EP0904814A2 - Kommunikationsspielsystem - Google Patents

Kommunikationsspielsystem Download PDF

Info

Publication number
EP0904814A2
EP0904814A2 EP98118003A EP98118003A EP0904814A2 EP 0904814 A2 EP0904814 A2 EP 0904814A2 EP 98118003 A EP98118003 A EP 98118003A EP 98118003 A EP98118003 A EP 98118003A EP 0904814 A2 EP0904814 A2 EP 0904814A2
Authority
EP
European Patent Office
Prior art keywords
communication game
game device
communication
message
signal
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP98118003A
Other languages
English (en)
French (fr)
Other versions
EP0904814A3 (de
Inventor
Shinichi Miyanouchi
Masayoshi Sato
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.)
Erfolg Ltd
Original Assignee
Erfolg 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 Erfolg Ltd filed Critical Erfolg Ltd
Publication of EP0904814A2 publication Critical patent/EP0904814A2/de
Publication of EP0904814A3 publication Critical patent/EP0904814A3/de
Withdrawn legal-status Critical Current

Links

Images

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
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2439Characteristics of the input the input being a code, e.g. ID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2454Output devices visual using illumination, e.g. with lamps with LED
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • A63F2009/2472Buzzer, beep or electric bell
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2488Remotely playable
    • A63F2009/2489Remotely playable by radio transmitters, e.g. using RFID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2492Power supply
    • A63F2009/2494Battery, e.g. dry cell
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/34Miscellaneous game characteristics promoting partner selection
    • 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
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM

Definitions

  • the present invention relates to a communication game system, in particular, a communication game system that gives considerable thrills because success or failure of a communication depends on chance.
  • One object of the present invention is to provide a communication game system with which players can enjoy success or failure of communication itself as a game.
  • the present invention is a communication game system comprising a communication game device of a first kind and a communication game device of a second kind,
  • the annunciator consists of an LED and a sound generator.
  • both the communication game device of the first kind and the communication game device of the second kind compris the same battery power supply, input switch of message, annunciator and microprocessor,
  • the communication game device of the first kind and the communication game device of the second kind have transmitting frequencies, and
  • each of the communication game device of the first kind and the communication game device of the second kind further includes a power switch, and
  • the microprocessor of the communication game device of the second kind has two modes, one an active mode for making the CPU therein active, and the other a hold mode for making the CPU therein inactive, and further includes a means for shifting the microprocessor to the active mode in response to receiving a signal from the communication game device of the first kind.
  • the microprocessor of the communication game device of the first kind has two modes, one an active mode for making the CPU active, and the other a hold mode for making the CPU therein inactive, and
  • said annunciator of each of the communication game device of the first kind and the communication game device of the second kind annunciates reception of a message signal different from the message of the own device
  • the communication game devices are divided into those of the first kind and those of the second kind.
  • the devices of the first kind are active and can appeal to the devices of the second kind.
  • the devices of the second kind are passive and they can only respond to the devices of the first kind.
  • the communication is not for conversation or the like, and is limited to transmitting a simple message. If the message of the device and a message received are in accord with each other, the device will annunciate that. Even if the messages are in accord with each other, the communication never develop into a conversation or the like, and the player can leave the game at any time by simply turning off the power of the device.
  • the devices of the first kind and the devices of the second kind are common from the viewpoint of hardware.
  • the devices of the first kind and the devices of the second kind are differentiated from each other by switching the mode of the microprocessor and switching the frequencies of the transmitter and the receiver.
  • the content of communication is limited to transmission and reception of simple messages.
  • messages are indicated by, for example, durations of an unmodulated carrier, the communication can be made very easily.
  • the power is automatically turned off after passage of a specified time measured from the turning-on of the power.
  • use of electric power can be economized by shifting the microprocessor of the second kind device from the hold mode into the active mode upon signal reception.
  • use of electricity can be economised by periodically shifting the microprocessor of the first kind device into the active mode to transmit signal and wait for reception of a responding signal, then making the processor inactive in the hold mode till next transmission.
  • Fig. 1 is a block diagram of a communication game device of the embodiment.
  • the device comprises a transmitting antenna 1, a transmitter 2, a first converter 3 for parallel-serial conversion of data to be transmitted, a control 4 having a CPU being a microprocessor to have various controls, a display 5, a second converter 6 for serial-parallel conversion of data received, a receiver 7, a receiving antenna 8, and a power supply 9.
  • the antennas 1, 8 may be provided by a single antenna.
  • Fig. 2 is a perspective view showing the appearance of the communication game device.
  • a display 20 being LEDs, etc. and a display/setting switch 21 are provided on the front.
  • the switch 21 When the switch 21 is pushed, the indication on the display 20 changes from 0 to 9 sequentially. Thus a desired number can be set.
  • Separate switches may be provided for setting and display, respectively. In the present case, however, the same switch is used for both switching indication and setting. For example, when the switch is pressed for a short period of 1 second or under, the indication changes, and when the switch is pressed for a longer period of two seconds or over, a number being displayed is set. Or when the display/setting switch 21 is pressed, a current preset value is displayed for a short time.
  • a next number will be indicated. In this way, new numbers are indicated one after another. When a desired number is indicated and it is left to stand, the number is set. With this arrangement, one switch 21 can make plural operations, and the number of parts can be reduced.
  • a power switch 22 On one side of the body, are provided a power switch 22 and a sound ON/OFF switch 23.
  • 25 is a dry cell box 25 for, for example, two dry cells of AAA UM-4E.
  • Fig. 3 and Fig. 4 are control flow-charts of the communication game devices.
  • Fig. 3 is a control flow-chart of a communication game device (G1TR) of a group 1 (for women)
  • Fig. 4 is a control flow-chart of a communication game device (G2TR) of a group 2 (for men).
  • ST1TR communication game device
  • ST2TR communication game device
  • ST3 desired circuits
  • ST3 desired circuits
  • ST3 desired number
  • ST5 the control 4 stores this value as its own active mode
  • ST5 For both the communication game devices for women and for men, numbers are determined in advance to represent plural message contents such as conversation" and sing-along (karaoke)." Out of these numbers, one desired number is selected.
  • the control 4 outputs the message set by the number in the form of parallel data.
  • the first converter 3 converts this parallel data into serial data, and the data is transmitted on a carrier of a frequency N (ST6).
  • An identification code that is given to the communication game device is added to the message, and the identification code data is transmitted together with the above-mentioned data in the form of serial data.
  • the receiving device When the radio wave transmitted is received by a transmission game device of the other group, if messages of the devices of both groups accord with each other, the receiving device will respond. On the part of the communication game device for women, to receive such a response, the device is switched to a receiving mode for a short period after the above-mentioned transmission (ST7). This cycle of transmission and reception is repeated twice, and two seconds or so will suffice as the waiting time for one cycle (ST8, ST9). If the device for women receives a responding signal from the communication game device for men, the device for women receives the signal through the receiving antenna 8. The signal is demodulated by the receiver 7, and serial data after demodulation is converted into parallel data by the second converter 6 and fed into the control 4.
  • the control 4 judges whether the identification code of the counterpart or the number contained in the received signal is in accord with an identification number of a counterpart communication game device or a message number that has been set in advance (ST10). If any accord is found, the control 4 will generate a sound or turn on the LED 24 (ST11).
  • the power is turned on (ST21), then circuits are initialized (ST22) and defaulted (ST23). After that, data are set (ST24 and ST25). Operations for these steps are similar to those of steps ST4, ST5 of Fig. 3, and are intended to set an identification number of a communication game device for women and a number corresponding to a desired condition such as conversation or karaoke.
  • the device waits for a transmission from a communication game device for women, periodically repeating the receiving mode (ST26, ST27). When the device receives a signal, it judges whether the identification number of the counterpart game device and the preset condition contained in the received signal are in accord with its preset values (ST28). If any accord is found, the device will generate a sound or turn on the LED 24 (ST29) and transmit a response signal indicating the reception (ST30). Then the device will receive a response from the counterpart (ST31, ST32).
  • This embodiment can be modified in various ways. For example, it may be arranged in such a way that, in place of inputting an identification signal of a counterpart in advance, when a signal is received, a sound is generated and the number of the transmitting device is displayed, and the player can decide whether to transmit a response or not after checking the display.
  • Fig. 5 is a circuit diagram of the communication game devices.
  • 51 denotes a CPU being a microprocessor.
  • RA0 ⁇ RA4 and RB0 are input ports.
  • RB1 ⁇ RB7 are output ports that drive, for example, a 7-segment LED display 52.
  • a crystal resonator 53 generates clock signals, and a switch 54 is used to switch over between LED display and sound notification.
  • a transmitter 55 transmits a signal that comes from the CPU 51.
  • a receiver 56 amplifies a signal received and inputs the amplified signal into the CPU 51.
  • 57 is a power supply.
  • 58 is a for men/for women selector switch. As shown in Fig. 2, it can not be manipulated from the outside.
  • the same board is used for both the communication game device for men and the communication game device for women.
  • L1 through L4 are coils, and C1 and C2 are variable capacitors.
  • BZ is a buzzer for generating sound.
  • the variable capacitors C1, C2 switch the resonant frequencies of resonance circuits using coils L2, L1, respectively, to set the transmitting frequency of the device for women (the receiving frequency of the device for men) at, for example, 300 MHz, and the transmitting frequency of the device for men (the receiving frequency of the device for women) at, for example, 315 MHz.
  • Fig. 6 is a block diagram of another embodiment in which all the receiving frequencies of the respective communication game devices are set to differ from each other, and in the transmitter of each communication game device, the transmitting frequency is determined by a frequency synthesizer.
  • the frequency synthesizer can switch from one oscillation frequency to another. If a player having a communication game device of one group selects a specific communication game device of the other group, as the receiving frequency of the counterpart communication game device selected is known in advance, that frequency will be set as the transmitting carrier frequency, and the identification code of the device and a question to the counterpart will be transmitted. This radio wave transmitted can be received by only the specific selected counterpart communication game device. It can not be received by other radio communication devices.
  • the player who has the radio communication device that receives this signal has inputted a specific radio communication device identification code.
  • the device will transmit a responding signal only when the device detects the same identification code in the received signal.
  • This responding signal is controlled by the frequency synthesizer oscillator of the radio communication device so that its frequency is in accord with the receiving frequency of the counterpart.
  • the communication game device for men is provided with a memory for storing a code that corresponds to a predetermined question or message such as I would like to talk with you now.”, I am busy now but will be free after one hour.”, or I would like to go to see a movie.”
  • the game device also stores identification information assigned to the respective units of the communication game device for women.
  • the communication game device for men is also provided with an input means for specifying one of the questions or messages, a display means for indicating a number or a letter, and a means for adding the identification information assigned to the device to the above-mentioned inputted information and transmitting the information via a radio communication medium.
  • the communication game device for women which belongs to the other group, may be composed of a memory means for storing identification information of the device itself, and a means for inputting and storing identification information selected from identification information assigned to the respective units of the communication game device for men and responding information relating to said selected identification information.
  • the communication game device for women may be arranged so that it judges whether the identification information of the communication game device for men contained in the received signal is in accord with said selected identification information of communication game device for men, and if they are in accord with each other, the device will add a response signal to the communication game device for men to the identification information of the device itself and transmit the information.
  • a variety of games can be played. For example, in a party, etc., a group of men and a group of women are formed. Both groups have the same number of people. Each person has the above-mentioned communication game device. Every man has a unit of the communication game device for men, and every woman has a unit of the communication game device for women. everyone inputs the identification number of a person he or she likes together with a message.
  • a signal is transmitted by a communication game device for men, the signal is received by a communication game device for women, the identification number contained in the signal is judged to be in accord with the identification number of the communication game device for men that has been inputted, and both the messages agree with each other, the communication game device for women will transmit a responding signal.
  • the probability is low that a person selects a counterpart he or she likes and selects a message and the counterpart selected will like the person and their messages will be in accord with each other. For every player, it is a considerable thrill to wait for occurrence of such a happening.
  • This communication device may be used in a game played by many and unspecified persons. In this case, the identification number is omitted from the communication content of the above-mentioned case.
  • Fig. 7 through Fig. 11 show an optimal embodiment.
  • 100 denotes a communication game device, 102 a housing, 104 a volume switch, and 106 a power switch.
  • 108 denotes a mode switch that is used to select a mode such as conversation, sing-along or tea.
  • 110 through 112 are LEDs for displaying an inputted mode. The player is allowed to select one mode out of three modes (messages). Whenever the mode switch 108 is pressed, the mode will shift to the subsequent mode.
  • 114 denotes an LED for indicating accord. When the device succeeds in communication, if the mode of the counterpart device and the mode of the device accord with each other, this LED will turn on/off.
  • 116 denotes an LED for indicating FIND. This LED 116 turns on/off when the communication game device has exchanged signals with another communication game device but the modes did not accord with each other.
  • the housing 102 holds, for example, two dry cells of AAA UM-4E (3 V) and the circuit of Fig. 8.
  • the communication game device of the first kind (communication game device for women) and the communication game device of the second kind (communication game device for men) differ from each other only in transmitting and receiving frequencies, active mode of the built-in microprocessor, and the color of the housing 102.
  • Fig. 8 shows the block configuration of the communication game device 100.
  • 120 denotes a new microprocessor.
  • 122 denotes a mode setter that receives a signal from a mode switch 108 to store a mode set and turn on one LED out of three LEDs 110 ⁇ 112.
  • 124 denotes a power-off control that starts the operation of the microprocessor 120 when the power switch is turned on, and at the same time measures the time from the time point of turning on the power, and automatically turns off the power when the above-mentioned time reaches a specified value (for example, 30 minutes ⁇ 5 hours).
  • 126 is a timer.
  • 128 is a transmission & reception control.
  • 130 is a wake-up control that shifts the microprocessor 120 to a hold mode, when transmission or reception is not needed, to reduce power consumption. Operations in the hold mode are limited to counting the time with the timer 126, turning on one of LEDs 110 ⁇ 112, receiving an input signal corresponding to wake-up and retaining data.
  • 132 is an operation program storage being, for example, a ROM; the storage starts either the operation program for men or the operation program for women when a signal from the mode selector switch 58 is given.
  • 134 is a control that controls the entire microprocessor 120.
  • 136 is a driver that turns on/off a buzzer BZ and the accord indicating LED 114 or the FIND indicating LED 116 when communication is accomplished (in the following, without distinction as to accord of messages). The volume of the buzzer BZ can be varied through the volume switch 104.
  • Fig. 9 shows the operation of the communication game device for women.
  • the power switch 106 When the power switch 106 is turned on, the game device 100 starts to operate, and at the same time its automatic power-off function starts to work. Thus, the power is turned off automatically after passage of 30 minutes or 5 hours.
  • the game device accepts mode setting through the mode switch 108, and one LED out of LEDs 110 ⁇ 112, which indicates the selected mode, is turned on. This LED is always on even in the hold mode.
  • a job of the communication game device for women 100 is to transmit a signal, for example, once per second or once per ten seconds.
  • the wake-up control 130 shifts the microprocessor 130 into the active mode, and for example, a signal is transmitted in the form of an unmodulated pulse wave at the frequency of 300 MHz.
  • the pulse duration or width is 10 msec, 15 msec or 20 msec. Respective modes are indicated by these pulse durations.
  • transmission of a pulse of 10 ⁇ 20 msec wide is repeated three times at intervals of 1 second.
  • reception of a signal or signals is checked, and if there is no signal received, the microprocessor 120 will shift to the hold mode provided the time of automatic power-off has not been reached.
  • the microprocessor 120 will be kept in the hold mode except when there is a need of transmission or when a switch is manipulated to make a new setting.
  • the device checks whether the signal is in accord with the mode signal of its own, and if the signals are in accord with each other, the device will turn on the buzzer BZ and turn on/off the LED 114 to indicate that accord. If a signal is received but the modes are not in accord with each other, the device will turn on the buzzer BZ and turn on/off the LED 116 to indicate that.
  • the sequence returns to the step of transmission and repeats the cycle of transmission and reception till no signal is received.
  • Fig. 10 shows the operation of the communication game device for men.
  • the automatic power-off function is turned on, and after completion of the setting, the device is kept in the hold mode till it receives a signal from a communication game device for women.
  • the microprocessor 120 wakes up.
  • the microprocessor 120 checks whether the mode in the signal and the mode of the device are in accord with each other, and if the modes are in accord, the microprocessor 120 will turn on the buzzer BZ and turn on/off the LED 114. If the modes are not in accord with each other, the microprocessor 120 will turn on the buzzer BZ and turn on/off the LED 116.
  • the transmitter 55 transmits a pulse wave indicating the mode of the device in the form of the pulse duration.
  • the transmitting frequency of the communication game device for men is 315 MHz
  • the transmission frequency of the communication game device for women is 300 MHz
  • the receiving frequency of the device for men is 300 MHz
  • the receiving frequency of the device for women is 315 MHz.
  • the pulse durations indicating three modes 2 are 10 msec, 15 msec and 20 msec, respectively. Modification of frequencies of the devices for men and those for women is effected through variable capacitors C1, C2.
  • the selector switch 58 for setting the device either for men or for women is inside the housing 102, the user has no access to it.
  • the device for men When the communication game device for men receives a signal from a communication game device for women, the device for men repeats the cycle of reception and transmission till the device receives no signal. If the device receives no more signal, the device will check whether the time of automatic power-off has been reached. If the time has not been reached, the device will shift to the hold mode.
  • Fig. 11 shows communication wave forms of the devices for men and for women.
  • a communication game device for women transmits a signal.
  • the transmitting frequency of the device is 300 MHz, and the carrier is unmodulated.
  • a mode (message) selected is added to the signal by changing the pulse duration in three steps in a range of from 10 to 20 msec.
  • the same pulse wave is transmitted three times, and after that, the communication game device for women is kept in a receiving state for a specified time. If the device for women receives a signal during this period, the device for women transmits the signal again, repeating the cycle of transmission and reception till the device receives no signal.
  • the communication game device for men does not transmit a signal spontaneously. It wakes up when it receives a signal of 300 MHz in frequency from a communication game device for women. Then the device for men checks whether the mode in the received signal is in accord with its own mode, and turn on the buzzer BZ and turn on/off either the LED 114 or the LED 116. Next, the communication game device for men transmits a similar signal at the frequency of 315 MHz. The communication game device for women receives this signal and checks whether the mode contained in the signal is in accord with its own mode and make an annunciation.
  • the protocol is quite simple and communication is easy.
  • transmission of the same content is repeated plural times (here three times), it is easy to receive the signal.
  • the communication game device for men is woken up by reception of a signal, and the device can reliably capture the second or third pulse. Even if the device fails to measure the pulse duration of the first pulse wave, the device can reliably measure the pulse durations of the second and third pulse waves. As a result, communication can be done with extreme ease.
  • the microprocessor 120 is an energy-saving microprocessor driven at 3 V, and the automatic power-off function prevents inadvertent loss of electric power.
  • the power consumption by the microprocessor 120 is reduced by keeping the microprocessor 120 in the hold mode except when it has a job of transmission, reception, etc.
  • the effective communication range is, for example, 10 m or under.
  • the communication can be terminated at any time by turning off the power supply 106.
  • the probability of accord of the modes is 1/3.
  • the players enjoy the success or failure of attempted communications as a game rather than making communications reliably, and the success or failure of communication is largely left to probabilities, and even when a successful communication is made, the counterpart remains to be puzzled.
  • the present communication game system can provide highly thrilling games.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)
  • Mobile Radio Communication Systems (AREA)
EP98118003A 1997-09-26 1998-09-23 Kommunikationsspielsystem Withdrawn EP0904814A3 (de)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP27950397 1997-09-26
JP27950397 1997-09-26
JP279503/97 1997-09-26

Publications (2)

Publication Number Publication Date
EP0904814A2 true EP0904814A2 (de) 1999-03-31
EP0904814A3 EP0904814A3 (de) 1999-12-29

Family

ID=17611961

Family Applications (1)

Application Number Title Priority Date Filing Date
EP98118003A Withdrawn EP0904814A3 (de) 1997-09-26 1998-09-23 Kommunikationsspielsystem

Country Status (3)

Country Link
EP (1) EP0904814A3 (de)
KR (1) KR19990030036A (de)
CN (1) CN1214577A (de)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE102011081623A1 (de) * 2011-08-26 2013-02-28 Gisbert Baarmann Vorrichtung zur Durchführung von Wahrnehmungs-, Lern- und/oder Gedächtnisspielen
DE102018222752A1 (de) * 2018-12-21 2020-06-25 Dirk Bohnes System zur Übertragung personenbezogener Daten

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5048831A (en) * 1990-08-31 1991-09-17 Sides Jim T Electronic game apparatus and method of use
US5618045A (en) * 1995-02-08 1997-04-08 Kagan; Michael Interactive multiple player game system and method of playing a game between at least two players
US5813913A (en) * 1995-05-30 1998-09-29 Interactive Network, Inc. Game of skill playable by remote participants in conjunction with a common game event where participants are grouped as to skill level
KR100420232B1 (ko) * 1995-07-05 2004-05-31 코닌클리케 필립스 일렉트로닉스 엔.브이. 송신장치와 수신장치를 포함하는 통신 시스템

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
None

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE102011081623A1 (de) * 2011-08-26 2013-02-28 Gisbert Baarmann Vorrichtung zur Durchführung von Wahrnehmungs-, Lern- und/oder Gedächtnisspielen
DE102018222752A1 (de) * 2018-12-21 2020-06-25 Dirk Bohnes System zur Übertragung personenbezogener Daten

Also Published As

Publication number Publication date
KR19990030036A (ko) 1999-04-26
CN1214577A (zh) 1999-04-21
EP0904814A3 (de) 1999-12-29

Similar Documents

Publication Publication Date Title
US9839841B2 (en) Game system, game apparatus, storage medium storing game program and game data exchange method
US9320972B2 (en) Wireless communication game system
US5396218A (en) Portable security system using communicating cards
US20050200455A1 (en) Paging system for queue management
WO1993023125A1 (en) Connecting computer games via a communication network
EP0904814A2 (de) Kommunikationsspielsystem
JP2997670B2 (ja) 通信玩具システム
KR100610735B1 (ko) 원격 조작 시스템용 유기 시설
US6299345B1 (en) Remote pager for chess competition
CN212187750U (zh) 基于发光智能卡的游戏系统
JP2006122671A (ja) 遊技サーバおよび遊技システム
DE60313600D1 (de) Spielkontrollmechanismus
KR20010018669A (ko) 휴대용 단말기를 이용한 게임시스템 및 게임운영방법
JPH06218119A (ja) 遊技機
CA2608095A1 (en) Play facility for remote-control system
JPH08331201A (ja) 通信装置
JP3336211B2 (ja) ワイヤレス送受信システム
WO2002011832A2 (en) Video game system with a playing partner search unit
JPS61221795A (ja) 携帯型遠隔表示装置
JP2000134225A (ja) 通信ネットワーク装置

Legal Events

Date Code Title Description
PUAI Public reference made under article 153(3) epc to a published international application that has entered the european phase

Free format text: ORIGINAL CODE: 0009012

AK Designated contracting states

Kind code of ref document: A2

Designated state(s): DE GB

AX Request for extension of the european patent

Free format text: AL;LT;LV;MK;RO;SI

PUAL Search report despatched

Free format text: ORIGINAL CODE: 0009013

AK Designated contracting states

Kind code of ref document: A3

Designated state(s): AT BE CH CY DE DK ES FI FR GB GR IE IT LI LU MC NL PT SE

AX Request for extension of the european patent

Free format text: AL;LT;LV;MK;RO;SI

AKX Designation fees paid

Free format text: DE GB

STAA Information on the status of an ep patent application or granted ep patent

Free format text: STATUS: THE APPLICATION IS DEEMED TO BE WITHDRAWN

18D Application deemed to be withdrawn

Effective date: 20000801