CA1231781A - Video game apparatus - Google Patents
Video game apparatusInfo
- Publication number
- CA1231781A CA1231781A CA000460461A CA460461A CA1231781A CA 1231781 A CA1231781 A CA 1231781A CA 000460461 A CA000460461 A CA 000460461A CA 460461 A CA460461 A CA 460461A CA 1231781 A CA1231781 A CA 1231781A
- Authority
- CA
- Canada
- Prior art keywords
- pair
- control means
- data
- cabinet
- video
- 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.)
- Expired
Links
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
-
- 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
- A63F2300/408—Peer to peer connection
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Controls And Circuits For Display Device (AREA)
Abstract
ABSTRACT OF THE DISCLOSURE
A video game apparatus has a pair of displays mounted on opposite sides of a cabinet, with a pair of manually operable devices mounted on the cabinet, each of the operating devices being associated with a separate one of the video displays, and a pair of controls for applying video data signals to corresponding ones of the displays in response to the state of corresponding ones of the operating devices. A common memory accessible by both controls, and bus channels connected between the memory and each of the controls, are provided for receiving data from either of the controls and transferring such data to the other of the controls, whereby data is able to be transferred between the controls so that similar game images can be displayed on both displays in response to either of the operating devices.
A video game apparatus has a pair of displays mounted on opposite sides of a cabinet, with a pair of manually operable devices mounted on the cabinet, each of the operating devices being associated with a separate one of the video displays, and a pair of controls for applying video data signals to corresponding ones of the displays in response to the state of corresponding ones of the operating devices. A common memory accessible by both controls, and bus channels connected between the memory and each of the controls, are provided for receiving data from either of the controls and transferring such data to the other of the controls, whereby data is able to be transferred between the controls so that similar game images can be displayed on both displays in response to either of the operating devices.
Description
L'7~
The present invention relates to a video game apparatus, particularly a business-use video game apparatus which can be played Eor pay i..e. by i.nsertion of a valuable medi.um such as coin through an inlet slot.
There has been known and in practical use the so-called TV game or video game apparatus in which game characters are displayed on a screen of a display such as a color CRT and are controlled for play by e.g. joy sticks or control switches.
The conventional video game machines can be roughly classi.Ei.ed into two categories i.e. those for home use and those for commercial use. Hitherto, regardless of the above categori.es, video game machines were avai.lable in alternative types, in one of which one video di.splay screen is used by two players, in another of which one display screen is used in common by two persons for simultaneous playing and in yet another of which a plurality of video display screens are used by one person for playing alone. So far, however, no proposal has been made for such a video game machi.ne wherein a plurality of video di.splay screens are used by a plurality of persons for simultaneously playing the same kind of game. More particularly, no such video game machine has been known to date whereln the same game is displayed on a plurality of display screens for the game characters, not only on each player's di.splay screen but also on others' di.splay screens being controllable by any of the plurality of players by the use of individual control means.
The simplest idea for making such a video game machine may be simply putting together or combining conventional vi.deo game machines. However, such a video game machi.ne ;s bound to be more than twice as expensive as a conventional counterpart.
It i.s, therefore, a principal object of -the present invent;on to provide a novel video game apparatus with which a plurality of persons can play the same game displayed on a plurality of screens of a plurality of displays.
~,3~L'7B~.
Generally, the present invention provides a v:ideo game apparatus comprising a cabi.net having opposite sides, a pai.r oE displays mounted on the opposite sides of the cabinet, a pair of manually operable operating means S mounted on the cabinet, each oE the operating means being associated wit:h a separate one of the video displays, a pair o control means for applying video data signals to corresponding ones of the displays in response to the state oE corresponding ones oE the operating means, and data transfer means for receiving data from one of the control means and transferring such data to the other of the control means, whereby data is able to be transEerred between the pair of control means so that similar game i.mages can be displayed on the pair of displays in response to eit.her of the pair of operating means.
~ccording to the present invention, there are provided corrlmunication means for data transfer between a plurality of sets of control means, i.e. computer systems, whereby i.t is possible for a plurality of players to en~oy the same game heing displayed on a plurality of displays, each p1ayer with his own set of control means being capable of controlling also the game characters on the others' display. Also, since in the present invention the communication means are used in common for the plurality ~5 of sets of control means, it is defini.tely more compact and les~ expen~ive than in conventional counterpart video game machi.nes which are constructed by simply docking a plurality oE video game machines.
~he present invention w.ill become more apparent from the following detailed description of the preEerred embodiments when taken in conjuncti.on with thè
accompanying drawings, in which:-Figure 1 (which appears on the same sheet as Figures 4 to 6) is a general perspecti.ve view showing a preferred embodiment of the present invention;
Figure 2 is a block diagram showing one example of the electronic circuit of the embodiment in Figure l;
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Figures 3A and 3B are flow charts given Eor lllustrati.on oE the manipulation or operation oE the present invel-tjon;
Figures 4 through 6 are views showing the respect;.ve flags i.n the memory diagrammatically.
Figure 1 is a general perspective view showing an embo~li.ment oE the present invention. The video game apparatus of thi.s embodi.ment comprises a cabinet 1 wi.th legs for installation. Thi.s cabinet 1 includes a table which i.s subst~lltially T-shaped i.n side view and a cabinet whi.ch i.s trape~o;.dal in side view and placed on the table.
On opposite sl.anting sides oE the trapezoid-secti.oned cabinet there ~-?re arranged two di.splays, i.e. CRTs 2 and 3 in back-to-back relationship to each other. ~ther types of di.splays can also be used, besides the CRT shown in Figure J., such as known liqui.d crystal displays, plasma displays, EL d;splays and so on. On the slanting si.des of the trapezoid-sectioned cabinet there are also provided coin slots 4 and 5. The coin slots 4 and 5 are inlets for coins a.s valuahle mèdia as the price for playing the game, hence the video game machine of the present embodiment is intended for commercial use. Besides coins, cards such as magnetic cards or optical cards can be used as valuable media.
On the opposite sides of the table portion of the cabinet 1 t.here are provided various operating means, switche.s, etc. which are manipulated for playing various games. On Ollf? side of the cabinet (lefthand si.de in Figure 1) there are provided two sets of operating means which i.nclude: two joy sti.cks 6 and 12; four operating buttons 8, 10, 14 and 16; and four mode buttons lB, 20, 22 and 24. On the other side of the cabinet (righthand side shown in Figure 1) there are similarly two sets of operating means which include: two joy sticks 7 and 13;
four operating buttons 9, 11, 15 and 17; and, further four mode buttons 19, 21, 23 and 25. In thi.s video game machine up to ~our persons can play a game using the four sets of operat;ng means, respectively. ~s well known, the ~23~
joy sti.cks 6, 12, 7 and 13 are Eor moving game characters on the screens of C~Ts 2 and 3 vertically as well as laterally, whi.le the operati.ng buttons 8, 10~ 1~, 16, 9, 11, 15 and 17 ~re for causing the game characters to move in speci.fic manners such as jumping, shooting or hitting.
~lso with this video game machine any one oE .Eour alternative mo~les can be chosen for playing the specific game. The mode buttons 18, 22 and 19, 23 are used for selecting a fi.rst mode, and the mode buttons 20, 24 and 21, 25 are use(l for selecting a second mode. IE, for instance, this ~7ideo game machine is for playing a tenni.s game, the first mode button 18 and the second mode button 20 may he used to select the "singles" mode, whi.le the first mode button 22 and the second mode button 24 may be used to select the "doubles" mode. Similarly, the Eirst mode button 19 and the second mode button 21 may be used to select the "singles" mode, while the first mode button 23 and the second mode button 25 may be used to select the "doubles" mode. The first mode buttons 18, 22, 19 and 23 are used to select the first mode of this video game machi.ne, that is, the mode in which the players on each side are to play independent games, while the second mode buttons 20, 24, 21 and 25 are used to select the second mode in which the players on the opposite sides are to play the sa~e game, i.e., against each other. This means that in the f;.rst mode each player is to play the game against the correspondin~ computer system built i.n the cabinet 1 as the opponent, while in the second mode he i.s to play against the player on the opposite side.
The types of games that can be played also include, besides the aforesaid tennis game, other simulated ball games, card games, mah-jong and the like.
Figure 2 is a block diagram showing an embodiment oE the present invention. The left side of Figure 2 shows one computer system 26 and the right side thereof sho~7s the other computer system 27. The computer system 26 is for the CRT 2 on the left side i.n Figure 1, while the computer system 27 is for the CRT 3 on the right ~3~'7~
si.de in F;.gure 1. The computer system 26 includes a CPU
(central processing unit) to which the relat~d mode buttons 18, 20~ 22 and 24 are connected. The CPU 28 i.s further provided with a coin selector 30 for i.dent;.Eyi.ng the type and l:he value oE the coin i.nserted through the coin slot 4. Thi.s coin selector 30 may be substituted with a card reader or the like lf the valuable medium used is a card. Further, the operating means 6 - 16 are connected to tlle CPU 28, which are, however, omi.tted in Figure 2.
.~s tl~e CRU 28, for instance, MOS Technology's 6502 is used. The CPU 28 is connected with a ROM ( read only memory) 36, a RAM (random access memory) 38 and a PPU
(picture processing unit) 40 through a 16-bit address bus 32 and an 8-bi.-t data bus 34. The ROM 36 stores an operating program and game program for the CPU 28, and Intel's 2765, for instance, can be used as ROM 36. As the RAM 38, for instance, Hitachi's 6116 may be used and the same is used for storage of the necessary data for progress o.E the game. For the PPU 40, whi.ch is Eor processing or controlling of the CRT 2 according to the data from the (PU 28, for instance, Nintendo's 2C03 may be usedO Further, a character ROM 42 and a video R~M 44 are connected to ~.he PPU 40. For both of these, Hit~chi's 6116 may be used, for instance. The character ~OM 42 i.s for presenti.ng the characters required for the game such as a ball or player in the case of a ball game or a card, etc. in the case of a card game. The video RAM 44 i.s employed for the presentation of the background of the game e.g. a court, net or goal in the case of, for instance, a bal.l game.
The ~PU 28 has also connected thereto a sound generator 46 whi.ch emits effective sounds as necessary.
The other computer system 27 similarly comprises a CPU 29, and this CPU 29 as well as its related memories 37, 39, 41, 43 and 45 are arranged in the same manner as with the computer system 26, hence detailed descri.ption thereof is here omitted to avoid redundancy. The CPU 29 has further conllected thereto the mode buttons 19, 21, 23 and 25 and, E~lrthermore, the operati.ng means 7 - 17 for game shown i.n Figure 1, although these are omitted i.n Figure 2. A co;n selector 31 and a sound generator 47 are connected to the CPU 29 and are identi.cal with the coi.n selector 30 and the sound generator 46 descri.bed above.
In thi.s embodi.rrlent a C-RAM tcommon random access memory) 101 i.s provided for constituting communication means. Thi.s C~~AM 101 may be a static R~M and may be, for instance, Hi.tachi.'s C-MOS RAM 6116, whose capacity is, for instance, 2Ks. This C-RAM 101 has connected thereto an address bus li.ne 103 from an address selector 102 and a data bus line 106 from tri-state buffers 104 and 107 constituting a gate circuit. As the address selector 102, for instance, Texas Instruments' 74LS157, which is a TTL, circui.t is used. Address selector 102 is used for selectively corlnecting to the address bus li.ne 103 ei.ther address bus line 32 or 33. The tri-state buffer 104 is connected betw~en the data bus lines 34 and 106, and the 2n tri-state buEEer 107 between the data bus lines 35 and 106, respecti.vely. As these tri-state buffers 104 and 107, for instance, Texas Instruments' 74LS245 can be used, which assumes one of the three states, "1", "O" or "high impedance", acording to the given signalO To selector 1.02 and the tri-state buffers 104 and 107 are connected a signal line .lO8 from the output port oE the CPU 28 included in tho computer system 26. That is, this si.gnal line 108 is connected to a terminal IRQ of the CPU 29 included i.n the other computer system 27 and also to a control term.inal of the address selector 102 and, furthermore, il. is connected to the tri-state buff~.r 107 and thence to the other tri-state buffer 104 through an inverter 105. A signal line 109 from the output port of the C:PU 29 i.s connected to a terminal IRQ of the CP~ 28.
Hence, the C-~AM 101 etc. formi.ng the communication rneans is basically controlled by the signal line 108 from t.he output port of the CPU 28 included in the computer system 26. Thi.s means that in communication means network 101 ~3~1L'7t3~
109 pri.ority is given in case oE competition to the CPU 29 over the CPU 2~.
Needl.ess to say, the ICs used i.n thi.~ circuit are not limi.ted to those mentioned above, and sirni.lar or even diEferent ICs may as well be used, and i.t is even possible to use sti.ll more di.screte parts.
Although the PPUs 40 and 41 are for display on the CRTs 2 and 3 with RGB termi.nals, other methods e.g.
NTSC color TV system may as well be used for drivi.ng the CRTs.
Referring to the embodiment shown in Figure 2, described below is the manner in which d.~ta transfer i.s accomplished ~etween computer system 26 and the other computer system 27 by the use of the communication means 101.
In their initial states the signal lines 108 and 109 of the output ports of the CPUs 28 and 29 are both disposed i.n tlle logic state "0". Since the tri-state buffers 104 and 107 are both driven at a low level, the tri-state buf:Eer 107 is activated at that time, and therefore the data bus lines 35 and 106 are connected.
Meanwhile, si.nce the logic "1" inverted by the inverter 105 is gi.ven to the tri-state buffer 104, the buffer 104 ls then in the state of "high impedance" and the connection between the data bus lines 34 and ]06 is disconnected~ At the same time, the logic state "0" is given also to the address selector 102, hence this selector 102 selectively connects the address bus li.ne 33 to the address bus line 103. Thus, C-RAM 101 becomes accessible for the computer system 27. In this state the computer system 27 is capable of writing data into the C
RAM 101 and of reading data therefrom. In order to have the other computer system 26 prevented from usi.ng the C-RAM 101 while the computer system 27 is using the same, it is so a.rranged that the CPU 29 outputs the logic "1" to the signal line 1~9. Then the terminal IRQ ~interrupt request terminal) of the CPU 28 receives the logic signal "1", and the C~U 28 recognizes it to know that the C-RAM
8 ~3~
101 i5 unusable at the moment. Meanwhile, the sig~al li.ne 108 from the Cru 28 is then in the logic "0", which logic l-0ll is transmitted to the terminal IRQ of the CPU 29, and the CP~ 29 is then accessible to the C-RAM 101 through the address bus lines 33 and 103 and the data bus line 35 and 106. When the CPU 29 has finished using the C-R~M 101, the output part of CPU 29 shifts to the logic "0", and whereby the other computer system 26 is accessible to the C-RAM 101.
When the signal line 109 from the output port of the CPU 29 has come to be in the logic "0", the CPU 28 confirms the logic "0" being input to the terminal IRQ and has its output port raised to the logic "1". Hence, the logic "l" is then input to the terminal IRQ of the CPU 29, and the CPU ?.9 then recognizes that the C-RAM 101 is inaccessible at the moment.
When the signal line 108 from the output port oE
the CPU 28 i.s raised to the logic "l", the address selector 102 selectively connects the address bus line 32 to the address bus line 103. At the same time, the logic "0" inverted by the inverter 105 is given to the tri-state buffer 104 so that the data bus line 34 and 106 can be connected by the tri-state buffer 104. Meanwhile, the logic "1" is given to the other tri-state buffer 107, and hence thi.s buf~er 107 comes to be in the state of "high impedance" and the connection between the data bus li.nes 35 and 106 is disconnected. Thus, the CPU 28 is then capable of writing data into the C-RAM 101 or of reading data therefrom through the address bus lines 32 and 103 and the data b~ls lines 3~ and 106.
When the computer systems 26 and 27 try to access C-RAM 101 simultaneously, the CPU 28 checks the state of its terminal IRQ. Since the both CPUs 28 and 29 were then not connected to the C-RAM lOl, the termi.nal IRQ
of the CPU 28 is in the logic "0". Hence, the CPU 28 outputs the logic "l" to its output port, and the logic "1" is given to the terminal IRQ of the CPU 29 through the signal line 108. And then the CPU 29 recogniæes that the 9 ~3~'7~3~
C-RAM lnl i.s ;naccessi.ble~ at the moment. Thust priori.ty if yiven to the computer system 26 when it (CPU ~8 competes wi.t.h l:.he computer system 27 ~CPU 29).
Access to C-RAM 101 ls obtained as described above, and when, for instance, data :Erom the CPU 28 is written i.nto a given address i.n the C-RAM 101 and ;.t i.s later read out oE the same address in the C-RAM 101 by tlle CPU 29, data is transferred from the CPU 28 to the CPt~ 29.
Data transfer Erom the CPU 29 to the CPU 28, too, can be done in the same manner by the use of a given address ln the C-RAM 101.
In tlle above embodiment data transfer between the two computer systems 26 and 27 is accompli.shed indirectly through the medium of the C-RAM 101. There are, however, many other possible means of communication.
For i.nstance, if the CPUs 28 and 29 are both relatively hi.gh in processing speed, direct data transfer is feas;.ble through the connèction li.nes ~not shown) directly link;ng the CPU ports without the medium of a common memory means such as C-RAM 101.
It i.s also possible to use a DMA (direct memory access) system. When the CPU 29 demands data rom the CPU
28, the content of RAM 38 may be directly read into RAM
39, and in the opposite case it is feasible by letting the CPU 28 copy of the content of the RAM 39 into the RAM 38.
Furtller, as communication means addition~l RAMs (not shown) cc)nnected to CPUs 28 and 29 may as well be used. It may then be so arranged that the CPUs 28 and 29 write data into the RAMs 38 and 39, respectively, at the same time the same data is written into the addi.tional RAMs connected to the opposite side so that the CPU on the opposite sicle can read data as necessary from the additional RAMs connected thereto.
Thus, si.nce quite a number oE alternati.ves may be used Eor the communication means, the best possible one may be chosen by taking the cost, simplicity of circuitry and other factors into consi.deration.
10 ~LY~3~7E3~
Next, re.Eerring to the flow charts in Fi.gllres 3A
and 3s as we:Ll ~s to Figures 4 to 6, the mode o~ operation for the e~nbodi.ment shown i.n Figures 1 and 2 is described below. In the explanation bel.ow, the cornputer ~ystem 26 or CPU 2n i.s referred to as that of "hi.s own" and the computer system 27 or CPU 29 as that of the "the opponent's".
In the first step 201 of the mode of operati.on, the CPU 28 determines by the data from the coin selector 30 whether hi.s own credit (Cl) is equal to or larger than half of the amount of credit (Q) (=Q/2) or not. ~[f hi.s own cred;.t (Cl~ is less than (Q/2), the CPU 28 sets the second mode flag FL 12 of R~M 38 in Figure 4 to the logic "0" in the subsequent step 203 so that the player can recogni3e that the second mode is unfeasible. If it is "YES" i.n the step 201, the CPU 28 determines in the next step 205 whether the sum of his own credit (Cl) and the opponent's credi.t (C2) i.s equal to or larger than the quantity of credit (Q) required for playing the second mode or not. If it is "NO" in thi.s step 205, the second mode flag F:L 12 is set to the logi.c "0" in the step 203.
While if it is "YES", the second mode flag FL 12 is set to the logic "1". Thus, judgement is made whether the coin (valuable medi.um~ paid is up to the quantity of credit
The present invention relates to a video game apparatus, particularly a business-use video game apparatus which can be played Eor pay i..e. by i.nsertion of a valuable medi.um such as coin through an inlet slot.
There has been known and in practical use the so-called TV game or video game apparatus in which game characters are displayed on a screen of a display such as a color CRT and are controlled for play by e.g. joy sticks or control switches.
The conventional video game machines can be roughly classi.Ei.ed into two categories i.e. those for home use and those for commercial use. Hitherto, regardless of the above categori.es, video game machines were avai.lable in alternative types, in one of which one video di.splay screen is used by two players, in another of which one display screen is used in common by two persons for simultaneous playing and in yet another of which a plurality of video display screens are used by one person for playing alone. So far, however, no proposal has been made for such a video game machi.ne wherein a plurality of video di.splay screens are used by a plurality of persons for simultaneously playing the same kind of game. More particularly, no such video game machine has been known to date whereln the same game is displayed on a plurality of display screens for the game characters, not only on each player's di.splay screen but also on others' di.splay screens being controllable by any of the plurality of players by the use of individual control means.
The simplest idea for making such a video game machine may be simply putting together or combining conventional vi.deo game machines. However, such a video game machi.ne ;s bound to be more than twice as expensive as a conventional counterpart.
It i.s, therefore, a principal object of -the present invent;on to provide a novel video game apparatus with which a plurality of persons can play the same game displayed on a plurality of screens of a plurality of displays.
~,3~L'7B~.
Generally, the present invention provides a v:ideo game apparatus comprising a cabi.net having opposite sides, a pai.r oE displays mounted on the opposite sides of the cabinet, a pair of manually operable operating means S mounted on the cabinet, each oE the operating means being associated wit:h a separate one of the video displays, a pair o control means for applying video data signals to corresponding ones of the displays in response to the state oE corresponding ones oE the operating means, and data transfer means for receiving data from one of the control means and transferring such data to the other of the control means, whereby data is able to be transEerred between the pair of control means so that similar game i.mages can be displayed on the pair of displays in response to eit.her of the pair of operating means.
~ccording to the present invention, there are provided corrlmunication means for data transfer between a plurality of sets of control means, i.e. computer systems, whereby i.t is possible for a plurality of players to en~oy the same game heing displayed on a plurality of displays, each p1ayer with his own set of control means being capable of controlling also the game characters on the others' display. Also, since in the present invention the communication means are used in common for the plurality ~5 of sets of control means, it is defini.tely more compact and les~ expen~ive than in conventional counterpart video game machi.nes which are constructed by simply docking a plurality oE video game machines.
~he present invention w.ill become more apparent from the following detailed description of the preEerred embodiments when taken in conjuncti.on with thè
accompanying drawings, in which:-Figure 1 (which appears on the same sheet as Figures 4 to 6) is a general perspecti.ve view showing a preferred embodiment of the present invention;
Figure 2 is a block diagram showing one example of the electronic circuit of the embodiment in Figure l;
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Figures 3A and 3B are flow charts given Eor lllustrati.on oE the manipulation or operation oE the present invel-tjon;
Figures 4 through 6 are views showing the respect;.ve flags i.n the memory diagrammatically.
Figure 1 is a general perspective view showing an embo~li.ment oE the present invention. The video game apparatus of thi.s embodi.ment comprises a cabinet 1 wi.th legs for installation. Thi.s cabinet 1 includes a table which i.s subst~lltially T-shaped i.n side view and a cabinet whi.ch i.s trape~o;.dal in side view and placed on the table.
On opposite sl.anting sides oE the trapezoid-secti.oned cabinet there ~-?re arranged two di.splays, i.e. CRTs 2 and 3 in back-to-back relationship to each other. ~ther types of di.splays can also be used, besides the CRT shown in Figure J., such as known liqui.d crystal displays, plasma displays, EL d;splays and so on. On the slanting si.des of the trapezoid-sectioned cabinet there are also provided coin slots 4 and 5. The coin slots 4 and 5 are inlets for coins a.s valuahle mèdia as the price for playing the game, hence the video game machine of the present embodiment is intended for commercial use. Besides coins, cards such as magnetic cards or optical cards can be used as valuable media.
On the opposite sides of the table portion of the cabinet 1 t.here are provided various operating means, switche.s, etc. which are manipulated for playing various games. On Ollf? side of the cabinet (lefthand si.de in Figure 1) there are provided two sets of operating means which i.nclude: two joy sti.cks 6 and 12; four operating buttons 8, 10, 14 and 16; and four mode buttons lB, 20, 22 and 24. On the other side of the cabinet (righthand side shown in Figure 1) there are similarly two sets of operating means which include: two joy sticks 7 and 13;
four operating buttons 9, 11, 15 and 17; and, further four mode buttons 19, 21, 23 and 25. In thi.s video game machine up to ~our persons can play a game using the four sets of operat;ng means, respectively. ~s well known, the ~23~
joy sti.cks 6, 12, 7 and 13 are Eor moving game characters on the screens of C~Ts 2 and 3 vertically as well as laterally, whi.le the operati.ng buttons 8, 10~ 1~, 16, 9, 11, 15 and 17 ~re for causing the game characters to move in speci.fic manners such as jumping, shooting or hitting.
~lso with this video game machine any one oE .Eour alternative mo~les can be chosen for playing the specific game. The mode buttons 18, 22 and 19, 23 are used for selecting a fi.rst mode, and the mode buttons 20, 24 and 21, 25 are use(l for selecting a second mode. IE, for instance, this ~7ideo game machine is for playing a tenni.s game, the first mode button 18 and the second mode button 20 may he used to select the "singles" mode, whi.le the first mode button 22 and the second mode button 24 may be used to select the "doubles" mode. Similarly, the Eirst mode button 19 and the second mode button 21 may be used to select the "singles" mode, while the first mode button 23 and the second mode button 25 may be used to select the "doubles" mode. The first mode buttons 18, 22, 19 and 23 are used to select the first mode of this video game machi.ne, that is, the mode in which the players on each side are to play independent games, while the second mode buttons 20, 24, 21 and 25 are used to select the second mode in which the players on the opposite sides are to play the sa~e game, i.e., against each other. This means that in the f;.rst mode each player is to play the game against the correspondin~ computer system built i.n the cabinet 1 as the opponent, while in the second mode he i.s to play against the player on the opposite side.
The types of games that can be played also include, besides the aforesaid tennis game, other simulated ball games, card games, mah-jong and the like.
Figure 2 is a block diagram showing an embodiment oE the present invention. The left side of Figure 2 shows one computer system 26 and the right side thereof sho~7s the other computer system 27. The computer system 26 is for the CRT 2 on the left side i.n Figure 1, while the computer system 27 is for the CRT 3 on the right ~3~'7~
si.de in F;.gure 1. The computer system 26 includes a CPU
(central processing unit) to which the relat~d mode buttons 18, 20~ 22 and 24 are connected. The CPU 28 i.s further provided with a coin selector 30 for i.dent;.Eyi.ng the type and l:he value oE the coin i.nserted through the coin slot 4. Thi.s coin selector 30 may be substituted with a card reader or the like lf the valuable medium used is a card. Further, the operating means 6 - 16 are connected to tlle CPU 28, which are, however, omi.tted in Figure 2.
.~s tl~e CRU 28, for instance, MOS Technology's 6502 is used. The CPU 28 is connected with a ROM ( read only memory) 36, a RAM (random access memory) 38 and a PPU
(picture processing unit) 40 through a 16-bit address bus 32 and an 8-bi.-t data bus 34. The ROM 36 stores an operating program and game program for the CPU 28, and Intel's 2765, for instance, can be used as ROM 36. As the RAM 38, for instance, Hitachi's 6116 may be used and the same is used for storage of the necessary data for progress o.E the game. For the PPU 40, whi.ch is Eor processing or controlling of the CRT 2 according to the data from the (PU 28, for instance, Nintendo's 2C03 may be usedO Further, a character ROM 42 and a video R~M 44 are connected to ~.he PPU 40. For both of these, Hit~chi's 6116 may be used, for instance. The character ~OM 42 i.s for presenti.ng the characters required for the game such as a ball or player in the case of a ball game or a card, etc. in the case of a card game. The video RAM 44 i.s employed for the presentation of the background of the game e.g. a court, net or goal in the case of, for instance, a bal.l game.
The ~PU 28 has also connected thereto a sound generator 46 whi.ch emits effective sounds as necessary.
The other computer system 27 similarly comprises a CPU 29, and this CPU 29 as well as its related memories 37, 39, 41, 43 and 45 are arranged in the same manner as with the computer system 26, hence detailed descri.ption thereof is here omitted to avoid redundancy. The CPU 29 has further conllected thereto the mode buttons 19, 21, 23 and 25 and, E~lrthermore, the operati.ng means 7 - 17 for game shown i.n Figure 1, although these are omitted i.n Figure 2. A co;n selector 31 and a sound generator 47 are connected to the CPU 29 and are identi.cal with the coi.n selector 30 and the sound generator 46 descri.bed above.
In thi.s embodi.rrlent a C-RAM tcommon random access memory) 101 i.s provided for constituting communication means. Thi.s C~~AM 101 may be a static R~M and may be, for instance, Hi.tachi.'s C-MOS RAM 6116, whose capacity is, for instance, 2Ks. This C-RAM 101 has connected thereto an address bus li.ne 103 from an address selector 102 and a data bus line 106 from tri-state buffers 104 and 107 constituting a gate circuit. As the address selector 102, for instance, Texas Instruments' 74LS157, which is a TTL, circui.t is used. Address selector 102 is used for selectively corlnecting to the address bus li.ne 103 ei.ther address bus line 32 or 33. The tri-state buffer 104 is connected betw~en the data bus lines 34 and 106, and the 2n tri-state buEEer 107 between the data bus lines 35 and 106, respecti.vely. As these tri-state buffers 104 and 107, for instance, Texas Instruments' 74LS245 can be used, which assumes one of the three states, "1", "O" or "high impedance", acording to the given signalO To selector 1.02 and the tri-state buffers 104 and 107 are connected a signal line .lO8 from the output port oE the CPU 28 included in tho computer system 26. That is, this si.gnal line 108 is connected to a terminal IRQ of the CPU 29 included i.n the other computer system 27 and also to a control term.inal of the address selector 102 and, furthermore, il. is connected to the tri-state buff~.r 107 and thence to the other tri-state buffer 104 through an inverter 105. A signal line 109 from the output port of the C:PU 29 i.s connected to a terminal IRQ of the CP~ 28.
Hence, the C-~AM 101 etc. formi.ng the communication rneans is basically controlled by the signal line 108 from t.he output port of the CPU 28 included in the computer system 26. Thi.s means that in communication means network 101 ~3~1L'7t3~
109 pri.ority is given in case oE competition to the CPU 29 over the CPU 2~.
Needl.ess to say, the ICs used i.n thi.~ circuit are not limi.ted to those mentioned above, and sirni.lar or even diEferent ICs may as well be used, and i.t is even possible to use sti.ll more di.screte parts.
Although the PPUs 40 and 41 are for display on the CRTs 2 and 3 with RGB termi.nals, other methods e.g.
NTSC color TV system may as well be used for drivi.ng the CRTs.
Referring to the embodiment shown in Figure 2, described below is the manner in which d.~ta transfer i.s accomplished ~etween computer system 26 and the other computer system 27 by the use of the communication means 101.
In their initial states the signal lines 108 and 109 of the output ports of the CPUs 28 and 29 are both disposed i.n tlle logic state "0". Since the tri-state buffers 104 and 107 are both driven at a low level, the tri-state buf:Eer 107 is activated at that time, and therefore the data bus lines 35 and 106 are connected.
Meanwhile, si.nce the logic "1" inverted by the inverter 105 is gi.ven to the tri-state buffer 104, the buffer 104 ls then in the state of "high impedance" and the connection between the data bus lines 34 and ]06 is disconnected~ At the same time, the logic state "0" is given also to the address selector 102, hence this selector 102 selectively connects the address bus li.ne 33 to the address bus line 103. Thus, C-RAM 101 becomes accessible for the computer system 27. In this state the computer system 27 is capable of writing data into the C
RAM 101 and of reading data therefrom. In order to have the other computer system 26 prevented from usi.ng the C-RAM 101 while the computer system 27 is using the same, it is so a.rranged that the CPU 29 outputs the logic "1" to the signal line 1~9. Then the terminal IRQ ~interrupt request terminal) of the CPU 28 receives the logic signal "1", and the C~U 28 recognizes it to know that the C-RAM
8 ~3~
101 i5 unusable at the moment. Meanwhile, the sig~al li.ne 108 from the Cru 28 is then in the logic "0", which logic l-0ll is transmitted to the terminal IRQ of the CPU 29, and the CP~ 29 is then accessible to the C-RAM 101 through the address bus lines 33 and 103 and the data bus line 35 and 106. When the CPU 29 has finished using the C-R~M 101, the output part of CPU 29 shifts to the logic "0", and whereby the other computer system 26 is accessible to the C-RAM 101.
When the signal line 109 from the output port of the CPU 29 has come to be in the logic "0", the CPU 28 confirms the logic "0" being input to the terminal IRQ and has its output port raised to the logic "1". Hence, the logic "l" is then input to the terminal IRQ of the CPU 29, and the CPU ?.9 then recognizes that the C-RAM 101 is inaccessible at the moment.
When the signal line 108 from the output port oE
the CPU 28 i.s raised to the logic "l", the address selector 102 selectively connects the address bus line 32 to the address bus line 103. At the same time, the logic "0" inverted by the inverter 105 is given to the tri-state buffer 104 so that the data bus line 34 and 106 can be connected by the tri-state buffer 104. Meanwhile, the logic "1" is given to the other tri-state buffer 107, and hence thi.s buf~er 107 comes to be in the state of "high impedance" and the connection between the data bus li.nes 35 and 106 is disconnected. Thus, the CPU 28 is then capable of writing data into the C-RAM 101 or of reading data therefrom through the address bus lines 32 and 103 and the data b~ls lines 3~ and 106.
When the computer systems 26 and 27 try to access C-RAM 101 simultaneously, the CPU 28 checks the state of its terminal IRQ. Since the both CPUs 28 and 29 were then not connected to the C-RAM lOl, the termi.nal IRQ
of the CPU 28 is in the logic "0". Hence, the CPU 28 outputs the logic "l" to its output port, and the logic "1" is given to the terminal IRQ of the CPU 29 through the signal line 108. And then the CPU 29 recogniæes that the 9 ~3~'7~3~
C-RAM lnl i.s ;naccessi.ble~ at the moment. Thust priori.ty if yiven to the computer system 26 when it (CPU ~8 competes wi.t.h l:.he computer system 27 ~CPU 29).
Access to C-RAM 101 ls obtained as described above, and when, for instance, data :Erom the CPU 28 is written i.nto a given address i.n the C-RAM 101 and ;.t i.s later read out oE the same address in the C-RAM 101 by tlle CPU 29, data is transferred from the CPU 28 to the CPt~ 29.
Data transfer Erom the CPU 29 to the CPU 28, too, can be done in the same manner by the use of a given address ln the C-RAM 101.
In tlle above embodiment data transfer between the two computer systems 26 and 27 is accompli.shed indirectly through the medium of the C-RAM 101. There are, however, many other possible means of communication.
For i.nstance, if the CPUs 28 and 29 are both relatively hi.gh in processing speed, direct data transfer is feas;.ble through the connèction li.nes ~not shown) directly link;ng the CPU ports without the medium of a common memory means such as C-RAM 101.
It i.s also possible to use a DMA (direct memory access) system. When the CPU 29 demands data rom the CPU
28, the content of RAM 38 may be directly read into RAM
39, and in the opposite case it is feasible by letting the CPU 28 copy of the content of the RAM 39 into the RAM 38.
Furtller, as communication means addition~l RAMs (not shown) cc)nnected to CPUs 28 and 29 may as well be used. It may then be so arranged that the CPUs 28 and 29 write data into the RAMs 38 and 39, respectively, at the same time the same data is written into the addi.tional RAMs connected to the opposite side so that the CPU on the opposite sicle can read data as necessary from the additional RAMs connected thereto.
Thus, si.nce quite a number oE alternati.ves may be used Eor the communication means, the best possible one may be chosen by taking the cost, simplicity of circuitry and other factors into consi.deration.
10 ~LY~3~7E3~
Next, re.Eerring to the flow charts in Fi.gllres 3A
and 3s as we:Ll ~s to Figures 4 to 6, the mode o~ operation for the e~nbodi.ment shown i.n Figures 1 and 2 is described below. In the explanation bel.ow, the cornputer ~ystem 26 or CPU 2n i.s referred to as that of "hi.s own" and the computer system 27 or CPU 29 as that of the "the opponent's".
In the first step 201 of the mode of operati.on, the CPU 28 determines by the data from the coin selector 30 whether hi.s own credit (Cl) is equal to or larger than half of the amount of credit (Q) (=Q/2) or not. ~[f hi.s own cred;.t (Cl~ is less than (Q/2), the CPU 28 sets the second mode flag FL 12 of R~M 38 in Figure 4 to the logic "0" in the subsequent step 203 so that the player can recogni3e that the second mode is unfeasible. If it is "YES" i.n the step 201, the CPU 28 determines in the next step 205 whether the sum of his own credit (Cl) and the opponent's credi.t (C2) i.s equal to or larger than the quantity of credit (Q) required for playing the second mode or not. If it is "NO" in thi.s step 205, the second mode flag F:L 12 is set to the logi.c "0" in the step 203.
While if it is "YES", the second mode flag FL 12 is set to the logic "1". Thus, judgement is made whether the coin (valuable medi.um~ paid is up to the quantity of credit
2~ required for ~:I.aying the second mode of game or not, and, if not, select;.on of the second mode is prohibited.
AEter setting or resetting the second mode flag FL 12 in the step 203 or 207, t~e-CPU 28 determines in -the next step 209 whether his own credit (Cl) is equal to or larger than the amount of credit (P) requi.red for playing the first mode or not. If it is "NO" in this step 209, the logic "0" i.s written into the Eirst mode flag FL 11 oE
R~M 38 (Fi.gure 4) in the next step 211, and if it is "YES", tlle logic "1" is written into the first mode flag FL 11. Then the CPU 28 checks whether the first mode button 18 (or 22) i.s depressed or not, and if it is "NO", it proceeds to the step 219 uncondi.tionally, whi.le iE it is "YES", proceedi.ng to the step 219 only i.n the case
AEter setting or resetting the second mode flag FL 12 in the step 203 or 207, t~e-CPU 28 determines in -the next step 209 whether his own credit (Cl) is equal to or larger than the amount of credit (P) requi.red for playing the first mode or not. If it is "NO" in this step 209, the logic "0" i.s written into the Eirst mode flag FL 11 oE
R~M 38 (Fi.gure 4) in the next step 211, and if it is "YES", tlle logic "1" is written into the first mode flag FL 11. Then the CPU 28 checks whether the first mode button 18 (or 22) i.s depressed or not, and if it is "NO", it proceeds to the step 219 uncondi.tionally, whi.le iE it is "YES", proceedi.ng to the step 219 only i.n the case
3~'7~3~
where th~ first-. mode flag FL 11 is not set to the logi.c "1" in t.he next step 217. In the step 219 the CPU 28 ascertai.ns whether the second mode button 20 (or 24) i.s depressed or not.
If tlle first mode Elag FL 11 should be set in the preced;ng step 217, the CPU 28 undertakes processing 're~ui.red for playinq the Eirst mode of game. That is, in the next step 221 i.t subtracts the quantity oE credit required Eor p'!ayi.ng the first mode of game (P) from the player's own credi.t (Cl) and stores the balance as the player's new ho~di.ng of credit (Cl). And then i.t accesses a predetermi.necl address in the C-RAM 101 in the method as aforesaid, and the logic "1'l is written into the first mode flag FL 1.11 in the step 223 as shown in Figure 6 accordi.ngly. 'tt i.s thus possi.ble to inform to the CPU 29 that the CP~ 2~3 is operati.ve in the first mode. The CPU
28 then executes the first mode of game (in the step 225).
The ~outine of the game may as well be known one, hence detai.led explallation about it will be omitted here also because i.t is oF no particular importance with regard to the present invention. It is as already explained above that in the first mode of game joy stick 6 and operating buttons 8 and 10 in Figure 1 and/or joy stick 12 and operating buttons 14 and 16 are used so that the player can play ayai.nst: the computer system 27 as the opponent.
When the Eirst mode of game 225 is over, the CPU
28 writes the logic "0" into the first mode flag FL 111 of the C-R~M lOl.
When the CPU 28 has detected that the second mode button 20 (or 24) has not been depressed yet in the step 219, the next step 229 is proceeded to and, there the CPU 28 judges wllether the first mode flag FL 121 of C-RAM
101 is the lo(~ic "1" or not. This means determini.ng whether the opponent's game mode is in the first mode or not. And, if it is "YES" in this step 229, further checki.ng is made in the step 231 to see whe-ther the first mode flag FL 1.1 of the player's own RAM 38 is the logic "1" for the first mode of game to be feasible on the player's own si(le. If the first mode of game i.s feasible, a di.splay reacling "Press the button 18 (or 22)." i.8 shown on the CRT 2 (Fi.gure 1) i.n the next step 233. If the first mode of game is also not feasible, there Eollows return to the ini.tial step 201.
If i.t is "NO" in the step 229, the CPU 28 checks to see whether the second mode Elag 122 of the C-R~M 101 is the logic "1" for judging whether the second mode is selected by the opponent's side. If it is "YES" in thi.s step 235, a d;.splay reading "Press the button 20 ~or 24)."
is shown on tlle CRT 2 (Figure 1) in the next step 237.
l~ it i.s "NO" in the step 235, the CP~ 28 checks to see whether the second mode flag FL 12 of the player's own RAM 38 i.s the logic "1" for the second mode of game to be feasible Otl hi.s own side. If it is "NO", there follows a return to the previous step 231, whereas if it is "YES", a check i.s madc~ to see whether his own ~irst mode ~lag FL
11 is likewise l-he logic "1" for the first mode of game to be feasible. ~Lf the first mode of game is feasible, in 2l) the step 242 a di.splay readi.ng "Press the button 18 (or 22) or 20 (or 24)." is then shown on the CRT 2 (Figure 1).
After going through the display step 233, 237 and 242 there follows return to the initial step 201.
If i.t is "YES" in the previous step 219 (Fi.gure 3A), the CPU 28 checks to see whether the player's own second mode flag FL lZ is the logic "1" in the step 241 for the second mode of game to be -feasible. If it is "NO"
in thi.s steps 241, the CPU28 checks to see whether the second mode flag FL 122 of the C-RAM 101 is the logic "1"
for judging whether the game mode of the opponent's side is in the secol~d mode.
If i.t i.s "YES" in the previous step 241, the program proce--ds to the step 245, and there the CP~ 28 writes the logic "1" into the second mode flag FL 112 of the C-RAM lOl. Then in the step 247 there follows a predetermined delay time e.g. 5 secondsO When the time is over, the second mode Elag FL 112 of the C-RAM 101 is fallen to the ~ogic "0" in the next step 249 beore the 13 ~3~
program returns to the i.ni.ti.al step Z01. If it should be judged before Ille ti.me is over that the .second mode Elag FL 122 o:F the C-RAM lOl for the opponent's side i.s the logic oE "1", that is, the opponent, too, has selected the second mode, the CPU 28 subtracts half the quanti.ty (Q/2) of credit. ~Q) reyuired for playing the second mode from the player's own credit (Cl) in the next step 253, and stores the bal.i~nce as the player's new holding of credi.t (Cl~. Therl tlle second mode of game is executed ;.n the step 255. By the way, as explained above, not only can the di.splay On the CRT 2 of the player's own side, but also that on the CRT 3 of the opponent's side can be changed by oper.ltion of the operati.ng means 6 - 16 (Figure 1), and not on]y can the display on the CRT3/ but also the display on the CRT2 can be changed by means o~ the operati.ng means 7 - 17 on the opponent's side. As also explai.ned above, the data transfer therebetween is to be carried out in thi.s embodi.ment by the use in common oE the data region of the C-RAM 101.
When the second mode of game is over, the CPU 28 shi.Ets the second mode flag FL 112 of the C-RAM 101 to the logic "0", thi~ followed by return of the program to the initial step 2~)1.
If i.t is "YES" in the above-mentioned step 243 (Figure 3Aj, t~le CPU 29 on the opponent's side subtracts half the quant;ty of credit (Q/2) required for playing the second mode from the opponent's credit (C2) and stores the balance in th~ M 39 as the opponent's new holding of credit (C2). 'l'hen the CPU 29 shifts the secon~ mode flag Fl. 112 oE the C'-RAM 101 to the logic "1l' in the step 261, and the routine of the step 255 for the second mode of game is entel-ed, the second mode of game being also feasible thi.s way.
IE it is "NO" in the step 243, the program proceeds to the step 229 as in the case where it is "NOI' i.n the step 219.
When i.n the above embodi.ment the first mode of game is l:o be played on the player's side and the opposite 14 ~23~
~i.e. opponent's) si.de i.ndependent of each other, the contents oE th-~ games may be i.denti.cal or the possibi.lity oE choos;.ny Erom a number o.E alternatives may as we:l.l be provided. In the latter case, a plurality of game software (I~Ms) may be provi.ded so that any of thereoE is selectable at wi.11.
~hi.le an embodiment of the present inventi.on has been describe(1 and illustrated above in detai.l, i.t i.s clearly understood that the same is by way of illustrati.on and example only and i.s not to be taken by way oE
li.mitation, the spirit and scope oE the present i.nventi.on being li.m;.ted by the terms of the appended claims.
where th~ first-. mode flag FL 11 is not set to the logi.c "1" in t.he next step 217. In the step 219 the CPU 28 ascertai.ns whether the second mode button 20 (or 24) i.s depressed or not.
If tlle first mode Elag FL 11 should be set in the preced;ng step 217, the CPU 28 undertakes processing 're~ui.red for playinq the Eirst mode of game. That is, in the next step 221 i.t subtracts the quantity oE credit required Eor p'!ayi.ng the first mode of game (P) from the player's own credi.t (Cl) and stores the balance as the player's new ho~di.ng of credit (Cl). And then i.t accesses a predetermi.necl address in the C-RAM 101 in the method as aforesaid, and the logic "1'l is written into the first mode flag FL 1.11 in the step 223 as shown in Figure 6 accordi.ngly. 'tt i.s thus possi.ble to inform to the CPU 29 that the CP~ 2~3 is operati.ve in the first mode. The CPU
28 then executes the first mode of game (in the step 225).
The ~outine of the game may as well be known one, hence detai.led explallation about it will be omitted here also because i.t is oF no particular importance with regard to the present invention. It is as already explained above that in the first mode of game joy stick 6 and operating buttons 8 and 10 in Figure 1 and/or joy stick 12 and operating buttons 14 and 16 are used so that the player can play ayai.nst: the computer system 27 as the opponent.
When the Eirst mode of game 225 is over, the CPU
28 writes the logic "0" into the first mode flag FL 111 of the C-R~M lOl.
When the CPU 28 has detected that the second mode button 20 (or 24) has not been depressed yet in the step 219, the next step 229 is proceeded to and, there the CPU 28 judges wllether the first mode flag FL 121 of C-RAM
101 is the lo(~ic "1" or not. This means determini.ng whether the opponent's game mode is in the first mode or not. And, if it is "YES" in this step 229, further checki.ng is made in the step 231 to see whe-ther the first mode flag FL 1.1 of the player's own RAM 38 is the logic "1" for the first mode of game to be feasible on the player's own si(le. If the first mode of game i.s feasible, a di.splay reacling "Press the button 18 (or 22)." i.8 shown on the CRT 2 (Fi.gure 1) i.n the next step 233. If the first mode of game is also not feasible, there Eollows return to the ini.tial step 201.
If i.t is "NO" in the step 229, the CPU 28 checks to see whether the second mode Elag 122 of the C-R~M 101 is the logic "1" for judging whether the second mode is selected by the opponent's side. If it is "YES" in thi.s step 235, a d;.splay reading "Press the button 20 ~or 24)."
is shown on tlle CRT 2 (Figure 1) in the next step 237.
l~ it i.s "NO" in the step 235, the CP~ 28 checks to see whether the second mode flag FL 12 of the player's own RAM 38 i.s the logic "1" for the second mode of game to be feasible Otl hi.s own side. If it is "NO", there follows a return to the previous step 231, whereas if it is "YES", a check i.s madc~ to see whether his own ~irst mode ~lag FL
11 is likewise l-he logic "1" for the first mode of game to be feasible. ~Lf the first mode of game is feasible, in 2l) the step 242 a di.splay readi.ng "Press the button 18 (or 22) or 20 (or 24)." is then shown on the CRT 2 (Figure 1).
After going through the display step 233, 237 and 242 there follows return to the initial step 201.
If i.t is "YES" in the previous step 219 (Fi.gure 3A), the CPU 28 checks to see whether the player's own second mode flag FL lZ is the logic "1" in the step 241 for the second mode of game to be -feasible. If it is "NO"
in thi.s steps 241, the CPU28 checks to see whether the second mode flag FL 122 of the C-RAM 101 is the logic "1"
for judging whether the game mode of the opponent's side is in the secol~d mode.
If i.t i.s "YES" in the previous step 241, the program proce--ds to the step 245, and there the CP~ 28 writes the logic "1" into the second mode flag FL 112 of the C-RAM lOl. Then in the step 247 there follows a predetermined delay time e.g. 5 secondsO When the time is over, the second mode Elag FL 112 of the C-RAM 101 is fallen to the ~ogic "0" in the next step 249 beore the 13 ~3~
program returns to the i.ni.ti.al step Z01. If it should be judged before Ille ti.me is over that the .second mode Elag FL 122 o:F the C-RAM lOl for the opponent's side i.s the logic oE "1", that is, the opponent, too, has selected the second mode, the CPU 28 subtracts half the quanti.ty (Q/2) of credit. ~Q) reyuired for playing the second mode from the player's own credit (Cl) in the next step 253, and stores the bal.i~nce as the player's new holding of credi.t (Cl~. Therl tlle second mode of game is executed ;.n the step 255. By the way, as explained above, not only can the di.splay On the CRT 2 of the player's own side, but also that on the CRT 3 of the opponent's side can be changed by oper.ltion of the operati.ng means 6 - 16 (Figure 1), and not on]y can the display on the CRT3/ but also the display on the CRT2 can be changed by means o~ the operati.ng means 7 - 17 on the opponent's side. As also explai.ned above, the data transfer therebetween is to be carried out in thi.s embodi.ment by the use in common oE the data region of the C-RAM 101.
When the second mode of game is over, the CPU 28 shi.Ets the second mode flag FL 112 of the C-RAM 101 to the logic "0", thi~ followed by return of the program to the initial step 2~)1.
If i.t is "YES" in the above-mentioned step 243 (Figure 3Aj, t~le CPU 29 on the opponent's side subtracts half the quant;ty of credit (Q/2) required for playing the second mode from the opponent's credit (C2) and stores the balance in th~ M 39 as the opponent's new holding of credit (C2). 'l'hen the CPU 29 shifts the secon~ mode flag Fl. 112 oE the C'-RAM 101 to the logic "1l' in the step 261, and the routine of the step 255 for the second mode of game is entel-ed, the second mode of game being also feasible thi.s way.
IE it is "NO" in the step 243, the program proceeds to the step 229 as in the case where it is "NOI' i.n the step 219.
When i.n the above embodi.ment the first mode of game is l:o be played on the player's side and the opposite 14 ~23~
~i.e. opponent's) si.de i.ndependent of each other, the contents oE th-~ games may be i.denti.cal or the possibi.lity oE choos;.ny Erom a number o.E alternatives may as we:l.l be provided. In the latter case, a plurality of game software (I~Ms) may be provi.ded so that any of thereoE is selectable at wi.11.
~hi.le an embodiment of the present inventi.on has been describe(1 and illustrated above in detai.l, i.t i.s clearly understood that the same is by way of illustrati.on and example only and i.s not to be taken by way oE
li.mitation, the spirit and scope oE the present i.nventi.on being li.m;.ted by the terms of the appended claims.
Claims (11)
1. A video game apparatus comprising:
a cabinet having opposite sides, a pair of displays mounted on said opposite sides of said cabinet, a pair of manually operable operating means mounted on said cabinet, each of said operating means being associated with a separate one of said video displays, a pair of control means for applying video data signals to corresponding ones of said displays in response to the state of corresponding ones of said operating means, and data transfer means for receiving data from one of said control means and transferring such data to the other of said control means, whereby data is able to be transferred between said pair of control means so that similar game images can be displayed on said pair of displays in response to either of said pair of operating means.
a cabinet having opposite sides, a pair of displays mounted on said opposite sides of said cabinet, a pair of manually operable operating means mounted on said cabinet, each of said operating means being associated with a separate one of said video displays, a pair of control means for applying video data signals to corresponding ones of said displays in response to the state of corresponding ones of said operating means, and data transfer means for receiving data from one of said control means and transferring such data to the other of said control means, whereby data is able to be transferred between said pair of control means so that similar game images can be displayed on said pair of displays in response to either of said pair of operating means.
2. A video game apparatus as recited in Claim 1, wherein said data transfer means comprises a common memory means accessible by said pair of control means, and a plurality of channels of bus means connected between said memory means and each of said control means.
3. A video game apparatus as recited in Claim 2, wherein said communication means further comprises disabling means for disabling selected channels of said bus means in response to signals received from one of said control means.
4. A video game apparatus as recited in Claim 3, wherein each channel of said bus means comprises address bus lines connected between said common memory means and each of said control means and data bus lines connected between said common memory means and each of said control means.
5. A video game apparatus as recited in Claim 4, wherein said disabling means comprises an address selector for selectively switching selective address bus lines according to said signals received from said control means and gate circuits for opening selected data bus lines according to said signals.
6. A video game apparatus as recited in Claim 1, further comprising game mode setting means connected to said pair of control means and capable of selecting one of a first game mode and a second game mode, wherein said data transfer means is activated by the particular mode selected by said mode setting means.
7. A video game apparatus as recited in Claim 6, wherein in the second game mode selected by said game mode setting means of said pair of said control means controls the contents of a corresponding display in accordance with the state of its corresponding manually operable operating means.
8. A video game apparatus as recited in Claim 7, further comprising valuable medium receiving means, evaluating means connected with said control means for evaluating the value of said valuable medium received by said receiving means, and means for controlling the selection of said particular game playing modes according to the evaluation of the valuable medium by said evaluating means.
9. A video game apparatus in accordance with Claim 1, wherein each of said pair of control means includes a memory for storing data to be displayed, and said data transfer means includes means for rewriting the stored contents of each of said memories.
10. A video game apparatus in accordance with Claim 9, wherein said means for rewriting includes communicating means for receiving data from one of said pair of control means and transmitting data to other said pair of: control means.
11. A video game apparatus comprising:
a cabinet shaped to form opposed slanting surfaces on opposite sides thereof;
a pair of displays mounted on the opposite sides of said cabinet such that a screen of each display is disposed in the plan of a corresponding slanting surface of said cabinet;
a base member for supporting said cabinet at the bottom thereof;
a pair of manually operable operating means mounted on said base member so that the manually operable operating means can be operated by a player on the corresponding side of said cabinet;
a pair of control means provided within said cabinet, each of said control means corresponding to a separate one of said pair of manually operable operating means and generating a video signal in accordance therewith;
means for applying each of said video signals to a corresponding one of said pair of displays; and data transfer means provided within said cabinet for changing said video signals being applied to the corresponding displays in accordance with either of said manually operable operating means, whereby similar game images can be displayed on said displays upon operation of either or both of said pair of manually operable operating means.
a cabinet shaped to form opposed slanting surfaces on opposite sides thereof;
a pair of displays mounted on the opposite sides of said cabinet such that a screen of each display is disposed in the plan of a corresponding slanting surface of said cabinet;
a base member for supporting said cabinet at the bottom thereof;
a pair of manually operable operating means mounted on said base member so that the manually operable operating means can be operated by a player on the corresponding side of said cabinet;
a pair of control means provided within said cabinet, each of said control means corresponding to a separate one of said pair of manually operable operating means and generating a video signal in accordance therewith;
means for applying each of said video signals to a corresponding one of said pair of displays; and data transfer means provided within said cabinet for changing said video signals being applied to the corresponding displays in accordance with either of said manually operable operating means, whereby similar game images can be displayed on said displays upon operation of either or both of said pair of manually operable operating means.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP6980/1984 | 1984-01-17 | ||
JP59006980A JPH0630687B2 (en) | 1984-01-17 | 1984-01-17 | Video game equipment |
Publications (1)
Publication Number | Publication Date |
---|---|
CA1231781A true CA1231781A (en) | 1988-01-19 |
Family
ID=11653332
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CA000460461A Expired CA1231781A (en) | 1984-01-17 | 1984-08-07 | Video game apparatus |
Country Status (5)
Country | Link |
---|---|
JP (1) | JPH0630687B2 (en) |
CA (1) | CA1231781A (en) |
DE (1) | DE3444736A1 (en) |
FR (1) | FR2558066B1 (en) |
GB (1) | GB2153189B (en) |
Families Citing this family (19)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
USRE35314E (en) * | 1986-05-20 | 1996-08-20 | Atari Games Corporation | Multi-player, multi-character cooperative play video game with independent player entry and departure |
US4738451A (en) * | 1986-05-20 | 1988-04-19 | Atari Games Corporation | Multi-player, multi-character cooperative play video game with independent player entry and departure |
JPH0191887A (en) * | 1987-10-02 | 1989-04-11 | Namco Ltd | Game machine for commercial use |
US4875686A (en) * | 1987-11-13 | 1989-10-24 | Herbert Timms | Electronic bingo games system network and components therefor |
DE3801502C2 (en) * | 1988-01-20 | 2000-05-25 | Paul Gauselmann | Arrangement of coin-operated entertainment devices to form a tabletop block |
DE4000475A1 (en) * | 1990-01-10 | 1991-07-18 | Klaus Doerkes | Sophisticated multi-player games playing machine - uses displays and keyboards connected to central controller to provide required level of complexity |
US5020806A (en) * | 1990-04-16 | 1991-06-04 | Arachnid, Inc. | Multiple target electronic dart game |
DE4038801A1 (en) * | 1990-12-05 | 1992-06-11 | Bosch Siemens Hausgeraete | Microcomputer control for electrical domestic equipment - allows use of additional programs e.g. test programs or utilise processing capability |
WO1992021117A1 (en) * | 1991-05-23 | 1992-11-26 | Atari Games Corporation | Modular display simulator |
DE4426703C2 (en) * | 1994-07-19 | 2002-12-19 | Bally Wulff Automaten Gmbh | Method for controlling a gaming machine which can be operated by means of coins, tokens or similar means of payment |
US5856819A (en) * | 1996-04-29 | 1999-01-05 | Gateway 2000, Inc. | Bi-directional presentation display |
JP2004229753A (en) * | 2003-01-28 | 2004-08-19 | Aruze Corp | Game machine |
ES2237995B1 (en) * | 2003-11-21 | 2006-10-16 | Recreativos Alboran S.L. | RECREATIONAL MACHINE. |
ZA200507801B (en) * | 2004-09-29 | 2006-06-28 | Aruze Corp | Gaming machine. |
AU2005211593A1 (en) * | 2004-09-29 | 2006-04-27 | Universal Entertainment Corporation | Gaming machine |
AU2005211594B2 (en) | 2004-09-29 | 2012-01-19 | Universal Entertainment Corporation | Gaming machine |
IL180149A (en) | 2006-12-18 | 2012-06-28 | David Eduar Sitbon | Advertising method with use of multi-screened computer monitor units |
IL180477A (en) * | 2007-01-01 | 2013-05-30 | David Eduar Sitbon | System and method for digital multi-lateral proofreading during a meeting |
JP6247836B2 (en) * | 2013-05-10 | 2017-12-13 | 株式会社タイトー | game machine |
Family Cites Families (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE2711421C3 (en) * | 1977-03-16 | 1979-12-20 | Jens 6000 Frankfurt Freese | Television game circuit for displaying the functions of several simulated vehicles on the screen of a television or television projector |
EP0014045B1 (en) * | 1979-01-15 | 1984-04-11 | Atari Inc. | Apparatus for controlling a display |
US4286323A (en) * | 1979-05-14 | 1981-08-25 | Meday Horace H | Electronic scoring device |
DE2923024C2 (en) * | 1979-06-07 | 1981-09-17 | Jens 6000 Frankfurt Freese | TV game circuit for displaying the functions of simulated vehicles by means of a vehicle-specific light point or symbol on the screens of two or more television or television projection devices |
WO1982003318A1 (en) * | 1981-04-02 | 1982-10-14 | Philip Horan | Electronic game furniture |
JPS5815879A (en) * | 1981-07-20 | 1983-01-29 | カシオ計算機株式会社 | Electronic game apparatus |
EP0071690A1 (en) * | 1981-08-10 | 1983-02-16 | Firm MODEL RACING S.P.A. | Videoelectronic game between two players simulating a football match between two teams |
GB2113956A (en) * | 1982-01-13 | 1983-08-10 | Charles Dennis Wells | Video golf and like games |
JPS58190470A (en) * | 1982-04-30 | 1983-11-07 | 株式会社 サキトロン | Game apparatus |
JPS58182780U (en) * | 1982-05-31 | 1983-12-06 | 株式会社学習研究社 | two player game device |
GB2136303A (en) * | 1983-03-12 | 1984-09-19 | David Leslie Mcneight | Method and apparatus for playing a broadcast TV game |
-
1984
- 1984-01-17 JP JP59006980A patent/JPH0630687B2/en not_active Expired - Lifetime
- 1984-08-07 CA CA000460461A patent/CA1231781A/en not_active Expired
- 1984-12-07 DE DE19843444736 patent/DE3444736A1/en active Granted
- 1984-12-18 GB GB08431868A patent/GB2153189B/en not_active Expired
-
1985
- 1985-01-16 FR FR8500587A patent/FR2558066B1/en not_active Expired
Also Published As
Publication number | Publication date |
---|---|
DE3444736C2 (en) | 1990-03-01 |
GB2153189A (en) | 1985-08-14 |
JPH0630687B2 (en) | 1994-04-27 |
JPS60150774A (en) | 1985-08-08 |
FR2558066A1 (en) | 1985-07-19 |
GB2153189B (en) | 1987-07-29 |
FR2558066B1 (en) | 1988-04-22 |
DE3444736A1 (en) | 1985-07-25 |
GB8431868D0 (en) | 1985-01-30 |
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