CA2316464A1 - Combined game system - Google Patents

Combined game system Download PDF

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Publication number
CA2316464A1
CA2316464A1 CA002316464A CA2316464A CA2316464A1 CA 2316464 A1 CA2316464 A1 CA 2316464A1 CA 002316464 A CA002316464 A CA 002316464A CA 2316464 A CA2316464 A CA 2316464A CA 2316464 A1 CA2316464 A1 CA 2316464A1
Authority
CA
Canada
Prior art keywords
game machine
display
portable game
portable
data
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.)
Abandoned
Application number
CA002316464A
Other languages
French (fr)
Inventor
Toshikazu Tomizawa
Akio Ikeda
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Nintendo Co Ltd
Original Assignee
Nintendo Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nintendo Co Ltd filed Critical Nintendo Co Ltd
Publication of CA2316464A1 publication Critical patent/CA2316464A1/en
Abandoned legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features 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
    • A63F2300/204Features 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 the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/301Features 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 output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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
    • A63F2300/402Communication between platforms, i.e. physical link to protocol
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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
    • A63F2300/403Connection between platform and handheld device

Abstract

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

Description

TITLE OF THE INVENTION
Combined Game System BACKGROUND OF THE INVENTION
Field of the invention The present invention relates generally to combined game systems. More particularly, the invention relates to a combined game system having a video game machine connected to a common display and at least one portable game machine having a discrete display so that they are connected through a communication cable to enable communication with data to be processed for playing a game.
Description of the prior art The are conventional combined game systems having two or more game machines connected one to another to enable a game to play, as disclosed in Japanese Patent Laid-open No. S60-119977 (Prior art 1), Japanese Patent Laid-open No. H4-266781 (Prior art 2) and Japanese Utility Model Laid-open No. S61-171992 (Prior art 3).
Among them, Prior arts 1 and 2 each use a portable game machine as a slave to a personal computer or video game machine so that a game can be proceeded using operating switches provided on the portable game machine. Meanwhile, Prior art includes four game machines in connection to a central processor part so as to enable data transfer or communication for a game to play on between the game machines.
Prior arts 1 and 2 describe to realize a game using portable and video game machines, but does not disclose details of data transmission and reception to be made between these portable and video game machines. On the other hand, Prior art 3 describes communication through a transmission part but fails to elaborate on data transmission and reception to be made between the game machines. In the meanwhile, it is often a case that a player who is absorbed in a game unintentionally but strongly pulls his or her own portable game machine, or a player who is getting through between video and portable game machines be caught his or her foot, thereby causing poor connection, or removal, of the communication cable. However, Prior arts 1 to 3 each fail to disclose such a technology that a player during game play be notified of cable removal or the like or a technology for assuring reliability of communication or transmission.
SUMMARY OF THE INVENTION
It is therefore a primary object of the present invention to provide a combined game system which is cable of immediately notifying an occurrence of poor connection on a cable.
Another object of the invention is to provide a combined game system which can enhance reliability of communication or data transfer to be made between portable and video game machines.
A first invention is a combined game system having a video game machine connected with a common display and at least one portable game machine having a discrete display which machines are connected through a communication cable to communicate with data for game processing, wherein at least one of the portable game machine and the video game machine comprises: first determining means to determine whether a poor connection occurred on the communication cable; and first alert message display means to display a first alert message on at least one of the discrete display and the common display when the poor connection occurred.
A second invention is a combined game system having a video game machine connected with a common display and at least one portable game machine having a discrete display which machines are connected through a communication cable to communicate with data for game processing, wherein the portable game machine comprises: an operating device to play a game; first processing means to perform a predetermined processing according to operation of the ope ~ sting device;
first write means to write a first processing result of the first processing means to a buffer memory;
first setting means to the a first flag to a first state when the first processing result is written to the buffer memory; first receiving means to receive a transmission request from the video game machine; first transmitting means to transm: ~ to the video game machine the first processing result and state information of the first flag in response to the transmission request; second setting means to the first flag to a second state when the first processing result is transmitted from the buffer memory to the video game machine;
disabling means to disable the first write means when the first flag is in a first state; and enabling means to enable the first write means when the first flag is in a second state.
According to the first invention, connection is made through a communication cable between the video game machine connected to the common display and the at least one portable game machine. The data for game processing is communicated between the portable game machine and the video game machine. In at least one of the portable game machine and the video game machine, the first determining means determines whether a poor connection occurred on the communication cable or not. In an event of occurrence of a poor connection, the first alert message display means displays a first alert message on at least one of the discrete display and the common display.
In one embodiment of the invention, a first return message display means is provided in at least one of the portable game machine and the video game machine. The first return message display means displays a first return message on at least one of the discrete display and the common display when the poor connection is eliminated.
In one aspect of the invention, the one game machine is the portable game machine and the one display is the discrete display. In this case, the portable game machine further comprises a flag to vary depending upon a connection state of the communication cable. The first determining means determines based upon a state of the flag.
In another aspect of the invention, the one game machine is the video game machine and the one display is the common display. In this case, the video game machine further comprises output means to output a data transmission request to the portable game machine. The first determining means determines based upon transmission data responsive to the data transmission request from the portable game machine.
In one embodiment of the invention, the portable game machine comprises a second determining means and a second alert message display means. The second determining means determines a poor connection occurred on the communication cable or not, and the second alert message display means displays a second alert message on the discrete display when the poor connection occurred.
In another embodiment of the invention, a plurality of portable game machines are connected respectively through plurality of communication cables to the video game machine. The first determining means determines on one portable game machine at a time.
Where alert message signal transmitting means is provided on the video game machine and third alert message display means on the portable game machine, the alert message signal transmitting means transmits an alert message signal to a portable game machine good in connection state when the poor connection occurred to any of the portable game machines. The third alert message display means displays an alert message on the discrete display based upon the alert message signal.
Also, where return message signal transmitting means is provided on the video game machine and third return message display means on the portable game machine, the return message signal transmitting means transmits a return message signal to a portable game machine good in connection state when the poor connection is el :urinated to the any of portable game machines. On the other hand, the third return message display means displays a return message on the discrete display based upon the return message signal.
In another aspect of the invention, in the portable game machine, key input signal creating means creates a key input signal according to operation of the operation key, and first transmitting means transmits the key input signal to the video game machine. In the video game machine, second receiving means receive the key input signal, and second display means displays on the common display a common game picture based upon the key input signal. Discrete game picture signal creating means creates the discrete game picture signal based on the key input signal. Second transmitting means to transmits the discrete game picture signal to the portable game machine. The transmitted discrete game picture signal is received by a first receiving means provided on the portable game machine. A corresponding picture to the received discrete game picture signal is displayed on the discrete display by the first display means.
In one embodiment of the invention, the portable game machine comprises a first storage medium to store a game program for the portable game machine, and the key input signal creating means creating the key input signal based upon operation of the operating key and the portable game machine game program. On the other hand, the video game machine comprises a second storage medium to store a video game machine game program, and the discrete game picture signal creating means creating the discrete game picture signal based upon the key input signal and the video game machine game program.
According to the second invention, when an operating device for the portable game machine is operated, first processing means processes according to the operation.
The first processing means has a first processing result to be written to a buffer memory by first write means. If the first processing result is written to the buffer memory, first setting means set the first flag to a first state. If first receive means receives a transmission request outputted from the video game machine, the first transmitting means transmits the first processing result and first flag state information to the video game machine in response to the transmission request. If the first processing result is transmitted from the buffer memory to the video game machine, second setting means sets the first flag to a second state. Disabling means disables the first write means when the first flag is in the first state. Enabling means enables the first write means when the first flag is in the second state.
When the first processing result has a data amount greater than a capacity of the buffer memory, the first write means writes the first processing result by a predetermined amount at a time to the buffer memory.
In one embodiment of the invention, the portable game machine further comprises a first storage medium storing a portable game machine program, and the first processing means processing based upon the portable game machine game program.
In the video game machine, second transmitting means transmits the transmission request to the portable game machine. If the first processing result and the first flag state information is transmitted from the portable game machine, second processing means receives the first processing result and state information. When the first flag state . information represents the first state, disabling means disables the first processing result.
Common game picture display means displays on the common display a related common game picture to a second processing result of the second processing means.
In one embodiment of the invention, the video game machine further comprises a second storage medium storing a video game machine game program. In this case, the second processing means processes based upon the video game machine game program.
In another embodiment of the invention, the operating device includes a transmission key to instruct transmission of the first processing result, and the write means starting to write the first processing result in response to operation of the transmission key.
According to the first invention, if a poor connection occurs, a first alert rluessage is displayed on at least one of the discrete display and the common display.
Accordingly, the player can immediately know occurrence of a poor connection on the.cable.
According to the second invention, a first processing result is written to the buffer memory depending on a state of the first flag. The first processing result is processed depending on a state of the first flag by a second processing means. This enhances reliability on data transfer.
The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is an illustrative view showing a combined game system of one embodiment of the present invention;
Figure 2 is a block diagram showing the Figure 1 embodiment;
Figure 3 is an illustrative view showing a configuration of a game cartridge;
Figure 4 is an illustrative view showing a memory map as viewed from a CPU 11;
Figure 5 is an illustrative view showing a memory map of a buffer memory formed in a communication control circuit;
_7 Figure 6 is a flowchart showing a part of operation of the Figure 1 embodiment;
Figure 7 is a flowchart showing another part of operation of the Figure 1 embodiment;
Figure 8 is a flowchart showing still another part of operation of the Figure embodiment;
Figure 9 is a flowchart showing yet another part of operation of the Figure 1 embodiment;
Figure 10 is a flowchart showing another part of operation of Figure 1 embodiment;
Figure 11 is a flowchart showing still another part of operation of the Figure embodiment;
Figure 12 is a flowchart showing yet another part of operation of the Figure 1 embodiment;
Figure 13 is a flowchart showing another part of operation of the Figure lembodiment;
Figure 14 is a flowchart showing still another part of operation of the Figure embodiment;
Figure 15 is a flowchart showing yet another part of operation of the Figure 1 embodiment; and Figure 16 is a flowchart showing another part of operation of the Figure 1 embodiment.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Figure 1 shows an example of a combined game system 100 to which the present invention is directed. The combined game system 100 of Figure 1 includes a plurality _g_ (four in the embodiment) of portable game machines 10, ..., 10 connected to a video game machine 20 through communication cables 30. The video game machine 20 is, in turn, connected to a common display, such as a CRT 40. Each player on the portable game machine 10 is allowed to play one interactive game through use of his or her own game machine 10 together with the video game machine 20 and display 40.
Incidentally, the common display may use a liquid crystal display, plasma display or the like in place of the CRT.
The portable game machine herein is "GAMEBOY" (product name) manufactured and marketed by the present applicant. The video game machine 20 is a recent video game machine that adopts a 32-bit or 64-bit high technology higher in processibility (e.g. in CPU bits; CPU program processibility per unit time, image representibity, etc,) as compared to the portable game machines 10, which may be, for example, "Nintendo N64" (product name) manufactured and marketed by the present applicant.
The portable game machine 10 includes an LCD (Liquid Crystal Display) 17 as a discrete display and has, at the underneath of the LCD 17, a button A 14a, a button B 14b, a start key 14c, a select key 14d and a direction instruct key (cross key) 14e thus forming an operating device 14. The portable game machine 10 also has a cartridge insertion hole (not shown) formed, for example, in its top end face to receive a game cartridge in the cartridge insertion hole. The communication cable 30 has one end connected to the game cartridge 15 and the other end connected to the video game machine 20.
By loading a game cartridge 25 onto the video game machine 20 and respective game cartridges 15 to the portable game machines 10, an interactive game is allowed to play wherein a virtual world video image (a common game picture between the portable game machines 10; common picture) is displayed on the CRT 40 while different parts of the virtual world are given on the respective LCDs 17 of the portable game machines 10 (game pictures unique to the respective portable game machines 10; discrete pictures).
In the case that the interactive game is a role playing game to capture a monster or search for an item or a mahjong game, each player on the portable game machine 10 may use an operating device 14 of his or her own game machine to proceed the game.
That is, player on each portable game machine 10 may manipulate the operating device 14 in a manner reacting to an object in the discrete picture being displayed on the LCD 17. The key input signal to the operating device 14 is supplied to the video game machine 20. The video game machine processes each unit (hereinafter referred to) according to the key input signal to thereby send a discrete game picture-display signal to each portable game machine 10. Consequently, the display 40 can display a common picture to be varied by operating the operating device 14 for the portable game machine 10 while the LCD of each portable game machine 10 displays a discrete picture to be varied according to operation to the own operating device 14.
Meanwhile, where the interactive game is a horse race game to raise a race horse and make the race horse thus raised run on a racecourse, the player may raise a horse using only the portable game machine 10. Once a race horse has been raised, the player may transfer the data of the race horse to the video game machine 20 to thereby enable a horse race to play on the CRT 40. The race horse to be raised is not limited to one in number but a plurality of race horses may be raised at one time.
Referring to Figure 2, the portable game machine 10 is provided with a connector 13. To the connector 13 is detachably attached a game cartridge 15. As shown in Figure 2, the portable game machine 10 also includes a CPU 11, for example, of 8 bits. The CPU
11 is connected with an input/output interface (hereinafter referred to as "I/O") 12. To the I/O 12 are connected a connector 13 and operating devices 14 to instruct movement or motion of game characters. Furthermore, the CPU 11 is connected with a RAM 16, such as a working RAM and display RAM, and with an LCD drive circuit 18 to control and drive the LCD 17.
The game cartridge 15 is unloadably loaded onto the portable game machine 10 through the connector 13 as described before, and includes a ROM 15a, a RAM
15b and a communication control circuit 15c. Note that the"ROM" means a concept of every non-volatile memory including an EP-ROM, a one-time ROM, etc. Meanwhile, the "RAM"
signifies a concept including every rewritable memory. Consequently, the RAM
includes an EEP-ROM (E square PROM), flash memory and the like. The game cartridge 15 is mounted with such ROM 15a and RAM 15b together with a communication control circuit 15c on a circuit board (not shown). This circuit board has a plurality of connection terminals formed on one of sides thereof. By electrically connecting the connection terminals to the connector 13, the game cartridge 15 is placed into connection to the portable game machine 10, i.e. to the CPU 11.
Referring to Figure 3, the communication control circuit 15c is connected to a connector 15g for the portable game machine 10, ROM 15a and RAM 15b through a control bus 15i, address bus 15j and data bus 15k. The communication control circuit 15c is also connected to the RAM 15b and ROM 15a through address buses 15m and 15n. If a reset signal is inputted from the portable game machine 10 through the connector 15g, the communication control circuit 15c and RAM 15b are reset by a reset IC 15d.
The RAM 15b is backup by a backup battery 15e. Consequently, even after shutting down supply of power from the portable game machine 10, there is no possibility of causing breakdown of data. Incidentally, the communication control circuit 15c may be incorporated in the main body of the portable game machine 10.
The ROM 15a stores a game program for the portable game machine and, more concretely, is configured by a plurality of ROM banks as shown in Figure 4.
Each ROM
bank previously stores a key input signal receive program to receive from the operating device 1-4 a key input signal representative of a state of operation of keys 14a -14e on the operating device 14, a key input signal transmit program to transmit a key input signal to the video game machine 20, a unit display program to display each unit of a game, and game title data. Meanwhile, the RAM 15b is formed with a plurality of RAM
banks.
Each RAM bank stores coordinate and display information of related units to the portable game machine 10 (unit information), identification codes previously set for each game cartridge 15, player names having been inputted through operating the operating device 14 by the user, acquired character data or acquired-character ability data that is to be varied depending upon progression of a game to represent progression of the game (backup data), and message data to be displayed on the LCD 17 (alert message, hook message, guide message) in accordance with a connection state of the communication cables 30 or the like.
The memory space of the CPU 11 has a program resident area (0000 - 3FFFh; "h"
represents hexadecimal notation" to which the ROM bank 0 is allocated, and a program switch area (4000 - 7FFFh) to which the ROM banks 1 - FF are allocated. In a case that a unit display program as above is stored on the ROM bank 0, this unit display program resides over the addresses 0000 - 3FFFh. Where a key input signal receive program and key input signal transmit program are stored on the ROM banks 1 - FF, addresses 4000 -7FFFh they are selectively allocated as required for them.
The RAM banks 0 - 3 are selectively allocated to an extension external WRAM
area, i.e. addresses AOOOh - COOOh of the RAM 16. Accordingly, the unit information, identification codes, player names and backup data are written, as required, to the extension external WRAM area. Such allocation for ROM and RAM banks is made possible by CPU 11 access to the ROM 15a and RAM 15b through the control bus 15i and address bus 15j to read out data therefrom via the data bus 15k.
Note that the RAM bank 40 is allocated for a buffer memory formed in the communication control circuit 15c.
The term "unit" refers to any of such objects to be processed by the portable game machine 10 and video game machine 20, as those characters to appear in a game (including a player object, enemy object and background object), items, traps, players and so on. Accordingly, the unit display program includes display position coordinates (X, Y, Z) of those to be processed and information minimally required to display the unit (e.g.
character codes, item codes acquired by a player, etc.). It should however be noted that the portable game machine 10 is a two-dimensional game machine and satisfactorily requires X and Y coordinates only. However, in this embodiment the video game machine 20 is a three-dimensional display game machine wherein a Z coordinate is also calculated in the portable game machine 10 in order to display the unit on the through the video game machine 20.
Meanwhile, the backup data stored in the RAM 15b may be different data depending upon genru or kind of software of a game. For example, in a case the software is on such a game as capturing an animal, imitation pet, imaginary animal (monster) or the like, raising a captured animal or the like or battling an animal captured by a player and that of his or her friends, the backup data would be captured-character data to specify a captured character, captured-character ability data, or data representative of tricks usable in battling. Also, where the game is a role playing game, the backup data would be data concerning the kind and number of acquired items, magic to be used, experience values, life, etc. Furthermore, where the game in kind is a baseball game as an example of a sports game, the backup data be a past batting average, homerun count, stolen base count, error average, earned run average, strikeout count for each team athlete, and batting power, running power and pitched-ball speed depending upon training conditions, etc. For a card game, the backup data includes data of card hands of each player on the portable game machine 10, or the like.
The buffer memory (RAM bank 40) of the communication control circuit lSc is formed, as shown in Figure 5, a buffer RAM area, a buffer RAM data CRC area, an N64 communication port area, and a GB communication port area and a status area.
The portable game machine 10 can directly access the RAM bank 40 configured as above. On the other hand, the video game machine 20 accesses the RAM bank 40 by issuing a desired command and through the communication control circuit 15c.
On the buffer RAM area, 32 bytes of game processing data (32-byte data) is written that is to be transmitted and received between the portable game machine 10 and the video game machine 20. On the buffer RAM data CRC area, the check sum data for the 32-byte data is written. That is, when data is transferred in order to proceed a game, the 32-byte data is first outputted and the check sum data for the 32-byte data is then outputted. The check sum data is a result of CRC calculation on the 32-byte data. For communication from the video game machine 20 to the portable game machine 10, the video game machine 20 calculates a check sum and the communication control circuit 15c of the portable game machine 10 performs an error check therefor.
Meanwhile, for communication from the portable game machine 10 to the video game machine 20, the communication control circuit lSc calculates a check sum and the video game machine 20 performs an error check therefor.
The N64 communication port data can be written to the N64 communication port area exclusively by the video game machine 20, which is impossible by the portable game machine 10. The portable game machine 10 can merely read out N64 communication port data. Conversely, the GB communication port data can be written to the GB
communication port area exclusively by the portable game machine 10, i.e. the video game machine 20 cannot read out GB communication port data. Any communication port data is transmitted and received before beginning transfer of game processing data.
It should however be noted that the GB communication port area and the N64 communication port area are usually used before transferring game processing data.
Consequently, when transferring game processing data in amount of 32 bytes or greater at one time, a surplus part of game processing data may be divided to the GB
communication port area and/or N64 communication port area. .
On the status area are provided a GB write flag, an N64 write flag, a GB
communication port write flag, an N64 communication port write flag, a general-purpose flag 0, a general-purpose flag 1, a buffer RAM data CRC error flag, an N64 recording-send flag and an N64 detect flag.
The GB write flag assumes "1" when the portable game machine 10 completes writing of 32-byte data to the buffer RAM area and check sum data to the buffer RAM
data CRC area, and "0" when the video game machine 20 completes reading of 32-byte data and check sum data respectively out of the buffer RAM area and a buffer RAM data CRC area. The N64 write flag assumes "1" when the video game machine 20 writes byte data and check sum data respectively to the buffer RAM area and the buffer RAM
data CRC area, and "0" when the portable game machine 10 reads 32-byte data and check sum data respectively from the buffer RAM area and the buffer RAM data CRC
area.
The GB communication port write flag assumes "1" when the portable game machine 10 writes GB communication port data to the GB communication port area, and "0" when the video game machine 20 reads GB communication port data out of the GB
communication port area. The N64 communication port write flag assumes "1"
when the -1~-video game machine 20 writes N64 communication port data to the N64 communication port area, and "0" when the portable game machine reads N64 communication port data out of the N64 communication port area.
The general-purpose flag 0 is used as a transfer cancel flag from the portable game machine 10, and the general-purpose flag 1 is as a transfer cancel flag from the video game machine 20. The buffer RAM data CRC error flag assumes "0" when the check sum data received from the video game machine 20 is normal, and "1" when it represents an error. The N64 recording-send flag assumes "1" when requested from the video game machine 20 to re-send status data.
The N64 detect flag assumes "1" when recognizing supply of power to the video game machine 20, and "0" when not recognizing supply of power. That is, if the communication cable 30 when the video game machine 20 is powered on is good in connection state, the N64 detect flag assumes "1". On the other hand, if the communication cable 30 when the video game machine 20 is powered on is poor in connection state, the N64 detect flag assumes "0". Poor connection occurs principally in a case that the communication cable 30 is being removed from the connector 23b.
Note that the portable game machine 10 is not limited to a type that a game cartridge 15 is to be freely loaded and unloaded. Alternatively, it may be a type incorporating a ROM 15a, RAM 15b and a communication control circuit 15c to have a connector provided integral with a housing so that the backup data stored in the RAM 15b can be directly or indirectly transferred through a code or the like.
. Also, in place of the ROM 15a, a large capacity RAM (S-RAM) may be provided to prevent data ,from vanishing due to a battery wherein part of the S-RAM is used as a corresponding program area to the ROM 15a and the remaining area is as corresponding backup data area (temporary storage area) to the RAM 15b. In such a case, a game program for the portable game machine may be previously stored in a ROM 25a, hereinafter stated. When starting a game (a single game for the portable game machine or combined game with using the video game machine), the connector 30A of the portable game machine 10 is checked for connection to the connector 23b on the video game machine 20. In response to a request of transferring the program from the portable game machine 10 wherein the connectors 30A and 23b are connected, a portable game machine program stored on the ROM 25a is transferred to the portable game machine 10 and stored onto a program area of a RAM (corresponding to the RAM 15a) of the cartridge 15. .
Furthermore, in place of the cartridge 15 (external storage medium) including the ROM 15a and RAM 15b, a large capacity RAM (which may be provided in the portable game machine 10 (may be used also as a built-in RAM 16) may be provided in the portable game machine 10 so that the RAM can be used both as a program area and a backup data area. The program area may be provided rewritable, by updating, with program data for a desired program.
Explanations will now be made in detail on the video game machine 20 constituting for a combined game system 100 as well as on a game cartridge 25 used thereon. As shown in Figure 2, the video game machine 20 includes a CPU, for example, of 64 bits. The CPU 21 is connected with an input/output interface (hereinafter referred to as "I/O" ) 22. To the I/O 22 are connected a connector 23a to connect a game cartridge for the video game machine and a connector 23b to connect an operating device (or controller) 24. Incidentally, the cartridge 25 is removably connected to the connector 23a.
The game cartridge 25 incorporates, in a state mounting on a substrate (not 25 shown), a non-volatile memory (e.g. R,OM, EP-ROM, etc.; referred to as "ROM") 25a storing a game program for the video game machine 20, and a writable and readable memory (e.g. RAM, EP-ROM, etc.; referred to as "RAM") 25b storing unit-related informat_on. Also, the substrate has a plurality of terminals formed on a certain one of sides so chat the terminals are to be electrically connected removably to the connector 23a.
The ROM 25a is a ROM larger in capacity than the ROM 15a, and includes a video ga.ne machine program area to store a game program for the video game machine.
This program area previously stores a key input signal receive program to receive key input signal to the operating device 14 of the portable game machine 10, a.unit processing program to process the "unit" stated before, a unit information transfer program to transfer information on the unit processed by the video game machine 20 to the portable game machine 10, and a display program to display a common game picture in three dimensions on the CRT 40 according to the unit information processed by the video game machine 20. Note that the ROM 25a is formed, as required, with areas to store other programs.
The RAM 25b has a storage capacity several times greater than a storage capacity of the RAM 15b, and can store information about all the units of all the portable game machines 10 being connected to the video game machine 20.
Alternatively, another information storage medium, e.g. a CD-ROM or magnetic disk, may be utilized in place of the game cartridge 25 as above.
The video game machine 20 has another connector 23b. To this connector 23b are connected respective connectors 30A, ..., 30A of the communication cables 30, ..., 30 mentioned before. Accordingly, the game cartridge 15 on each portable game machine 10 is connected to the CPU 21 through the connector 30A of communication cable 30 and the connector 23b. Incidentally, in Fig. 2 explanation was made that the connectors 30A

of plurality in number are connected to the one connector 23b. Alternatively, the connector 23b may be arranged so as to connect only one connector 30A so that such connectors 23b be provided in equal number to the number of connectable portable game machines 10 to the video game machine 20.
Furthermore, the CPU 21 is connected with a RAM 26 used as a working RAM or the like, and with an image processing unit (RCP) 27.
The RAM 26 includes a unit information storage area to store related information to the units on all the portable game machines 10 being connected to the video game machine 20, in order to display a common game picture on the CRT 40. On the unit information storage area the display coordinate positions (X, Y, Z) , kinds and states concerning all the units. The kind of unit represents what the relevant unit represents, e.g.
a player, a player object, an enemy object, an item or the like. The state of unit is corresponding data in various kinds to a relevant unit no, e.g. an object HP
(Hit Points), MP, level of player object or the like.
The RAM 26 further includes storage areas respectively assigned to the portable game machines 10. These storage areas store information on the corresponding game titles or the like to the portable game machines 10, ..., 10 in number connectable to the video game machine 10, and other unit information. Here, the other unit information is data for each portable game machine that is required to provide common display in conducting an interactive game with the video game machine 20. For the role playing game, it may be stage nos. representative of a state of game progression on each portable game machine 10, the kinds and number of items possessed by players, and so on. Where the game in kind is a card game, it may be the kinds and number of cards (hand) possessed by players on the portable game machines, the kinds of discarded cards immediately before, and the like. For a race horse raising game, it may be data representative of an attribute (feature) of a horse selected to run a horse race, and the like.
The RCP (image processing unit) 27 is connected with a video RAM 28. The video RAM 28 has a storage area to store corresponding color data in red (R), green (G) and blue (B) to dots of a picture on a raster scan display 40, where color-display data is written to and/or read out under control of the RCP 27. The color data read out of the video RAM 28 is converted into analog R, G and B signals and/or into composite video signals by an encodes and/or composite video signal generating circuit 29, thus being supplied to the CRT 40.
When a game is played using only one portable game machine 10 pf the four portable game machines 10 being connected to the video game machine 20 (the remaining portable game machines 10, ..., 10 are out of connection), the portable game machine 10 processes a flowchart shown in Figure 6 and Figure 7 while the video game machine 20 processes a flowchart of Figure 8 and Figure 9. The communication control circuit l~c processes a flowchart of Figure 10 to Figure 14. Note that explanation herein will be made on an assumption that a race horse is raised on the portable game machine 10 and the raised race horse is made run a race on the video game machine 20.
Referring to Figure 6, the CPU 11 on the portable game machine 10, in step S1, at first displays a menu including items "RACE" and "RAISE" on the LCD 17, and then in step S3 determines which one of the items has been opted. In a case the player opts "RAISE", the CPU 11 in step S3 determines "NO", and in step SS makes processing for a raise game. When the player has ended the game, the process returns to the step S1.
Depending upon a way of raising a horse in step S5, determined are a running ability (running head to the end or last spurt, etc.) and a favorite environment (e.g.
what state of a race course is favorite of a heavy racecourse, a lawn racecourse, a dirt racecourse, etc., or which is favorite of a right-hand course or a left-hand course, or a presence or absence of a slope).
If the player in step S 1 opts "race", the CPU 11 advances from step S3 to step S7 to display a guide message "CONNECT TO N64 WITH CABLE AND PRESS BUTTON A
"on the LCD 17.
In response, if the player presses the button A 14a, the CPU 11 in step S9 determines "YES". The CPU 11 in step S11 accesses the RAM bank 40 to determine a state of the N64 detect flag. If the N64 detect flag represents "0", the CPU
11 determines that the communication cable 30 is not connected to the video game machine 20, and in step S13 displays an alert message "NOT CONNECTED TO N64" on the LCD 17, then returning to the step S11. When the communication cable 30 is connected to N64, i.e. the connector 30A is connected to the connector 23b, and hence the N64 detect flag represents "1", the CPU 11 advances to step S15 to write GB communication port data including a transfer request code to the GB communication port area in the RAM
bank 40.
Furthermore, in step S17 the GB communication port write flag in the status area is rendered "1".
The CPU 11 subsequently, in step S 19, determines whether timeout has occurred, i.e. whether a predetermined time has elapsed or not after setting the GB
communication port write flag to "1 ". If "NO" here, the CPU 11 in step S23 determines a state of the N64 communication port write flag in the status area, and in step S25 determines whether a transfer preparation completion code is written on the N64 communication port area or not. Even where the N64 communication port write flag is "0" or the N64 communication port write flag is "1", if a transfer preparation completion code is not written on the N64 communication port area, the process returns to step S19 to repeat a same process. If timeout occur in this state, the CPU proceeds from step S19 to step S21 to display an alert message "TRANSFER NOT PREPARED ON N64 SIDE" on the LCD 17, returning to the step S 11. On the other hand, if before occurring timeout the N64 communication port write flag becomes "1" and a transfer preparation completion code is written to the N64 communication port area, then the CPU 11 advances to step S27.
That is, data communication is made possible to implement when the N64 detect S flag represents "1" and further a transfer request code and transfer preparation completion codes are written respectively to the GB communication port area and the N64 communication port area.
In step S27 is determined a state of the N64 detect flag in the status area, and in the subsequent step S29 is determined a state of the GB write flag. If the N64 detect flag is "1" and the GB write flag is "0", then the communication cable 30 is good in connection state so that data can be written to the buffer RAM area and buffer RAM data CRC area.
Consequently, the CPU 11 in step S31 writes 32 bytes of game processing data (data of a raised race horse) to the buffer RAM area. Then, in step S33 the GB write flag is set to "1". In step S35 it is determined whether all of the game processing data have been transmitted or not. If "NO", the process returns to step S27 to repeat the same process.
Note that the game processing data is greater in data amount than a capacity of the buffer RAM area (32 bytes).
In this manner, the data of the raised race horse is written by 32 bytes a time onto the RAM bank 40 only when the GB write flag is "0". That is, the process of data writing is enabled when the write flag equal 0 and disabled when the GB write flag equal 1. The data written on the RAM bank 40 is transmitted to the video game machine 20 by the communication control circuit l~c.
In an event that poor connection occur on the communication cable 30 during transmitting data, the N64 detect flag is set to "0". At this time, the CPU 11 proceeds from step S27 to step S37 to display on the LCD 17 an alert message "NOT

CONNECTED TO N64". Furthermore, in step S39 whether the button B 14b has been pressed or not is determined. In step S41 whether the N64 detect flag is "1"
or not is determined, and in step S43 whether timeout has occurred or not (whether a predetermined time has elapsed after turning the N64 detect flag to "0" or not ) is determined.
If the player presses the button B 14b, the CPU 11 in step S47 initializes the statues of other than the N64 detect flag, and returns to step S1. Even where the player re-connect the communication cable 30 and the N64 detect flag is set at "1", if timeout once occurs, a same process is made in step S47 and the process returns to step S1. On the contrary, if the N64 detect flag becomes "1" before the occurrence of timeout, the CPU 11 in step S45 displays on the LCD 17 a return message "TRANSFER BE RESUMED", then returning to step 529.
Referring to Figure 8, the CPU 21 on the video game machine 20, at first in step SS1, displays an initial picture on the CRT 40, and then in step S53 OSD-displays a guide message "CONNECT GB TO CABLE" on the initial picture. The CPU 21 subsequently in step S55 transmits a command 00 (type/status request command) to the communication control circuit 15c, and in step S57 acquires type and status data from the communication control circuit 15c. In step S59, the communication cable 30 is determined in its connection state depending upon whether the acquired type data has a predetermined device no. or not. If the type data does not have predetermined device no. , the CPU 21 determines that there is poor connection occurring on the communication cable 30, returning to step S55. On the contrary, if the type data has a predetermined device no., the CPU 21 determines that the communication cable 30 is in a good connection state, thus advancing to step 561.
In step S61, a command 10 (command to read data out of the GB data communication port area) is issued, and in the succeeding step S63 it is determined that the GB communication port data sent back from the communication control circuit 15c has a transfer request code or not. If the GB communication port data does not include a transfer request code, the process of step S61 is repeated. On the other hand, if the GB
communication port data includes a transfer request code, then in step S65 a command 11 (command to write data to the N64 data communication area) is issued and further in step S67 is transmitted an N64 communication port data including transfer preparation completion code. This completes the preparation for transferring game processing data.
The CPU 21 thereafter in steps S69 to S73 performs a similar process to that of steps S55 to 559, thereby determining whether there is poor connection occurring on the communication cable 30 or not. If the connection state is good, a command OE
(command to read data from the buffer RAM area) is issued, followed by obtaining 32-byte data, check sum data and status data from the communication control circuit 15c.
Furthermore, in step S79 is determined a state of the GB write flag contained in the acquired status data. Here, if GB write flag = 1, the process proceeds to step to S81.
However, if GB write flag = 0, the acquired 32-byte data is done away in step S80 and the process returns to step S69.
That is, according to the above steps S31 and S33, after writing the 32-byte data the GB write flag is set to "1". Accordingly, the GB write flag of the status data acquired in step S77 also should assume "1". In other words, if the GB write flag is "0", the .
acquired 32-byte data and check sum data are not correct data. Consequently, when "NO" is determined in step 579, in step S80 the 32-byte data is abandoned.
In step S81 it is determined whether all the data has completed of reception or not.
If "NO", the process returns to step S69 while if "YES" then in step S83 a race game processing is executed. That is, by repeating the process of step S77 a horse race is played on the CRT 40 according to the acquired data of a race horse. When the race game is ended, the CPU 21 returns to step S51.
If it is determined in step S73 that poor connection occurred on the communication cable 30, the CPU 2lin step S85 displays an alert message "NOT
CONNECTED TO GB" on the CRT 40. In response, if the player manipulates a cancel button (not shown) on the video game machine 20, the CPU 21 in step S87 determines "YES" and the process directly returns to step S51. As a result, as a game is initialized in the course of data transfer. On the other hand, if the cancel button is not pressed by the player, the CPU in step S87 determines "NO" and in steps S89 to S93 carries out a similar process to that of steps S55 to S59.
If the communication cable 30 is eliminated of poor connection and the cancel button is not pressed, the CPU 21 repeats a process of steps S87 to S93. If the poor connection is eliminated, the CPU 21 advances to step S95 to determine whether timeout occurred or not, in other words, whether communication has been resumed in a predetermined time from eliminating the poor connection. If no timeout occurred herein, the CPU 21 proceeds to step S97 to display a return message "TRANSFER BE
STARTED" on the CRT 40, returning to step S75. On the other hand, when timeout occurred, the CPU 21 returns to step SS1. That is, the game progression is returned to the initial state.
Explanation will be made on the operation of the communication control circuit 15c received with various commands as above. Note that the communication control circuit 15c although actually configured by hardware will be explained on operation using a flowchart, for the sake of convenience.
Referring to Figure 10, when receiving a command 00 (type/status data request command) type data and status data are latched in step S 101 and then the latched type and status data in step S103 are transmitted to the video game machine 20. Then, the process is ended.
Referring to Figure 11, when receiving a command 10 (command to read data out of the GB data communication port area), in step S111 status data is latched and in step S113 the GB communication port data written on the GB communication port area is transmitted to the video game machine 20. In step S 115 the GB communication port write flag is set at "0", and the subsequent step S117 the status data latched in step S111 is transmitted to the video game machine 20. Then, the process is ended.
Referring to Figure 12, when receiving a command 11 (command to write data to the N64 data communication port area), in step 5121 status data is latched, and in step S123 the N64 communication port data received following the command 11 is written to the N64 communication port area. Completing the writing, in step S125 the N64 communication port write flag is set at "1" and in step S127 the status data latched in step S 121 is transmitted to the video game machine 20.
Referring to Figure 13, when receiving a command OE (command to read data out of the buffer RAM area), in step S131 status data is latched and in step S133 is determined a state of the GB write flag contained in the status data. Here, if GB write flag = 1, it is judged at 32 bytes of transmission data is written on the buffer RAM area. In step S135 the 32-byte data is transmitted to the video game machine 20. Also, the check sum data written on the buffer RAM data CRC area (CRC calculation result of the above 32-byte data) is transmitted to the video game machine 20. Completing the transmission, in step S139 the GB write flag is set to "0", and the process advances to step S145.
On the other hand, if determination is made in step S133 as GB write flag = 0, in steps S141 and S143 dummy 32-byte data and dummy check sum data are transmitted to the video game machine 20, and the process proceed to step S145. In step S145, the status data latched in step S131 is transmitted to the video game machine 20, thereafter the process is ended.
According to the above processing, the portable game machine 10 determines whether or not poor connection occurred on the communication cable 30 each time 32-byte race horse data (game processed data) is written to the RAM bank 40. In an event that poor connection occur, an alert message "NOT CONNECT TO N64" is displayed on the LCD end the writing of 32-byte data to the RAM bank 40, or data transmission, is interrupted. Thereafter, if the poor connection is eliminated in a predetermined time, a return message "TRANSFER BE RESUMED" is displayed on the same LCD 17 thus resuming a data transmission processing.
The video game machine 20 also determines whether poor connection occurred on the communication cable or not each time reading 32-byte race horse data out of the RAM bank 40. If poor connection occurred, an alert message "NOT CONNECTED TO
GB" is displayed on the CRT 40 and the reading of 32-byte data out of the RAM
bank 40, or data reception, is interrupted. If the poor connection is eliminated in a predetermined time, a return message "TRANSFER BE RESUMED" is displayed on the same CRT 40 thus resuming a data receiving processing. In this manner, because an alert message is displayed on both the LCD 17 and the CRT 40 upon occurring of poor connection, the player is readily and immediately known of occurrence of poor connection.
Meanwhile, the portable game machines 10 when the GB write flag is "0" writes 32-write data to the buffer RAM area and sets GB write flag to "1". While the GB write flag is "1 ", the next 32-byte data will not be written to the buffer RAM
area. On the other hand, the video game machine 20 enables the 32-byte data having been transmitted from the portable game machine 10 only when the GB write flag represents "1 ".
Thus, effective 32-byte data only is used for race game processing. That is, if the GB write flag received together with the 32-byte data is "0", the 32-byte data is disabled.
In this manner, when the GB write flag is "0", 32-byte data is written to the buffer RAM area and the GB write flag is rendered "1" so that the 32-byte data transmitted together with the GB
write flag taking "1" is rendered effective. Accordingly, the reliability of data transfer is improved.
In the above game of raising a race horse and the raised race horse is made run a race, the 32-byte data and check sum data were transferred merely from the portable game machine 10 to the video game machine 20. However, in the composite game system 10 of this embodiment, it is possible to transfer 32-byte data and check sum data from the video game machine 20 to the portable game machine 10.
In this case, the video game machine 20 issues a command OF (command to write data to the buffer RAM area) and subsequently transmits 32-byte data and check sum data. The communication control circuit 15c received with the command OF
processes a flowchart shown in Figure 14.
First, in step S151 the other status data than of the buffer RAM data CRC
error flag is latched, and then in step S 153 a state is determined on an N64 write flag contained in the status data. If N64 write flag = 0, writing is possible to the buffer RAM area and buffer RAM data CRC area. Consequently, the communication control circuit 15c in respective steps S155 and 5157 writes the 32-byte data and check sum data following the command OF to the buffer RAM area and buffer RAM data CRC area. Subsequently, it is determined in step S159 whether the check sum data written to the buffer RAM
data CRC
area represents an error or not. If the check sum data is normal, in step 5161 the buffer RAM data CRC error flag is rendered "0". If the check sum data represents an error, in step 5163 the buffer RAM data CRC error flag is rendered "1 ".
In the subsequent step S 165 is determined a state of the buffer RAM data CRC

error flag. If the CRC error flag is "1", the process directly advances to step S169. If this CRC error flag is "0", in step S167 the N64 write flag is set to "1" and then the process proceeds to step S169. In step S169, the status data latched in step S151 and buffer RAM
data CRC error flag in the present value are transmitted to the video game machine 20.
On the other hand, if N64 write flag = 1 is determined in step S153, dummy 32-byte data and dummy check sum data are received-processed respectively in steps S171 and Ss173.
Then process proceeca to step S169.
That is, if the N64 write flag is "1" at a time that the command OF is issued, the 32-byte data and buffer RAM data following the command OF cannot be written to the buffer RAM area and buffer RAM data CRC area. Also, even where the N64 write flag is "0", if the check sum data represents an error (i.e. the buffer RAM data CRC
error flag is "1 "), then the 32-byte data is not correct. In such a case, in order to re-transmit a same one of data from the video game machine 20, status data and a current CRC error flag value are transmitted to the video game machine 20 at a time of receiving a command OF.
The video game machine 20 acquires status data (including a CRC error flag) transmitted from the communication control circuit 15c, and enters to a transmission process for the next 32-byte data only when both the N64 write flag and CRC
error flag represent "0". That is, if even any one of the N64 write flag and the CRC
error flag represents "1", the last-time transmission process is determined as failure and a same one of 32-byte data is transmitted again. On the other hand, the portable game machine 10 reads 32-byte data out of the buffer RAM area when the N64 write flag represents "1" and the buffer RAM data CRC error flag shows "0". When the reading-out completes, the N64 write flag ~s set to "0".
When a game is played using four portable game machines 10, ..., 10 connected to the video game machine 20, processing for the game is made between the video game machine 20 and the portable game machines 10, ..., 10 according to a flowchart shown in Figure 15 and Figure 16.
Incidentally, the games to which the flowchart of Figure 15 and Figure 16 is applicable include a mahjong game. In such a case, the portable game machine displays on the LCD 17 symbols of each player's piece hand (pieces not to be seen by the other players) as a discrete game picture, together with displaying a cursor to opt a piece to discard or the like. On the other hand, the CRT 40 displays a common pi~;ture of filed pieces, discarded pieces in a communication area, rotation of the players, and the like.
Referring to Figure 15, the CPU 21 of the video game machine 20 at first determines in step 5201 whether there is poor connection occurring on each communication cable 30 or not. Herein, a similar processing to that of steps S55 to S59 is made to and from each communication control circuit 15c, ..., 15c. If the connection state is good, the CPU 21 in step S203 increments a game progression control counter.
Subsequently, in step S205 a similar process is made to that of steps S75 to S79 thereby receiving key input signals from all the portable game machines 10, ..., 10.
In step S207 a game processing is executed according to the received key input signals.
Based on a game processing result; in step S209 a discrete game picture signal is created to be displayed on the LCDs 17, ..., 17 of the portable game machines 10, ..., 10, and in step S211 a common game picture signal is created to be displayed on the CRT 40.
Thereafter, the CPU 21 in step S213 transmits the discrete game picture signal to the portable game machines 10, ..., 10. This transmission process is according to Figure . 14. This provides display of discrete pictures on the LCDs 17, ..., 17 as individually required by the players. Furthermore, the CPU 21 in step S215 displays on the CRT 40 a common picture as requirement by all the players. This common picture is drawn by the RCP 27 based on a common picture signal determined in step S211. After ending the process of step S215, the CPU returns to step S201.
If it is determined in step S201that poor connection occurred, the CPU 21 in step S217 displays on the CRT 40 an alert message "ABNORMALITY OCCURRED ON
CABLE CONNECTION AND RECONNECT". This alert message is OSD-displayed on the common game screen. The CPU 21 subsequently in step S219 transmits an alert message signal to the portable game machines 10, ..., 10 in a state of good connection.
Also herein a transmission proces:~ is made according to the flowchart in Figure 14. The portable game machines 10, ..., 10 in good connection state display on their LCDs 17, . .., 17 an alert message "ABNORMALITY OCCUURED ON OTHER CABIr,E" according to the input alert message signal.
Thereafter, the CPU 21 in step 5221 determines whether the communication cable 30 in poor connection has been re-connected or not, i.e. whether poor connection has been eliminated or not. In also this case, a similar process is made to that of steps S55 to S59. If herein the poor connection still continues, i.e. if even one continue of poor connections on the communication cables 30 in plurality of number, a similar process is repeated. On the other hand, if the poor connection is completely eliminated, the CPU 21 in step S223 displays a return message "COMMUNICATION BE RESUMED" on the CRT 40, and in step S225 outputs a similar return message to the portable game machines 10, ..., 10 having been good in connection state. The portable game machines 10, ..., 10 received with the return message signal display a return message "COMMUNICATION
BE RESUMED" on their LCDs 17, ..., 17. The CPU 21 thereafter returns to step S201.
Referring to Figure 16, the CPU of the portable game machine 10 in step S231 determines a connection state on the communication cable 30. This determination is made based on a value of the N64 detect flag. If the connection state is good, the CPU 11 advances to step S233 to transmit to the video game machine 20 a corresponding key input signal to key operation by the player. Furthermore, the CPU 11 in step receives a display picture signal from the video game machine 20 according to the flowchart of Figure 14, and in step 5237 displays the corresponding image on the LCD
17. As a result, if the received display image signal is discrete game picture signal, the corresponding discrete game picture will be displayed. Meanwhile, if the received display picture signal is an alert message signal, displayed will be an alert message "ABNORMALITY OCCUURED ON OTHER CABLE". If the received picture signal is a return message signal, displayed will be a return message "COMMUNICATION BE
RESUMED".
If the N64 detect flag is "0" because of poor connection on an own communication cable 30, the CPU 11 advances from step S231 to step S239 to display on the LCD 17 an alert message "ABNORMALITY OCCURRED ON CABLE CONNECTION AND
RECONNECT". This message is displayed based on the message data stored on the own RAM 15b. In step S241 the N64 detect flag is determined of a value. If the player re-connect the communication cable 30 responsive to the alert message, then the N64 detect flag is set to "1 ". Thereupon, the CPU 11 in step S241 determines "YES" and in step S243 displays a return message "COMMUNICATION BE RESUMED" on the LCD 17.
This return message is also displayed based on the message data stored on the own RAM
15b. The process returns to step S231.
According to the processing of Figure 15 and Figure 16, in an event poor connection occurred on any communication cable 30, the video game machine 20 displays on the CRT 40 an alert message "ABNORMALITY OCCURRED ON CABLE
CONNECTION AND RECONNECT". The video game machine 20 also transmits an alert message signal to the portable game machines 10, ..., 10 good in connection state.
As a result, the portable game machines 10, ..., 10 received with the alert message signal display on their LCDs 17, ..., 17 an alert message "ABNORMALITY OCCURRED ON
OTHER CABLE". Meanwhile, on the portable game machine 10 where poor connection occurred creates by itself an alert message "ABNORMALIT'Y OCCURRED ON CABLE
CONNECTION AND RECONNECT", and displays it on the LCD 17.
If thereafter the poor connection is eliminated in a predetermined time, the video game machine 20 displays on the CRT 40 a return message "COMMUNICATION BE
RESUMED", and transmits a return message signal to the portable game machines 10, ..., 10 good in connection state. The portable game machines 10, ..., 10 receiving the return message signal display a same return message on their LCD 17, ..., 17.
Furthermore, on the portable game machine 10 where poor connection occurred creates by itself a same return message and displays it on the LCD 17.
In this manner, the alert message and return message are displayed on both the LCD 17 and CRT 40. Accordingly, each player can know easily and immediately occurrence and generation of poor connection.
Incidentally, where poor connection occurred during playing a game, the process may be by sounding an alert sound in place of or in addition to merely displaying an alert (message display). Furthermore, in such a game as utilizing a plurality of portable game machines in order for playing a competition, when a poor connection occurs on one player the other players may be suspended from proceeding the game. Such processing offers for an advantage that a player encountering a poor connection be prevented from shouldering a heavy handicap to proceed a game or suffering a harsh disadvantage in playing a game.
Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.

Claims (18)

1. A combined game system having a video game machine connected with a common display and at least one portable game machine having a discrete display which machines are connected through a communication cable to communicate with data for game processing, wherein at least one of said portable game machine and said video game machine comprises:
first determining means to determine whether a poor connection occurred on said communication cable; and first alert message display means to display a first alert message on at least one of said discrete display and said common display when the poor connection occurred.
2. A combined game system according to claim 1, wherein at least one of said portable game machine and said video game machine further comprises first return message display means to display a first return message on at least one of said discrete display and said common display when the poor connection is eliminated.
3. A combined game system according to claim 1 or 2, wherein said one game machine is said portable game machine and said one display is said discrete display, said portable game machine further comprising a flag to vary depending upon a connection state of said communication cable, and said first determining means determining based upon a state of said flag.
4. A combined game system according to claim 1 or 2, wherein said one game machine is said video game machine and said one display is said common display, said video game machine further comprising output means to output a data transmission request to said portable game machine, and said first determining means determining based upon transmission data responsive to said data transmission request from said portable game machine.
5. A combined game system according to claim 4, wherein said portable game machine comprises a second determining means to determine a poor connection occurred on said communication cable or not, and a second alert message display means to display a second alert message on said discrete display when the poor connection occurred.
6. A combined game system according to claim 5, wherein said portable game machine further comprises second return message display means to display a second return message on said discrete display when the poor connection is eliminated.
7. A combined game system according to claim 5 or 6, wherein said portable game machine further comprises a flag to vary depending upon a connection state of said communication cable, and said second determining means determining based upon a state of said flag.
8. A combined game system according to any of claims 4 to 7, wherein a plurality of portable game machines are connected respectively through plurality of communication cables to said video game machine, and said first determining means determining on one portable game machine at a time.
9. A combined game system according to claim 8, wherein said video game machine further comprises alert message signal transmitting means to transmit an alert message signal to a portable game machine good in connection state when the poor connection occurred to any of said portable game machines, and said portable game machine further comprising third alert message display means to display an alert message on said discrete display based upon said alert message signal.
10. A combined game system according to claim 9, wherein said video game machine further comprises a return message signal transmitting means to transmit a return message signal to a portable game machine good in connection state when the poor connection is eliminated to said any of portable game machines, and said portable game machine further comprising third return message display means to display a return message on said discrete display based upon said return message signal.
11. A combined game system according to any of frames 1 to 10, wherein said portable game machine further comprises key input signal creating means to create a key input signal according to operation of said operation key, first transmitting means to transmit said key input signal to said video game machine, first receiving means to receive a discrete game picture signal from said video game machine, and first display means to display on said discrete display a corresponding picture to said discrete game picture signal, and said video game machine further comprising second receiving means to receive said key input signal, second display means to display on said common display a common game picture based upon said key input signal, discrete game picture signal creating means to create said discrete game picture signal based on said key input signal, and second transmitting means to transmit said discrete game picture signal to said portable game machine.
12. A combined game system according to claim 11, wherein said portable game machine further comprises a first storage medium to store a game program for said portable game machine, said key input signal creating means creating said key input signal based upon operation of said operating key and said portable game machine game program, and said video game machine further comprising a second storage medium to store a video game machine game program, said discrete game picture signal creating means creating said discrete game picture signal based upon said key input signal and said video game machine game program.
13. A combined game system having a video game machine connected with a common display and at least one portable game machine having a discrete display which machines are connected through a communication cable to communicate with data for game processing, wherein said portable game machine comprises:
an operating device to play a game;
first processing means to perform a predetermined processing according to operation of said operating device;
first write means to write a first processing result of said first processing means to a buffer memory;
first setting means to set a first flag to a first state when said first processing result is written to said buffer memory;
first receiving means to receive a transmission request from said video game machine;
first transmitting means to transmit to said video game machine said first processing result and state information of said first flag in response to said transmission request;
second setting means to set said first flag to a second state when said first processing result is transmitted from said buffer memory to said video game machine;
disabling means to disable said first write means when said first flag is in a first state; and enabling means to enable said first write means when said first flag is in a second state.
14. A combined game system according to claim 13, wherein said first processing result has a data amount greater than a capacity of said buffer memory, and said first write means writing said first processing result by a predetermined amount at a time to said buffer memory.
15. A combined game system according to claim 14, wherein said portable game machine further comprises a first storage medium storing a portable game machine program, and said first processing means processing based upon said portable game machine game program.
16. A combined game system according to any of claims 13 to 15, wherein said video game machine comprises second transmitting means to transmit said transmission request to said portable game machine, second receive means to receive said first processing result and said first flag state information transmitted from said portable game machine, second processing means to process said first processing result when said first flag state information represents said first state, disabling means to disable said first processing result when said first flag state information represents said second state, and common game picture display means to display on said common display a related common game picture to a second processing result of said second processing means.
17. A combined game system according to claim 16, wherein said video game machine further comprises a second storage medium storing a video game machine game program, and said second processing means processing based upon said video game machine game program.
18. A combined game system according to any of claims 13 to,17, wherein said operating device includes a transmission key to instruct transmission of said first processing result, and said write means starting to write said first processing result in response to operation of said transmission key.
CA002316464A 1999-08-20 2000-08-15 Combined game system Abandoned CA2316464A1 (en)

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JP11234238A JP2001058086A (en) 1999-08-20 1999-08-20 Composite game system
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JP2004275412A (en) 2003-03-14 2004-10-07 Mitsumi Electric Co Ltd Communication game system, communication system, communication equipment, and method for displaying communication state
JP2009193132A (en) * 2008-02-12 2009-08-27 Rohm Co Ltd Information processing system, cartridge, and information processing terminal

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JPH04123119A (en) * 1990-09-13 1992-04-23 Toshiba Corp Personal computer
US5393073A (en) * 1990-11-14 1995-02-28 Best; Robert M. Talking video games
US5862145A (en) * 1996-09-12 1999-01-19 Advanced Micro Devices, Inc. Method and system for identifying an error condition due to a faulty cable connection in an ethernet network
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