2004-06-16 | Ebs Nominees Ltd | Deal matching in an anonymous trading system |
US7333952B1 (en) | 2000-06-23 | 2008-02-19 | Ebs Group Limited | Compound order handling in an anonymous trading system |
US6983259B1 (en) | 2000-06-23 | 2006-01-03 | Ebs Group Limited | Anonymous trading system |
US7827085B1 (en) | 2000-06-23 | 2010-11-02 | Ebs Group Limited | Conversational dealing in an anonymous trading system |
US7184982B1 (en) | 2000-06-23 | 2007-02-27 | Ebs Group Limited | Architecture for anonymous trading system |
GB2450748B (en) * | 2007-07-06 | 2010-12-29 | Displaylink | Connection between a client device and multiple host devices |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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EP0402067A2 (en) * | 1989-06-05 | 1990-12-12 | Codemasters Limited | Interfacing device and method for a computer games system |
US5251909A (en) * | 1991-05-28 | 1993-10-12 | Reed Michael J | Secured high throughput data channel for public broadcast system |
WO1993023125A1 (en) * | 1992-05-14 | 1993-11-25 | Codemasters Limited | Connecting computer games via a communication network |
Family Cites Families (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2120507A (en) * | 1982-05-10 | 1983-11-30 | Western Electric Co | Interactive video game arrangement |
CA1284225C (en) * | 1986-07-23 | 1991-05-14 | Katsuya Nakagawa | Game software service system |
GB8910685D0 (en) * | 1989-05-10 | 1989-06-28 | Moran Peter | Integrated circuit package |
GB2236602A (en) * | 1989-08-25 | 1991-04-10 | Information And Telecommunicat | Communications system |
US5051822A (en) * | 1989-10-19 | 1991-09-24 | Interactive Television Systems, Inc. | Telephone access video game distribution center |
US5048831A (en) * | 1990-08-31 | 1991-09-17 | Sides Jim T | Electronic game apparatus and method of use |
DE4222110C2 (en) * | 1992-07-06 | 1998-08-27 | Nsm Ag | Program-controlled entertainment and play equipment |
-
1994
- 1994-12-21 GB GB9819156A patent/GB2326256B/en not_active Expired - Fee Related
- 1994-12-21 GB GB9819151A patent/GB2326071B/en not_active Expired - Fee Related
- 1994-12-21 GB GB9819153A patent/GB2326072B/en not_active Expired - Fee Related
- 1994-12-21 GB GB9819157A patent/GB2326257B/en not_active Expired - Fee Related
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0402067A2 (en) * | 1989-06-05 | 1990-12-12 | Codemasters Limited | Interfacing device and method for a computer games system |
US5251909A (en) * | 1991-05-28 | 1993-10-12 | Reed Michael J | Secured high throughput data channel for public broadcast system |
WO1993023125A1 (en) * | 1992-05-14 | 1993-11-25 | Codemasters Limited | Connecting computer games via a communication network |
Also Published As
Publication number | Publication date |
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GB2326256A (en) | 1998-12-16 |
GB9819157D0 (en) | 1998-10-28 |
GB9819153D0 (en) | 1998-10-28 |
GB2326071A (en) | 1998-12-09 |
GB9819156D0 (en) | 1998-10-28 |
GB2326072B (en) | 1999-02-10 |
GB2326256B (en) | 1999-02-10 |
GB2326257B (en) | 1999-02-10 |
GB2326071B (en) | 1999-02-10 |
GB2326257A (en) | 1998-12-16 |
GB9819151D0 (en) | 1998-10-28 |
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PCNP | Patent ceased through non-payment of renewal fee |
Effective date: 20001221 |