TW592772B - Combined game system of portable and video game machines - Google Patents
Combined game system of portable and video game machines Download PDFInfo
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- TW592772B TW592772B TW089109511A TW89109511A TW592772B TW 592772 B TW592772 B TW 592772B TW 089109511 A TW089109511 A TW 089109511A TW 89109511 A TW89109511 A TW 89109511A TW 592772 B TW592772 B TW 592772B
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/323—Interconnection 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/403—Connection between platform and handheld device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Controls And Circuits For Display Device (AREA)
- Display Devices Of Pinball Game Machines (AREA)
Abstract
Description
592772 •經濟部智慧財產局員工消費合作社印製 A7 B7 五、發明說明(1) [發明背景] 領域 本發明係關於複合遊戲機系統。尤其是,本發明係關 於嶄新的複合遊戲機系統,具有複數個擁有獨立顯示器且 連接至與顯示器相連接之電視遊戲機的攜帶型電玩遊戲 機,可使得在這些攜帶型電玩器及電視遊戲機上進行互動 |式遊戲。 先身技藝之說明 在第一先前技藝(曰本專利公開第H4_266781號,對應 於美國專利第5393073號)和第二先前技藝(曰本專利公開 第S 60-119977號)中揭露有使用攜帶型電玩器及電視遊戲 機之遊戲機系統。 第一先前技藝揭露之遊戲機系統具有連接至電視遊戲 機以便將遊戲對話或訊息的分支顯示在攜帶型電玩器之各 _顯示器上的攜帶型電玩器,所以可在此分支結構程序上藉 由操作裝置而選擇在攜帶型電玩器上開始此遊戲。 同時’第二先前技藝所揭露之遊戲機系統具有連接至 主要裝置之從屬裝置單元,所以可利用主要裝置執行用於 從屬裝置之遊戲程式,因而可將從屬裝置上之遊戲顯示在 主要裝置的較大顯示螢幕上。 可是’第一先前技藝除了在攜帶型電玩器上顯示分支 訊息使其可在攜帶型電玩器上進行選擇外並未提供任何特 殊功能。因此’在攜帶型電玩器上無法執行此種遊戲,而 僅當攜帶型電玩器是由電視遊戲機管理時才可獨立開始 ^-----------------^ (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 1 311453 592772 A7 經濟部智慧財產局員工消費合作社印製592772 • Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs A7 B7 V. Description of the Invention (1) [Background of the Invention] Field The present invention relates to a composite game system. In particular, the present invention relates to a brand new composite game system having a plurality of portable video game consoles having independent displays and connected to a television game console connected to the display, so that in these portable video games and video game consoles, Interactive | style games. The description of the antecedent technique is disclosed in the first prior technique (Japanese Patent Publication No. H4_266781, corresponding to US Patent No. 5933073) and the second prior technique (Japanese Patent Publication No. S 60-119977). Game console systems for video game consoles and video game consoles. The game system disclosed by the first prior art has a portable game player connected to a television game machine to display a branch of a game conversation or message on each display of the portable game player, so this branch structure program can be used by Operate the device and choose to start the game on a portable video player. At the same time, the game machine system disclosed in the second prior art has a slave device unit connected to the master device, so the master device can be used to execute the game program for the slave device, so that the game on the slave device can be displayed on the master device. Large display screen. However, the 'first prior art' does not provide any special function other than displaying a branch message on the portable game player so that it can be selected on the portable game player. Therefore, 'the game cannot be executed on a portable video game player, and can only be started independently when the portable video game player is managed by a video game player ^ ----------------- ^ (Please read the precautions on the back before filling this page) This paper size applies to China National Standard (CNS) A4 (210 X 297 mm) 1 311453 592772 A7 Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs
592772 A7 五、發明說明(3) 息和播帶型電玩器之操作裝置之輸出產生將在共用顯示器 =示之互動式遊戲用之顯示數據;且其申電視遊戲機和 攜帶型電玩器互動以便執行一個互動式遊戲。 s 頁 依據第二發明之複合遊戲機系統為經由連接裝置 丨| =至具有儲存第一遊戲程式之第一儲存媒介且與顯示器相 連接的電視遊戲機,並連接至為數二個或多個之具有錯存 ⑩第-遊戲程式之第二錯存媒介的穩帶型電玩器之複合遊戲 機系統’此電視遊戲機包含有第一處理器以便處理餘存在 第-訊息儲存媒介和第一數據處理裝置上之程式;此播帶 型電玩器包含有第二處理器以便處理錯存在第二訊息储存 媒" '第-數據儲存裝置和操作裝置上之程式,·第一訊争 错存媒介至少包含有儲存顯示控制程式之第一程式,用: 顯不將藉由電視遊戲機而顯示在顯示器上且在播帶型電玩 器間共用之遊戲畫面,·儲存轉移控制程式之第二程式 於與攜帶型電玩器之間轉移數據;和儲存寫入程式之第三 程式,用於暫時儲存從攜帶型電玩器轉移至在第—數據: 存裝置令與攜帶型電玩器相對應區域之數據;第二訊息儲 存裝置儲存著館存操作狀態決策程式之第四程式,用ς依 據操作裝置之操作決定操作狀態;儲存顯示控制程序之第 五程式,用於依據由第四程式所決定之操作狀態將遊 面顯示在播帶型電玩器上;和儲存轉移控制程式之第六程 式用於執行進出電視遊戲機之數據的轉移,·且其中電視 遊戲機和播帶型電玩器可以互動方式執行互動式遊戲。 , 在第一發明令,電視遊戲機是連接至共用畫面顯示 3 3Π.3 592772 A7 B7 五、發明說明(4) 器,而攜帶型電玩器則分別具有獨立之畫面顯示器。假如 操作播帶型電玩器之操作裝置,則將操作訊號傳輸至第一 處理裝置。第一處理裝置依據操作訊號和攜帶型遊戲程式 處理各單7G。尤甚者,為各單元進行計算以便可依據操作 訊號、所獲得之單元訊息而移動或扮演。其間,攜帶型電 玩器顯示各獨立之畫面,且致使傳送/接收裝置可傳輸單元 訊息給電視遊戲機。電視遊戲機將從攜帶型電玩器接收到 之單元訊息儲存在暫時儲存裝置中。依據此單元訊息,第 一處理裝置創造共用畫面且將其顯示在共用顯示器上。 當有複數個攜帶型電玩器連接至電視遊戲機時,每個 遊戲者操作他或她的搆帶型電玩器之操作裝置,藉此電視 遊戲機可處理所相關之單元。也就是說,可依據操作裝置 之操作改變各搆帶型電玩器的共用畫面和獨立畫面。共用 顯示器顯示共用畫面以便在遊戲者之間提供共用訊息,而 獨立顯示器則秘密地為遊戲者分別顯示相關的獨立畫面。 電視遊戲機之暫時儲存裝置是由用於播帶型電玩器之 獨立儲存區所形成的,以便可在其間暫時儲存由第二處理 裝置所處理且將傳送至各攜帶型電玩器之單元訊息和/或 從各攜帶型電玩器接收到之單元訊息。 在第二發明中,當將第二儲存媒介載入電視遊戲機 時,亦將諸如遊戲卡E等第一儲存媒介載入電視遊戲機。 電視遊戲機之S —處理裝置處理第-程式因而可將在播帶 型電玩器間共用之遊戲畫面顯示在顯示器上。第一和第二 處理器執仃第一程式和第六程式。此將攜帶型電玩器之操 311453 ί請先閲讀背面之注意事項再填寫本頁) 裝.-------訂--------- 經 濟 部 智 慧 財 產 局 員 工 消 費 合 作 社 印 製 ^紙張尺度適用中(CNS)A4規格(210 X 297公釐)" 592772 A7 ___B7 五、發明說明(5 ) =裝置的操作狀況傳輸至電視遊戲機、,且 況而改變之單元訊息傳回攜帶型電玩器據:作: 裝置所執仃之第五程式依據電視遊戲機傳 提供獨立畫面之顯干。苴門 士泰、訊心 顯π錢,纟電視遊戲機所執行之第一 程式提供在顯示器上共用畫面之顯示。以此方式,可在電 :戲機和攜帶型電玩器之間藉由相互作用而執行互動式 j遊戲。592772 A7 V. Description of the invention (3) The output of the operating device of the information and video game player produces display data that will be used in interactive games on the shared display screen; and its application for a video game console and a portable video player to interact so that Run an interactive game. The composite game machine system according to s-page according to the second invention is via a connecting device 丨 | = to a television game machine having a first storage medium storing a first game program and connected to a display, and connected to two or more A composite game machine system with a stabilizing type video player having a second misplaced medium of a misplaced-game program. The television game machine includes a first processor to process the remaining first-message stored medium and the first data. The program on the processing device; this video game player includes a second processor to process the program stored on the second message storage medium " 'the first data storage device and the operating device. Contains at least the first program that stores the display control program. Use: to display the game screen displayed on the monitor by the video game console and shared between the video players, and the second program to store the transfer control program in Transfer data to and from a portable game player; and a third program that stores a writing program for temporarily storing data transferred from the portable game player to the first-in-data: storage device order and carry The data of the corresponding area of the video game player; the second information storage device stores the fourth program of the library operation status decision program, and determines the operation status according to the operation of the operation device; the fifth program of the display control program is used to The operation state determined by the fourth program will be displayed on the video game player; and the sixth program storing the transfer control program is used to perform the transfer of data to and from the video game machine, and the video game machine and the video tape A video game player can perform interactive games interactively. In the first invention, the TV game machine is connected to the shared screen display 3 3Π.3 592772 A7 B7 V. Description of the invention (4), and the portable video games have independent screen displays. If the operation device of the video game player is operated, the operation signal is transmitted to the first processing device. The first processing device processes each order 7G according to the operation signal and the portable game program. In particular, the calculation is performed for each unit so that it can move or play according to the operation signal and the obtained unit information. In the meantime, the portable game player displays independent screens and causes the transmitting / receiving device to transmit unit messages to the video game machine. The video game machine stores the unit information received from the portable game player in a temporary storage device. Based on this unit message, the first processing device creates a shared screen and displays it on the shared display. When a plurality of portable video games are connected to the video game machine, each player operates the operating device of his or her band-type video game machine, whereby the video game machine can process the relevant units. In other words, the common screen and the independent screen of each band-type video game player can be changed according to the operation of the operation device. The shared display displays shared screens to provide shared information between players, while the independent displays secretly display related independent screens for players. The temporary storage device of the video game machine is formed by a separate storage area for a video player, so that the unit information processed by the second processing device and to be transmitted to each portable video player can be temporarily stored therein. And / or a unit message received from each portable game player. In the second invention, when the second storage medium is loaded into the video game machine, the first storage medium such as the game card E is also loaded into the video game machine. The S-processing device of the video game machine processes the first program, so that the game screen shared between the video players can be displayed on the display. The first and second processors execute a first program and a sixth program. Please read the notes on the back before filling out this page). ------------ Order --------- Printed by the Consumers ’Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs ^ Paper size applicable (CNS) A4 specification (210 X 297 mm) " 592772 A7 ___B7 V. Description of the invention (5) = The operating status of the device is transmitted to the TV game console, and the unit message is changed when the condition changes Back to portable video game player: According to: The fifth program executed by the device provides independent graphics based on the video game console. Yemen Shitai and Xunxin showed π money, and the first program executed by the video game console provided a shared screen display on the monitor. In this way, an interactive j-game can be executed by interaction between a video game console and a portable video game player.
π* S 、依據本發明,可在播帶型電玩器及電視遊戲機之複合 遊戲機系統上享受互動式遊戲。在此例令,顯示在攜帶型 電=器之獨立顯示器上的獨立畫面對其他的遊戲者而言是 秘密的。共用顯示器所顯示之訊息可允許其他遊戲者知 道,而獨立顯示器所顯示之獨立畫面則不能讓其他遊戲者 知道。這使得可以競爭性的方式享受如紙牌遊戲、赛馬遊 戲、或其他角色扮演遊戲等互動式遊戲。 .本發明之上述目的及其他目的、特徵、概念和優點將 因下文中對本發明和其相關圖式之詳細說明而變得更加顯 而易見。 濟 部 智 慧 財 產一 局 員 工 消 費 合 作 社 印 製 [圖式之簡要說明] 第1圖係顯示依據本發明實施例之複合遊戲機系統; 第2圖係顯示第1圖所顯示實施例之方塊圖; 第3圖(A)、(B)係顯示第2圖中之攜帶型電玩器之記 憶體分配圖; 第4圖係顯示用於第2圖中之電視遊戲機之外部R〇M 記憶體分配圖; 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 5 311453 A7π * S. According to the present invention, an interactive game can be enjoyed on a composite game system of a video player and a video game console. In this example, the independent picture displayed on the separate display of the portable electronic device is secret to other players. The information displayed on the shared display allows other players to know, while the independent screen displayed on the independent display cannot be known to other players. This makes it possible to enjoy interactive games such as card games, horse racing games, or other role-playing games in a competitive manner. The above and other objects, features, concepts and advantages of the present invention will become more apparent from the following detailed description of the present invention and its related drawings. Printed by the Consumers' Cooperative of the Ministry of Intellectual Property No. 1 Bureau [Brief description of the drawings] Figure 1 shows a composite game machine system according to an embodiment of the present invention; Figure 2 is a block diagram showing the embodiment shown in Figure 1; Figures 3 (A) and (B) are diagrams showing the memory allocation of the portable video game player in Figure 2; Figure 4 is a diagram showing the external ROM memory allocation for the video game machine in Figure 2 Figure; This paper size applies to China National Standard (CNS) A4 (210 X 297 mm) 5 311453 A7
592772 五、發明說明(6 ) 第5圖係顯示用於第2圖中之電視遊戲機之ram記憶 體分配圖的部分; 第6圖係顯示用於第2圖中之電視遊戲機之ram記憶 體分配圖的部份; 第7圖係顯不用於第2圖實施例中之攜帶型電玩器的 主常式操作的流程圖; 第8圖係顯示第7圖中遊戲處理次常式之流程圖; 第9圖係顯示用於帛2圖實施例中之電視遊戲機主常 式操作的流程圖; 第10圖係顯示第9圖中遊戲處理次常式之流程圖; 第Π圖係顯示在第2圖實施例中之電視遊戲機上所顯 示畫面之範例;和 第12圖(A)至(D)係顯示在第2圖實施例中之各攜帶型 電玩器上所顯示畫面的範例。 [最佳實施例之詳細說明] 第1圖係顯示應用本發明之複合遊戲機系統1〇〇之範 例。第1圖中之複合遊戲機系統1〇〇包含有複數個(在此實 施例中所用)經由通訊電纜30而連接至電視遊戲機2〇之攜 帶型電玩器10、......、10。電視遊戲機20然後連接至如 CRT、液晶顯示器或電漿顯示器等之顯示器4〇。允許在攜 帶型電玩器10上之每一個遊戲者經由使用他或她本身之 遊戲機10與電視遊戲機20及顯示器40—起玩一個互動式 遊戲。 在此,攜帶型電玩器10為由本發明申請者所製造和上 裝--------訂--------- (請先閱讀背面之注意事項再填寫本頁) 經濟部智慧財產局員工消費合作社印製 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 6 311453 592772 A7 B7 五、發明說明(7)592772 V. Description of the invention (6) Figure 5 shows a portion of the ram memory allocation chart for the video game machine in Figure 2; Figure 6 shows the ram memory allocation for the video game machine in Figure 2 Part of the body allocation diagram; FIG. 7 is a flowchart showing the main normal operation of the portable video player in the embodiment of FIG. 2; FIG. 8 is a flowchart showing the subroutine of the game processing in FIG. 7 Fig. 9 is a flowchart showing the main routine operation of the television game machine in the embodiment of Fig. 2; Fig. 10 is a flowchart showing the subroutine of game processing in Fig. 9; Examples of screens displayed on the television game machine in the embodiment of FIG. 2; and (A) to (D) of FIG. 12 are examples of screens displayed on the portable video games in the embodiment of FIG. 2 . [Detailed description of the preferred embodiment] Fig. 1 shows an example of a composite game machine system 100 to which the present invention is applied. The composite game machine system 100 in FIG. 1 includes a plurality of (used in this embodiment) portable video games 10 connected to a television game machine 20 via a communication cable 30, ..., 10. The television game machine 20 is then connected to a display 40 such as a CRT, a liquid crystal display, or a plasma display. Each player on the portable video game player 10 is allowed to play an interactive game through the use of his or her own game machine 10, the television game machine 20, and the display 40. Here, the portable game device 10 is manufactured and made by the applicant of the present invention -------- Order --------- (Please read the precautions on the back before filling this page) Economy The paper size printed by the Ministry of Intellectual Property Bureau's Consumer Cooperatives applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) 6 311453 592772 A7 B7 V. Description of the invention (7)
市之遊戲男孩(Game boy) 〃(產品名稱)。與攜帶型電玩 器ι〇(例如,由本發明申請者所製造和上市之,任天堂N64夕 (產品名稱))相比,電視遊戲機2〇為全新的電視遊戲機, 其係採用具有高處理性(例如,cpu位元數、單位時間之 cpu程式處理性、影像表現性等)之32_位元或64位元高 技術。 攜帶型電玩器10包含有做為顯示器之LCD(液晶顯示 器)17,且在LCD17下方具有由按鈕Ai4a、按鈕B14b、 開始鍵14c、選擇鍵14d和方向指定鍵(十字鍵)14e所形成 之操作裝置14。攜帶型電玩器1〇同時亦具有,舉例而言, 位於其上方表面之卡匣插入孔(未顯示),用於將遊戲卡匣 15收納在卡匣插入孔之中。再者,將通訊電纜的其中 請 先 閱 讀 背 面 之 注 意 事 項 再I έ 頁 訂 a ή ^ 濟 部 智, 慧 財 產, 局 員 工 消 費 合 社 印 製 一端連接至遊戲卡匣15而通訊電纜3〇之另一端則連接至 電視遊戲機20。 藉由將遊戲卡匣25載入電視遊戲機2〇及將遊戲卡匣 15載入各個攜帶型電玩器10,可執行互動式遊戲,其中虛 擬世界之電視影像(在攜帶型電玩器1〇間之共用遊戲畫 面:共用畫面)是顯示在顯示器40之上而虛擬世界之不同 部份則顯示在攜帶型電玩器1〇之各LCD 17上(對各個攜 帶型電玩器10而言是唯一的遊戲畫面··獨立畫面)。 在此例子中,在攜帶型電玩器10上之每個遊戲者使用 他或她自己遊戲機之操作裝置14進行此遊戲。也就是說, 在各個攜帶型電玩器10上之遊戲者以對顯示在他或她自 己的LCD 17上之獨立畫面做出反應之方式操作操作裝置 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 7 311453 經濟部智慧財產局員工消費合作社印製 592772 A7 B7 五、發明說明(8 ) 14。鍵入操作裝置14之訊息是提供給電視遊戲機。電 視遊戲機20依據所鍵入之訊息進行單元處理(下文中說明 之)以便將用於獨立畫面之顯示訊息傳送至各個攜帶型電 玩器10。因此,顯示器40係顯示可藉由操作攜帶型電玩 器1〇之操作裝置i4而改變之共用畫面而各個攜帶型電玩 器10之LCD 17則顯示依據在其本身操作裝置14之操作 而改變之獨立畫面。 參考第2圖,為攜帶型電玩器10所設之連接器 接至連接器13的是可分開的做為第一遊戲程式儲存裝置 或第二儲存媒介之範例的遊戲卡匣15。如第2圖中所示, 攜帶型電玩器10亦包含有譬如8位元之CPU(第一處理 器)ικρυ 11連接至輸出入介面12(下文中簡稱為、1/〇。。 連接至I/O 12的是先前所述之連接器13和操作裝置 用於導引遊戲角色移動或動作。再者,cpu丨丨連接至做為 第二數據儲存裝置之RAM 16,其可以是工作和顯示 RAM,且連接至LCD驅動電路,用於控制對LCD 17之驅 如上所述,遊戲卡匣15可藉由連接器13而載入攜帶· 型電玩器10,且包含有ROM 15a、RAM 15b和通訊控制 電路15c。注意a ROM"意指包含有ep_R〇m、一次 ROM(〇ne-time ROM)等非揮發性記憶體之概念。其間, 、RAM 〃意味著包含所有可再寫入之記憶體之概念。因 此,RAM包含有EP-ROM等等。遊戲卡匣15具有與通訊 控制電路15c —起安裝在電路板上(未顯示)之R〇M15a和 II--I · I - II---^ ----II--I (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公爱) 8 311453 592772 •經濟部智慧財產局員工消費合作社印製 A7 B7 五、發明說明(9 ) RAMI 5b 〇此電路板具有複數個形成於某一側之連接端。 藉由將連接端電氣連接至連接器13,可使遊戲卡£ 15連 接至攜帶型電玩器10,例如,至CPU 11。 ROM15a包含有遊戲程式儲存區151和遊戲標題儲存 區152,舉例而言,如第3圖(A)之記憶體配置圖中所顯示。 遊戲程式儲存區151包含有用於從操作裝置14接收鍵 .入訊息表示操作裝置14上按鍵14a至14e之操作狀況的鍵 入訊息接收程式;用於傳送鍵入訊息至電視遊戲機2〇之鍵 入訊息傳送程式;和用於顯示在遊戲上之單元的單元顯示 程式。此專有名詞、單元"為那些將由攜帶型電玩器1Q 和電視遊戲機20處理之項目,其包含有在遊戲中出現之角 色(包含有遊戲者物件、敵人物件、背景物件等等)、在遊 戲中出現之項目、陷阱、遊戲者等等。因此單元顯示程式 包含有將處理單元之顯示位置座標(X,Y,z)和用於顯示 .單7G所需之最低限度訊息(例如,角色碼、由遊戲者所取得 之碼等等)。注意攜帶型電玩器1〇為二維顯示之遊戲機, 故因此僅需要X和Y軸座標作為位置座標。可是,在本發 明實施例中,電視遊戲機20為三維顯示之遊戲機,故因此 在攜帶型電玩器10中需計算2座標以便經由電視遊戲機 20將單元顯示在顯示器4〇之上。 遊戲標題儲存區152事先儲存如遊戲標題等數據(或假 如此遊戲具有複數個版本則儲存含版本之遊戲標題)。 為RAM 15b提供來自電池等之電源以便當關斷來自攜 帶型電玩器10之電源時可保留儲存在其間之數據,因而可 — — — — — — — — — — — — — -1111--I ·11111--· (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 297公釐) 9 311453City boy (Game name) 〃 (product name). Compared with a portable video game player (for example, Nintendo N64 (product name) manufactured and marketed by the applicant of the present invention), the TV game machine 20 is a brand new TV game machine, which adopts high processing performance. (For example, the number of cpu bits, cpu program processing per unit time, image expression, etc.) 32-bit or 64-bit high technology. The portable game player 10 includes an LCD (liquid crystal display) 17 as a display, and the LCD 17 has operations formed by buttons Ai4a, B14b, a start key 14c, a selection key 14d, and a direction designation key (cross key) 14e.装置 14。 Device 14. The portable video game player 10 also has, for example, a cassette insertion hole (not shown) on the upper surface thereof for receiving the game cassette 15 in the cassette insertion hole. Furthermore, please read the precautions on the back of the communication cable first, and then set a price ^ The Ministry of Economic Affairs, Intellectual Property, and Bureau Consumers ’Cooperatives printed one end and connected it to the game cartridge 15 and the communication cable 30%. The other end is connected to the video game machine 20. By loading the game cassette 25 into the TV game machine 20 and loading the game cassette 15 into each portable video game player 10, an interactive game can be executed, in which the television image of the virtual world (in the portable video game player 10) The shared game screen: shared screen) is displayed on the display 40 and different parts of the virtual world are displayed on each LCD 17 of the portable game player 10 (the only game for each portable game player 10) Screen ·· independent screen). In this example, each player on the portable video game player 10 uses the operating device 14 of his or her own gaming machine to perform the game. In other words, the player on each portable video game player 10 operates the operating device in a way that responds to the independent screen displayed on his or her own LCD 17. This paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) 7 311453 Printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs 592772 A7 B7 V. Invention Description (8) 14. The information entered into the operation device 14 is provided to a video game machine. The video game machine 20 performs unit processing (explained below) based on the entered message to transmit the display message for the independent screen to each portable game player 10. Therefore, the display 40 displays a common screen that can be changed by operating the operating device i4 of the portable gaming device 10, while the LCD 17 of each portable gaming device 10 displays an independent display that changes according to the operation of its own operating device 14. Screen. Referring to FIG. 2, a connector provided for the portable game player 10 is connected to the connector 13 as a game cartridge 15 which can be detached as an example of a first game program storage device or a second storage medium. As shown in FIG. 2, the portable video game player 10 also includes, for example, an 8-bit CPU (first processor) ικρυ 11 connected to the input / output interface 12 (hereinafter referred to as “1/0 ..”). Connected to I / O 12 is the connector 13 and the operation device described above for guiding the movement or movement of the game character. Furthermore, the CPU is connected to the RAM 16 as the second data storage device, which can be used for work and display. RAM, and is connected to the LCD drive circuit for controlling the driving of the LCD 17. As described above, the game cassette 15 can be loaded into the portable game player 10 through the connector 13, and includes ROM 15a, RAM 15b and Communication control circuit 15c. Note that a ROM " means a concept including non-volatile memory such as ep_Rom, one-time ROM (One-time ROM). Meanwhile, RAM 〃 means including all rewritable memories Therefore, the RAM includes EP-ROM, etc. The game cassette 15 has ROM 15a and II--I · I-II- mounted on a circuit board (not shown) together with the communication control circuit 15c. -^ ---- II--I (Please read the precautions on the back before filling out this page) National Standard (CNS) A4 Specification (210 X 297 Public Love) 8 311453 592772 • Printed by the Consumers ’Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs A7 B7 V. Invention Description (9) RAMI 5b 〇 This circuit board has a plurality of formed in a certain By electrically connecting the connector to the connector 13, a game card £ 15 can be connected to the portable game player 10, for example, to the CPU 11. The ROM 15a includes a game program storage area 151 and a game title storage area. 152, for example, as shown in the memory configuration diagram of FIG. 3 (A). The game program storage area 151 contains keys for receiving keys from the operating device 14. The input message indicates the operations of the keys 14a to 14e on the operating device 14. Status key message receiving program; key message transmitting program for transmitting key messages to the TV game machine 20; and unit display program for units displayed on the game. This proper noun, unit " is for those who will be carried by Type game player 1Q and TV game machine 20, which include characters appearing in the game (including player objects, enemy objects, background objects, etc.), Items, traps, players, etc. appear in the unit. Therefore, the unit display program includes the coordinates (X, Y, z) of the display position of the processing unit and the minimum information required for display. , The code obtained by the player, etc.) Note that the portable video game player 10 is a two-dimensional display game machine, so only the X and Y axis coordinates are needed as position coordinates. However, in the embodiment of the present invention, the television The game machine 20 is a three-dimensional display game machine. Therefore, in the portable video game machine 10, two coordinates need to be calculated in order to display the unit on the display 40 through the television game machine 20. The game title storage area 152 stores data such as game titles in advance (or, if the game has multiple versions, stores game titles with versions). The RAM 15b is provided with power from a battery or the like so that when the power from the portable game player 10 is turned off, the data stored therebetween can be retained, and thus — — — — — — — — — — — — — -1111--I · 11111-- · (Please read the precautions on the back before filling this page) This paper size applies to China National Standard (CNS) A4 (210 297 mm) 9 311453
592772 五、發明說明(10) 避免數據損壞。RAM 15b設有單元訊息儲存區153。區域 153在所有將處理單元間為相關的攜帶型電玩器工〇建立相 關的單元1-N以便儲存單元1-N之座標(Χ,γ,z)和用於 顯不之訊息。RAM 15b包含有用於儲存事先為各遊戲卡厘 15所設定之識別碼之識別碼區154;用於儲存依據使用者 操作操作裝置14而輸入之遊戲者姓名的遊戲者姓名區 155,和備用數據區156,用於儲存諸如所獲得演員數據和 隨著遊戲發展及在遊戲發展中情節描述而改變之與所獲的 演員有關之能力數據等數據(臨時數據 儲存在RAM 5b上之備用數據會隨著遊戲軟體之類型 或種類而改變。舉例而言,假如此遊戲軟體為如捕捉動物、 人造寵物、虛構動物(怪獸)等,舉起所捕獲動物等,或與 由使用者和他或她的朋友所捕獲之動物交戰之遊戲,則備 用數據可以是詳細說明所捕獲角色之捕獲角色數據、捕獲 角色之能力數據、或在交戰中所用陷阱之描述。同時,當 此遊戲為角色扮演之遊戲時,此備用數據可以是所獲得項 目之種類及數目、所使用之魔力、經驗值、和生命力等等。 再者,當此遊戲的種類為運動遊戲之範例之一棒球時,其 備用數據可以是以前的平均打擊率、全壘打次數、盜叠次 數、失誤率、投手責任之失分率、每個隊員之三振次數、 和由訓練狀況決定之打擊力、跑壘力及投球速度等。對於 紙牌遊戲,此備用數據包含有在各個攜帶型電玩器1〇上遊 戲者手上之紙牌數據等。 附帶一提,通訊控制電路15c是耦合至R0M 153和 酱\> .. --------1--------- (請先閱讀背面之注意事項再填寫本頁) 經濟部智慧財產局員工消費合作社印製 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公爱) 10 311453 經 濟 部· 智 慧 財 產· 局 員 工 消 費 合 作 社 印 製 592772 A7 -___ B7__ 五、發明說明(U) RAM 15b之匯流排線。假如提供匯流排線以便由攜帶型.電 玩器10之CPU 11和電視遊戲機20之CPU 21(后文中將詳 述)共同存取ROM 15a和RAM 15b,則電視遊戲機20可經 由通说控制電路15c且攜帶型電玩器1〇可經由連接器u 而存取ROM 15a和RAM 15b。附帶一提,通訊控制電 路15c可内建於攜帶型電玩器1〇之主體中。 識別碼為遊戲者藉由操作操作裝置14而輸入之任意 碼’用於區分遊戲卡匣15之處理器或是攜帶型電玩器1〇 之序號。舉例而言,ROM 15a可以是由一次R〇M所構成, 所以遊戲卡匣15之序號在製造期間就已固定寫在一次 ROM 上。 附帶一提,攜帶型電玩器10並不是僅限於那些可自由 上載和下載遊戲卡匣15之電玩器,而是使其中包含有R〇M 15a和RAM 15b以便整體設在一個具有用於直接或經由絕 緣電線轉移儲存在RAM 15b中之備用數據之連接器的盒 中。 同時,可提供取代ROM 15a之大容量S-RAM以便可 避免因電池沒電所造成之數據遺失,其中s_ram的部分 可用於做為對應於ROM 15a之程式區而另一部份則可做 為對應於RAM 15b之備用數據區(暫時儲存區)。在此例子 中’遊戲程式或攜帶型電玩器是事先儲存在R〇M 2 5a中, 將於下文中說明之。當開始第一遊戲時(僅在攜帶型電玩器 上之遊戲或與電視遊戲機之複合遊戲),檢查攜帶型電玩器 10之連接器30a是否連接至電視遊戲機20之連接器23b。 — — — — — — — — — — — — — · 1111111 ^ « — — — — — — I— (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 x 297公釐) 11 311453 592772 五 '發明說明(l2) 在連接器30a和23b連接之狀態下,因應來自攜帶型電.玩 器ίο之程式轉移需求之出現,將儲存在R〇M 25a中之用 於攜帶型電玩器之程式轉移至攜帶型電玩器1〇且儲存在 卡£ 15令RAM之程式區内(對應於RAM 15a)。 再者’可在攜帶型電玩器1〇中提供大容量RAM(亦可 使用做為内建式RAM 16)取代包含有r〇M 15&和ram 15b 之卡E 15(外部儲存媒介)。可將ram用於程式區和備用 數據區。可藉由用於所需程式之程式數據更新和改寫程式 區。 現將對構成複合遊戲機系統1〇〇之電視遊戲機2〇及做 為第一遊戲處理程式儲存裝置或第一訊息儲存媒介之遊戲 卡匣25進行具體說明。如第2圖所示,舉例而言,電視遊 戲機20包含有64位元之CPU(第二處理器)21。CPU 21與 輸入/輸出介面(下文中簡稱為1/0)22相連接。I/O 22與連 接至電視遊戲機用之遊戲卡匣25的連接器23a相連接,且 與連接至操作裝置24之連接器23b相連接。附帶一提,卡 匣25與連接器23a是可分離的。 遊戲卡匣25包含有非揮發性記憶體(如R〇M、EP-ROM 等;簡稱為ROM)以便儲存用於電視遊戲機20之遊戲程 式,和做為數據儲存裝置之範例的可寫入和可讀取記憶體 (例,RAM,EP-ROM等;簡稱為’RAM,)25b以便儲存 單元相關訊息,此等記憶體安裝在基體(未顯示)上。此基 體具有位於其一側之複數個接頭,此等接頭電氣連接至連 接器23a。 (請先閱讀背面之注意事項再填寫本頁) 裝--------訂---------*5^^· 經濟部智慧財產局員工消費合作社印製 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 12 311453 592772 A7 B7 五、發明說明(13) (請先閱讀背面之注意事項再填寫本頁) 較ROM 15a容量大之R0M 25a包含有電視遊戲機程 式區251用於儲存電視遊戲機用之遊戲程式,如第4圖之 記憶體配置中所顯示。此程式區251事先儲存鍵入訊息接 收程式以便接收攜帶型電玩器1〇用之操作裝置14的鍵入 訊息、用於處理上述、單元夕之單元處理程式、用於將由 電視遊戲機20所處理之單元訊息轉移至攜帶型電玩器 .之單元訊息轉移程式、用於依據由電視遊戲機2〇所處理之 單元訊息以三度空間將共用畫面顯示在顯示器4〇上之顯 示程式等等。附帶一提,在r0M 25a可依需求形成用於儲 存其他程式之區域252。 與RAM 15b之儲存容量相比,ram 25b所具有之儲存 谷量大好幾倍,且能夠將所有單元之訊息儲存在所有與電 視遊戲機20相連接之攜帶型電玩器1〇上。 附帶一提,可使用其他的訊息儲存媒介取代此遊戲卡 _匣25,如EP-ROM或磁碟等之遊戲程式儲存裝置。 電視遊戲機20亦具有另一個連接器23b。上述通訊電 規30,......,30之連接|§ 30A,......,30A是連接至連接 •經濟部_智慧財^一局員工消費合作社印製 器23b。因此,在攜帶型電玩器1〇上之遊戲卡匣Η是經 由通訊電纜30之連接器30A而連接至CPU 21和連接器 2 3b。附帶一提,在第2圖中已描述此複數個連接器3〇a 疋連接至連接器23b。另一方面,可配置一個連接器23b 僅連接至一個連接器30a,其中所設之連接器33b數目等 於可與電視遊戲機20相連接至攜帶型電玩器數目。 再者,CPU 21是與可做為暫時儲存裝置或第一數據儲 本紙張尺度適用中國國家標準(CNS)A4規格(21〇 X 297公釐) 13 311453 592772 經濟部智慧財產局員工消費合作社印製 A7 五、發明說明(14) 存裝置之可做為工作RAM等之RAM26相連接,且具有 影像處理單元(RCT)27。 如第5圖之記憶體配置中所顯示’RAM 26包含有單 元訊息儲存區260,用於健存在所有與電視遊戲機2〇相連 接之攜帶型電玩器1〇上與單元相關之訊息以便將共用畫 面顯不在顯不器4G之上。在單元訊息儲存區26q上儲存所 有單元!·Μ的顯示位置座標(χ,γ,z)、種類和狀況。單 元種類描述此單元所想表現的,其包含有遊戲者、遊戲對 象、敵人對象、和項目等。同時,可藉由對應於各單元數 目之各種數據建構單元狀態,如遊戲者對象Hp(打擊點)、 MP、遊戲者對象位準等。 在此期間,如第6圖中所顯示,RAM %更包含有指 定給各攜帶型電玩器10之儲存區261至264。儲存區 至264儲存如對應於可與電視遊戲機2〇相連接數目之攜帶 型電,器1G’ ...,1G之遊戲標題之訊息和其他單元訊息。 也就是說,儲存區261至264儲存遊戲標題、版本號、識 別碼、遊戲者名稱 '和其他單元訊息。在此,當執行與電 視遊戲機20之互動式遊戲時,其他訊息為用於為各攜帶型 電玩器提供共用顯示所需之數據。舉例而言,對於如第7 圖至第12圖所顯示且將在下文中說明之角色扮演遊戟,上 述其他單元的訊息為在舞台上遊戲進展時演出數目之表 示、項目之種類及數量等等。附帶一提,假如遊戲種類為 將在下文令說明之紙牌遊戲,則上述其他單元訊息為各攜 帶型電玩器之遊戲者手中所擁有之紙牌種類及數量、目前 &張尺度適財國國家標準(CNS)A4規格⑵〇 X 297公釐) u ” — 14 311453592772 V. Description of the invention (10) Avoid data corruption. The RAM 15b is provided with a unit message storage area 153. The area 153 establishes the related units 1-N for all the portable video game players between the processing units to store the coordinates (X, γ, z) of the units 1-N and the information for display. The RAM 15b includes an identification code area 154 for storing an identification code previously set for each game card 15; a player name area 155 for storing a player name inputted by the user operating the operating device 14, and backup data Area 156 is used to store data such as the obtained actor data and the ability data related to the obtained actor that changes with the development of the game and the plot description during the development of the game (temporary data is stored in the RAM 5b. Changes depending on the type or type of game software. For example, if the game software is to capture animals, artificial pets, fictional animals (monsters, etc.), lift the captured animals, etc., or interact with the user and his or her The game of animal battles captured by friends, the backup data can be a detailed description of the captured character data of the captured character, the ability data of the captured character, or a description of the traps used in the battle. At the same time, when this game is a role-playing game This backup data can be the type and number of items obtained, the magic power used, experience value, and vitality, etc. When the type of this game is one of the examples of sports games, the backup data can be the previous average strike rate, number of home runs, number of overlaps, turnover rate, loss rate of pitcher responsibility, each player The number of strikes, the strike power, running power, and pitching speed determined by the training situation. For card games, this backup data includes the card data on the players' hands on each portable video game player 10. It is mentioned that the communication control circuit 15c is coupled to the ROM 153 and the sauce \ > .. -------- 1 --------- (Please read the precautions on the back before filling this page) Economy Printed by the Ministry of Intellectual Property Bureau's Consumer Cooperatives The paper is printed in accordance with the Chinese National Standard (CNS) A4 (210 X 297 public love) 10 311453 Ministry of Economic Affairs · Intellectual Property · Bureau's Consumer Cooperatives 592772 A7 -___ B7__ V. Invention Explanation (U) The bus line of RAM 15b. If the bus line is provided so that the portable computer. The CPU 11 of the video game player 10 and the CPU 21 of the video game machine 20 (to be described in detail later) access the ROM 15a and the RAM 15b together. TV game console 2 0 can access the ROM 15a and RAM 15b via the connector u through the control circuit 15c and the portable game device 10. By the way, the communication control circuit 15c can be built into the main body of the portable game device 10 The identification code is an arbitrary code entered by the player by operating the operation device 14 'for distinguishing the processor of the game cassette 15 or the serial number of the portable video game player 10. For example, the ROM 15a may be a R 〇M, so the serial number of the game cassette 15 is fixed on the ROM during the manufacturing process. Incidentally, the portable video game player 10 is not limited to those game players that can upload and download the game cassette 15 freely. Instead, the ROM 15a and the RAM 15b are contained therein so as to be integrally provided in a box having a connector for transferring the backup data stored in the RAM 15b directly or via an insulated wire. At the same time, a large-capacity S-RAM can be provided instead of ROM 15a so as to avoid data loss caused by battery exhaustion. The part of s_ram can be used as the program area corresponding to ROM 15a and the other part can be used as Corresponds to the spare data area (temporary storage area) of the RAM 15b. In this example, a 'game program or portable game player is stored in ROM 2 5a in advance, which will be described later. When the first game is started (only a game on a portable game player or a composite game with a video game machine), it is checked whether the connector 30a of the portable game player 10 is connected to the connector 23b of the video game machine 20. — — — — — — — — — — — — — 1111111 ^ «— — — — — — — I— (Please read the notes on the back before filling out this page) This paper size applies to China National Standard (CNS) A4 (210 x 297 mm) 11 311453 592772 Five 'invention description (l2) In the state that the connectors 30a and 23b are connected, in response to the emergence of the program transfer demand from the portable electronic player, it will be stored in ROM The program for portable game device in 25a is transferred to portable game device 10 and stored in the program area of the card £ 15 RAM (corresponding to RAM 15a). Furthermore, a large-capacity RAM (also used as built-in RAM 16) can be provided in the portable game player 10 instead of the card E 15 (external storage medium) containing ROM 15 & and ram 15b. Ram can be used for program area and spare data area. The program area can be updated and rewritten with the program data for the required program. Now, the television game machine 20 constituting the composite game machine system 100 and the game cassette 25 as the first game processing program storage device or the first message storage medium will be specifically described. As shown in FIG. 2, for example, the video game machine 20 includes a 64-bit CPU (second processor) 21. The CPU 21 is connected to an input / output interface (hereinafter abbreviated as 1/0) 22. The I / O 22 is connected to a connector 23a connected to the game cartridge 25 for a video game machine, and is connected to a connector 23b connected to the operation device 24. Incidentally, the cassette 25 and the connector 23a are detachable. The game cassette 25 contains non-volatile memory (such as ROM, EP-ROM, etc .; ROM for short) in order to store a game program for the TV game machine 20 and a writable as an example of a data storage device And readable memory (eg, RAM, EP-ROM, etc .; abbreviated as 'RAM,') 25b for storing unit-related information, such memory is mounted on a substrate (not shown). This base has a plurality of terminals on one side thereof, and these terminals are electrically connected to the connector 23a. (Please read the precautions on the back before filling out this page) Packing -------- Order --------- * 5 ^^ · Printed paper scale of the Employees' Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs Applicable to China National Standard (CNS) A4 specification (210 X 297 mm) 12 311453 592772 A7 B7 V. Description of invention (13) (Please read the notes on the back before filling this page) R0M 25a with larger capacity than ROM 15a contains A video game console program area 251 is used to store game programs for the video game console, as shown in the memory configuration of FIG. 4. This program area 251 stores a key-in message receiving program in advance in order to receive the key-in message of the operating device 14 used by the portable video game player 10, a unit processing program for processing the above-mentioned units, and a unit for processing by the video game machine 20. The message transfer program is a unit message transfer program, a display program for displaying a shared screen on the display 40 in a three-dimensional space based on the unit message processed by the TV game machine 20, and the like. Incidentally, an area 252 for storing other programs can be formed at r0M 25a as required. Compared with the storage capacity of the RAM 15b, the storage capacity of the ram 25b is several times larger, and the information of all units can be stored on all portable video games 10 connected to the video game machine 20. Incidentally, this game card _ box 25 can be replaced with other message storage media, such as a game program storage device such as an EP-ROM or a magnetic disk. The video game machine 20 also has another connector 23b. The above-mentioned communication regulations 30, ..., 30 connection | § 30A, ..., 30A is the connection to the connection • Ministry of Economy _ Wisdom Finance ^ One Bureau employee consumer cooperative printer 23b. Therefore, the game cassette Η on the portable game player 10 is connected to the CPU 21 and the connector 2 3b via the connector 30A of the communication cable 30. Incidentally, it has been described in FIG. 2 that the plurality of connectors 30a 疋 are connected to the connector 23b. On the other hand, one connector 23b can be configured to be connected to only one connector 30a, and the number of connectors 33b provided therein is equal to the number that can be connected to the video game machine 20 to a portable game player. In addition, the CPU 21 is printed with a paper size that can be used as a temporary storage device or the first data storage paper to comply with the Chinese National Standard (CNS) A4 specification (21 × 297 mm). 13 311453 592772 Intellectual Property Bureau Employees Consumer Cooperatives System A7 V. Description of the invention (14) The RAM 26 of the storage device can be connected as a working RAM, etc., and has an image processing unit (RCT) 27. As shown in the memory configuration of FIG. 5, the 'RAM 26 contains a unit message storage area 260, which is used to store all the unit-related messages on the portable video game player 10 connected to the video game machine 20 in order to store The shared screen is not displayed on the display 4G. Store all units on the unit message storage area 26q! • Display position coordinates (χ, γ, z), type and condition of M. The unit type describes what this unit wants to represent. It contains players, game objects, enemy objects, and items. At the same time, the unit state can be constructed by various data corresponding to the number of units, such as player object Hp (hit point), MP, player object level, etc. During this period, as shown in Fig. 6, the RAM% further includes storage areas 261 to 264 assigned to each portable game player 10. The storage area to 264 stores information such as the number of portable electric devices, which can be connected to the TV game machine 20, 1G '..., 1G game title information and other unit information. That is, the storage areas 261 to 264 store game titles, version numbers, identification codes, player names', and other unit information. Here, when an interactive game with the video game machine 20 is executed, other information is data required to provide a common display for each portable video game player. For example, for the role-playing halberds shown in Figures 7 to 12 and described below, the information of the other units mentioned above is the representation of the number of performances, the type and number of projects, etc., as the game progresses on the stage. . Incidentally, if the type of game is a card game to be described below, the other unit information above is the type and number of cards in the hands of the players of each portable video player, and the current & (CNS) A4 size ⑵〇X 297 mm) u ”— 14 311453
裝--------訂------ 广請先閲讀背面之注意事項再填寫本頁} %, •經濟部智慧財^!局員工消費合作社印製 592772 β Α7 -___Β7 五、發明說明(15) 所擲出之紙牌種類等等。對於赛馬下注遊戲,上述其他單 元訊息為從所下注的赛馬中為了參加赛馬而選取之馬的屬 , 性(特徵)數據表示等。 / 附帶一提,在此方法中可在碼23b和I/O 22之間適當 地提供緩衝記憶體取代做為暫時儲存裝置之RAM 26,所 • 以可使用緩衝記憶體做為暫時儲存裝置。 φ 將RCP(影像處理單元)27連接至影像RAM 28。影像 RAM 28具有儲存區,用於儲存對應於以紅(R)、綠(G)、和 藍(B)表示在光柵掃描顯示器40之螢幕上之光點之顏色數 據。在RCP 27之控制下,進行顏色顯示用之顏色數據寫 入和/或讀取。將從影像RAM 28所讀取之顏色數據轉換成 類比的R訊號、G訊號、和B訊號和/或由編碼器和/或複 合影像訊號產生電路29所產生之複合影像訊號,且將其提 供給CRT。 現將進行本實施例之複合遊戲機系統100之電視遊』 機20和攜帶型電玩器10之操作說明。首先,遊戲者將^ 戲卡匣15載入他或她的攜帶型電玩器1〇然後將電源(未差 示)啟通。之後,攜帶型電玩器10之CPU 11執行第7圖j 一步驟si中之起始設定。在其後的步驟32中,cPU n 導致LCD 17依據所載入之遊戲卡匣15顯示起始畫面。成 起始畫面包含有遊戲標題和標題背景影像。 然後,在第7圖之步驟S3中,CPU 11建立與其他攜 帶型電玩器之同步性。特別地,藉由接收在遊戲開始時这 電視遊戲機20所傳送之識別訊息而與其他的攜帶型電芴 張尺度適用中國國家標準(CNS)A4規格(210 X 297公楚) 裝--------訂---------線 (請先閱讀背面之注意事項再填寫本頁) 592772 經濟部智慧財產局員工消費合作社印製 A7 五、發明說明(ιβ) 器建立同步性。在其後步驟S4之起始程序中,CPU ^門 =二且為所有的攜帶型電玩器將其暫存器之各種i: 數5又疋為同一種類。 其後在步驟S5中,操作操作裝置14以便進行播帶型 電玩器用之遊戲。因此,CPU11將操作裝置14之操作狀 態、或鍵入訊息轉移給電視遊戲機2〇且從電視遊戲機2〇 接收已改變之獨立畫面顯示數據。CPU u將此顯示數據提 供給LCD驅動電路18,以便將獨立畫面顯示在之 上。 附帶一提,在此種遊戲操作狀態下,每次依據遊戲進 展而達到產生或更新備用數據之條件時,cpu u更新備用 數據且將其暫時儲存在RAM 16中,且在適當的時機,將 其轉移至RAM 15b以便儲存。 將參考第8圖進行具體說明,當開始遊戲處理時,在 步驟S11中CPU U依據第3圖(A)所顯示之鍵入訊息接收 程式而從操作裝置取得鍵入值,且將其設定在適當的鍵入 值暫存器(未顯示)上。在其後的步驟S12中,CPU 11依據 在相同區域151(第3圖(A))内之鍵入訊息發送程式,並將 儲存在同一鍵入值暫存器上之按鍵14a至14e之操作狀 態,如鍵入訊息等,傳移至電視遊戲機2〇。在步驟S13中, CPU 11從電視遊戲機20接收相關攜帶型電玩器10之顯示 範圍及包含在顯示區内之單元訊息。在步驟S14中CPU 11 依據所接收到之單元訊息而創造將顯示在LCD 1 7上之獨 立畫面。 .·1--------tr--------- (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 16 311453 592772 五、發明說明(口)Install -------- Order ------ Please read the notes on the back before filling out this page}%, • Printed by the Ministry of Economic Affairs ^! Bureau of Consumer Cooperatives 592772 β Α7 -___ Β7 5 , Description of the invention (15) types of cards thrown, etc. For horse racing betting games, the other unit information mentioned above is the genus, sex (characteristic) data of the horses selected for participating in the horse racing from the raced bets. / Incidentally, in this method, a buffer memory can be appropriately provided between the code 23b and the I / O 22 instead of the RAM 26 as a temporary storage device, so the buffer memory can be used as the temporary storage device. φ Connect RCP (Image Processing Unit) 27 to Image RAM 28. The image RAM 28 has a storage area for storing color data corresponding to light spots on the screen of the raster scan display 40 in red (R), green (G), and blue (B). Under the control of RCP 27, color data is written and / or read for color display. The color data read from the image RAM 28 is converted into analog R signals, G signals, and B signals and / or a composite image signal generated by an encoder and / or a composite image signal generating circuit 29 and provided. To CRT. A description will be given of the operation of the TV game machine 20 and the portable video game player 10 of the composite game machine system 100 of this embodiment. First, the player loads the game cassette 15 into his or her portable video game player 10, and then turns on the power (not shown). After that, the CPU 11 of the portable game player 10 executes the initial setting in step si in FIG. 7 j. In the subsequent step 32, the cPU n causes the LCD 17 to display a starting screen according to the loaded game cartridge 15. The start screen contains the game title and title background image. Then, in step S3 of FIG. 7, the CPU 11 establishes synchronization with other portable game devices. In particular, by receiving the identification information transmitted by the video game machine 20 at the start of the game, and other portable electronic radio standards, the Chinese National Standard (CNS) A4 specification (210 X 297 cm) is installed --- ----- Order --------- line (please read the precautions on the back before filling this page) 592772 Printed by the Consumers ’Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs A7 V. Description of invention (ιβ) Device establishment Synchronization. In the initial program of the subsequent step S4, the CPU ^ gate = 2 and the various types of registers of the portable game device i: the number 5 is again the same type. Thereafter, in step S5, the operation device 14 is operated to perform a game for a video player. Therefore, the CPU 11 transfers the operation state of the operation device 14 or the input message to the video game machine 20 and receives the changed independent screen display data from the video game machine 20. The CPU u supplies this display data to the LCD driving circuit 18 so as to display an independent screen thereon. Incidentally, in this game operation state, each time the condition for generating or updating the backup data is reached according to the progress of the game, the CPU updates the backup data and temporarily stores it in the RAM 16 and, at an appropriate time, will It is transferred to the RAM 15b for storage. The specific description will be made with reference to FIG. 8. When the game processing is started, the CPU U obtains the key-in value from the operating device according to the key-in message receiving program shown in FIG. 3 (A) in step S11, and sets it to an appropriate value. Type on the value register (not shown). In the following step S12, the CPU 11 sends the program according to the key-in message in the same area 151 (FIG. 3 (A)), and operates the keys 14a to 14e stored in the same key-value register, Such as typing a message, etc., transfer to the video game machine 20. In step S13, the CPU 11 receives the display range of the relevant portable video game player 10 and the unit information contained in the display area from the television game machine 20. In step S14, the CPU 11 creates an independent screen to be displayed on the LCD 17 according to the received unit message. . · 1 -------- tr --------- (Please read the notes on the back before filling in this page) This paper size is applicable to China National Standard (CNS) A4 (210 X 297) Mm) 16 311453 592772 V. Description of the invention (mouth)
因此’在播帶型電玩器上執行遊栽處理期間,在LCD 17上所顯示之獨立畫面是隨著其相關操作裝置14之按鍵 操作而改變的。 (請先閱讀背面之注意事項再填寫本頁) 將參考第9圖進行在電視遊戲機2〇上cpu2i之操作 辨明首秃遵熟奢將遵熟卡匣3?摟圣零视遵麟鐫29長 然後開啟電源開關(未顯示)。然後,在第9圖之第一步驟 S21中,電視遊戲機20之CPU 21執行起始設定。在1後 的步驟S22中,CPU 21導致顯示器4〇依據所載入之遊戲 卡匣25顯示開始畫面或起始畫面,此起始畫面包含有遊戲 標題和標題背景影像。 在步驟823和524中,0卩1121等待由攜帶型電玩器1〇 所送出之鍵入訊息。也就是說,假如在步驟S23中接收到 此鍵入訊息,且CPU 21在步驟S24中結果為、是夕則跳 至下一個步驟S25。 盛· 濟 部 智· 慧 財 產- 局 員 工 消 費 合 社 印 製 在步驟S25中執行遊戲起始處理。尤甚者,在此步驟 S25中,為包含在電視遊戲機20之CPU 21或ram 26(第 2圖)内之暫存器/旗標區165設定對相關遊戲而言是唯一 的起始值。 在下一個步驟S26中,CPU 21將前述的識別訊息傳送 至攜帶型電玩器10。、識別訊息”為CPU 21用於分辨各攜 帶型電玩器10之數據。舉例而言,當有兩個攜帶型電玩器 10連接至電視遊戲機20之連接器23c時,將識別訊息 傳輸至與第一連接器連接之攜帶型電玩器1〇且將 ^02h〃傳輸至與第二連接器連接之攜帶型電玩器1〇。因 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 17 311453 592772 A7 五、發明說明(Μ) 此,各攜帶型電玩器之CPU 11可藉此識別訊息而判斷其 自我的傳輸數據。依據所辨識之傳輸數據,執行先前所述 之步驟S13。 在步驟S27和S28中,CPU 21持續執行遊戲處理直到 偵測到遊戲結束。 第10圖係具體顯示遊戲處理步驟S27。在第10圖之 第一步驟S31中,CPU 21將與電視遊戲機20連接之攜帶 型電玩器10的數值I設定為、、I=:r。在下一個步驟S32中 CPU 21依據第4圖中所顯示之鍵入訊息接收程式接收來自 第一攜帶型電玩器之鍵入訊息。 經濟部智慧財產局員工消費合作社印製 依據此鍵入訊息,在步驟S33中CPU 21依據第4圖 所顯示之單元處理程式執行各種操作處理,因而處理單元 J(J為任意自然數)。尤甚者,為單元j進行用於移動、動 作、改變等之計算。在下一個步驟S34中,依據單元;之 座‘(X,Y,Z)計算在步驟$33中所處理之包括了單元J 的顯示範圍(第5圖)。在步驟S35中依據第4圖中所顯示 之單元轉移程式,CPU 2丨將用於顯示包含在此顯示範圍 内之所有單元所需之訊息,和處理前單元】之訊息一起傳 廷至第Ith個(假如1=1則為第一個)攜帶型電玩器1〇。 311453 (請先閱讀背面之注意事項再填寫本頁) 、,因此,在步驟S36中,攜帶型電玩器10之編號I逐漸 增t(I = I+1)。在步驟S3? t判斷是否編號χ變成γ。也 就疋說,因為在此實施例申,一個電視遊戲機2〇可連接四 個攜帶型電玩器1〇,故在步驟S37中判斷是否第4個攜帶 尘電玩器的處理已結束。因此,只要在此步驟S37所得到 巧張尺度_中_家標準㈣仏規格(· χ ) 18 592772 A7 B7 五、發明說明(i9)Therefore, the independent screen displayed on the LCD 17 during the replay process on the tape-type video game player is changed with the key operation of its related operating device 14. (Please read the precautions on the back before filling in this page) The operation of cpu2i on the TV game machine 20 will be performed with reference to Figure 9 to identify the first bald Zunshu luxury will Zunshu cassette 3? Long then turn on the power switch (not shown). Then, in the first step S21 of FIG. 9, the CPU 21 of the video game machine 20 executes the initial setting. In step S22 after 1, the CPU 21 causes the display 40 to display a start screen or a start screen according to the loaded game cartridge 25, and the start screen includes a game title and a title background image. In steps 823 and 524, 0 卩 1121 waits for a key-in message from the portable game player 10. That is, if this key-in message is received in step S23, and the result of the CPU 21 is yes in the step S24, then skip to the next step S25. Printed by the Department of Economics, Economics and Intellectual Property-Bureau Consumers' Co., Ltd. The game start processing is executed in step S25. In particular, in this step S25, the register / flag area 165 included in the CPU 21 or the ram 26 (picture 2) of the video game machine 20 is set to be a unique starting value for the relevant game. . In the next step S26, the CPU 21 transmits the aforementioned identification message to the portable video game player 10. "Identification information" is the data used by the CPU 21 to distinguish each portable video game player 10. For example, when two portable video games 10 are connected to the connector 23c of the video game machine 20, the identification information is transmitted to the The portable video game player 10 connected to the first connector and transmits ^ 02h〃 to the portable video game player 10 connected to the second connector. Because this paper standard is applicable to the Chinese National Standard (CNS) A4 specification (210 X 297) (Mm) 17 311453 592772 A7 V. Description of the Invention (M) Therefore, the CPU 11 of each portable video player can identify the message to determine its own transmission data. According to the identified transmission data, perform the steps described previously. S13. In steps S27 and S28, the CPU 21 continues to execute the game processing until the end of the game is detected. Fig. 10 shows the game processing step S27 in detail. In the first step S31 of Fig. 10, the CPU 21 will interact with the TV game. The value I of the portable video game player 10 connected to the machine 20 is set to, and I =: r. In the next step S32, the CPU 21 receives the input from the first portable video game player according to the input message receiving program shown in FIG. 4. Information The Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs prints the input message based on this, and in step S33, the CPU 21 executes various operation processes according to the unit processing program shown in FIG. 4, so the processing unit J (J is an arbitrary natural number). In particular, the calculations for movement, movement, change, etc. are performed for the unit j. In the next step S34, according to the unit; the seat '(X, Y, Z) calculation includes the unit J processed in step $ 33 Display range (Figure 5). In step S35, according to the unit transfer program shown in Figure 4, the CPU 2 will be used to display the information required by all units included in this display range, and the unit before processing. ] Message to the 1st (if 1 = 1, the first) portable video game player 10. 311453 (Please read the precautions on the back before filling this page), so in step S36 The number I of the portable video game player 10 gradually increases t (I = I + 1). At step S3? T, it is determined whether the number x becomes γ. That is to say, because in this embodiment, a video game machine 2 Can be connected to four portable gaming devices 10, so In step S37, it is judged whether or not the processing of the fourth portable video game player has ended. Therefore, as long as the koji-tight scale obtained in step S37_Medium_Home Standard㈣ 仏 Specifications (· χ) 18 592772 A7 B7 V. Description of the invention ( i9)
面。 之結果為、恥,,則CPU21回到步驟'如則更執行用於 不同攜帶型電玩器之處理。 假如在步驟S37中之結果為、YES〃,則把攜帶型電玩 器1〇和電視遊戲機20在哪個時侯之所有操作視為已經結 束。因此,在下一個步驟S38中對第5圖中所顯示之所有 單元1-M執行操作處理以便在顯示器4〇上顯示共用畫 請 先 閱 讀 背 Sj 之 注 意 然後,在步驟S39中 畫面且將其顯示在顯示器 ,締造包含所有單元1-M之共用 40上。 項 再 填 本 頁 k 附帶一提,在上述實施例中,當在第3圖區域丨54中 所設疋之識別碼從攜帶型電玩器傳送至電視遊戲機2〇 時’則表示其符合在第8圖步驟S12中傳輸識別碼與鍵入 訊息之要求。在此例子中,在步驟S32中電視遊戲機20(第 10圖)接收識別碼。另一方面,因為各攜帶型電玩器1〇之 鲁識別碼是儲存在區域253做為單元訊息,所以在電視遊戲 機20中可核對在步驟S3 3中各攜帶型電玩器之識別碼一 致或不一致,其中假如是不一致的則不送出單元訊息。舉 例而言’一旦在操作期間改變在攜帶型電玩器1 0上之遊戲 卡ϋ 15,則將發生識別碼不一致且因此導致於沒有單元訊 息傳送至攜帶型電玩器。假如沒有單元訊息從電視遊戲機 20傳出,則攜帶型電玩器10無法更新其獨立畫面因而導 致於無法執行互動式遊戲。也就是說,識別碼可使攜帶型 電玩器所使用之遊戲卡匣免於因不小心或不當地改變而破 訂 線 經 濟 部 智 慧 財 產 局 消 费 合 作 社 印 製 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 19 311453 592772 五、發明說明(2〇) 遊戲:1: 12圖所說明的是在上述實施例之複合 戲機系統100上執行之角色扮演遊戲之範例。 在此實施例中,箆】】阁在肢一… 第11圖係顯不將在顯示器4〇上 之共用畫面或虛擬世界篦 " 1〇上各LCD 17上顧干夕μ金; ㈣常1電玩益 顯不之獨立畫面。注意在第11和12圖 中,正方形標示遊戲者物件,菱 4卿1干变心標不項目,和圓形標示 怪獸。在此遊戲令,置;却自紗六r 早70说息儲存區153和2 53所儲存之 5 ^有以Z座標顯示第n圖所顯示之塔中各單元所 存在之樓層。 在第η圖所顯示之共用畫面中,所顯示之塔具有複數 層。假設第四個遊戲者之遊戲者物件4P存在最下一層或 第一層,第二個遊戲者之遊戲者物件215存在第二層;且 T 一個遊戲者和第三個遊戲者之遊戲者物件11?和3P存在 最上層或第三層。第12圖(八)所顯示之顯示範圍包含有用 於第遊戲者之遊戲者物件1P’亦即用於第一遊戲者之獨 立畫面。第12圖(B)係顯示包含有用於第二遊戲者之遊戲 者物件2P,亦即用於第二遊戲者之獨立畫面之顯示範圍。 第12圖(C)係顯示包含有用於第三遊戲者之遊戲者物件3p 之獨立晝面。和第12圖(D)係顯示包含有用於第四遊戲者 之遊戲者物件4P’亦即用於第四遊戲者之獨立畫面之顯示 範圍。 ’ 在本實施例之此遊戲中,藉由捕捉躲藏在此塔中之怪 獸或藉由取得隱藏的項目而允許各遊戲者使用各種的陷阱 或怪獸。如上所述,將這些怪獸、陷阱、遊戲者、項目等 k紙張尺度適用中國國家標準(CNS)A4規格(21G X 297公爱 (請先閱讀背面之注意事項再填寫本頁) 裝--------訂--- %, 經濟部智慧財產局員工消費合作社印製 311453 592772surface. As a result, the CPU 21 returns to step 'if it executes processing for different portable video games. If the result in step S37 is YES, all operations of the portable video game player 10 and the video game machine 20 are considered to have ended. Therefore, in the next step S38, the operation processing is performed on all the units 1-M shown in FIG. 5 to display the common picture on the display 40. Please read the note of Sj first, and then, in step S39, display the screen and display it. On the display, create a common 40 containing all units 1-M. Please re-enter the item on this page k. Incidentally, in the above-mentioned embodiment, when the identification code set in the area 54 in FIG. 3 is transmitted from the portable game player to the TV game machine 20, it means that it conforms to FIG. 8 is a request for transmitting an identification code and entering a message in step S12. In this example, the video game machine 20 (Fig. 10) receives the identification code in step S32. On the other hand, since the identification code of each portable video game player 10 is stored in the area 253 as a unit message, the video game machine 20 can check that the identification codes of each portable video game player are the same in step S33 or Inconsistent, if it is inconsistent, no unit message is sent. For example, ’once the game card ϋ 15 on the portable video game player 10 is changed during operation, the identification codes will be inconsistent and therefore no unit information will be transmitted to the portable video game player. If no unit information is transmitted from the video game machine 20, the portable video game player 10 cannot update its independent screen, and as a result, an interactive game cannot be performed. In other words, the identification code can prevent the game cartridge used in the portable video game from being accidentally or improperly changed. The paper is printed in accordance with Chinese National Standards (CNS). A4 specification (210 X 297 mm) 19 311453 592772 V. Description of the invention (20) Game: 1: 12 The figure illustrates an example of a role-playing game executed on the composite theater system 100 of the above embodiment. In this embodiment, 箆]] In the first limb ... Figure 11 shows that the common screen or virtual world on the display 40 will be displayed on the LCD 17 on the LCD 17; 1Independent graphics for video games. Note that in Figures 11 and 12, the squares indicate player objects, the Ling 4 Qing 1 heart change item, and the circle indicates monsters. In this game order, set; but since the yarn six r early 70 intermission storage areas 153 and 2 53 5 ^ has the Z coordinate to show the floor in the unit shown in the n-th tower. In the common picture shown in Fig. N, the displayed tower has a plurality of layers. Assume that the player object 4P of the fourth player exists in the lowest or first layer, and the player object 215 of the second player exists in the second layer; and T player objects of one player and a third player 11? And 3P exist in the uppermost layer or the third layer. The display range shown in FIG. 12 (A) includes a player object 1P 'which is useful for the first player, that is, an independent screen for the first player. Fig. 12 (B) shows a display range including a player object 2P for the second player, that is, an independent screen for the second player. FIG. 12 (C) shows an independent day surface including a player object 3p for a third player. And FIG. 12 (D) shows a display range including a player object 4P 'for the fourth player, that is, a separate screen for the fourth player. In this game of this embodiment, each player is allowed to use various traps or monsters by capturing monsters hiding in the tower or by obtaining hidden items. As mentioned above, the paper size of these monsters, traps, players, items, etc. applies the Chinese National Standard (CNS) A4 specification (21G X 297 public love (please read the precautions on the back before filling this page). Install --- ----- Order ---%, printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs 311453 592772
發明說明(21/ (請先閱讀背面之注意事項再填寫本頁) 等當作單元而控制之且保持在電視遊戲機20之RAM 25b 中。假如鍵入祝息從攜帶型電玩器1 〇傳輸至電視遊戲機 2〇(步驟S12),則電視遊戲機之CPU 21接收在各攜帶型電 玩器10上之鍵入訊息(步驟S32)並執行用於所有單元之操 作處理以便移動、攻擊、防禦、改變等等(步驟S33)。然 後,電視遊戲機20之CPU 21依據遊戲者物件1P至4p之 座息计鼻各攜帶型電玩器之顯示範圍(步驟S34), 並僅將用於顯示存在於顯示範圍内之單元所需訊息傳送給 相關攜帶型電玩器1〇(步驟S35)。 附帶一提,在電視遊戲機20方面並沒有設有通訊控制 電路,CPU 21可將欲傳送至相對應攜帶型電玩器之單元訊 息寫入各攜帶型電玩器相對應之傳輸/接收緩衝記憶體或 暫存器。 經 濟 部· 智 慧 財 產- 局 員 X 消 費 合 作 社 印 製 攜帶型電玩器10之CPU 11僅從電視遊戲機20接收 所需之訊息(步驟S13)以便締造獨立畫面(步驟§14)。此 時’每個遊戲者無法看到其他遊戲者的獨立畫面,亦即, 其他攜▼型電玩器10之LCD 17。因此,遊戲者可保障盆 訊息之隱密性而不會讓其他遊戲者看到。 值得注意的是與電視遊戲機20連接之顯示器40顯示 如第11圖中所顯示之整體畫面。此整體或共用畫面主要是 每個遊戲者均需知道之共用訊息,如整體地圖或出現的順 序。此時’第三個遊戲者經由此共用畫面可知道其他兩個 遊戲者之情形,例其中一個引誘另一個進入陷阱中等等。 以此方式,獲勝者為已經達到預期遊戲目的之遊戲 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 21 311453 592772 A7 B7 五、發明說明(22 ) 者,例如使得其他的遊戲者的^^為〃或打敗在塔上最 上層之首領。注意遊戲者聯合打敗首領亦是可預期之特定 在第1和2圖所顯示實施例之複合遊戲機系統中,可 享^角色扮演之遊戲,其中如上所述有複數個人可參與。 可是,其亦可享受如紙牌遊戲或賽馬遊戲等之競赛遊戲。 對包含有接龍、花牌或紙牌收集等紙牌遊戲,遊戲之 進行需遵從紙牌遊戲所建立之規則。在此例子中,攜帶型 電玩器10之CPU 11藉由操作裝置14及依據儲存在第二 儲存媒介或遊戲卡E15上之程式而傳輸進出電視遊戲機^ 20之數據而進行紙牌選擇。電視遊戲機2〇之cpu 21依據 儲存在第一記憶體媒介或遊戲卡s 25中之遊戲程式處理 共用畫面之顯示,且讀取在攜帶型電玩器1〇之操作裝置上 的鍵入訊息,且處理與其一致之單元,因而傳輸單元訊息 給攜帶型電玩器10。因此,攜帶型電玩器LCD 17顯二: 戲者手中所擁有紙牌(其他遊戲者無法看到之紙牌)之獨立 畫面。電視遊戲機在其顯示器40顯示做為共用畫面的是放 置於共用區内之待抽取紙牌(或根據遊戲規則而獲勝之紙 牌或丟棄之紙牌)、一疊堆積而成之紙牌、遊戲者之輪替、 發牌者之提名等等及遊戲結束時,獲勝者的名字、各遊戲 者之分數等等。 為達此目的,攜帶型電玩器10之RAM 16具有錯存 區,提供或配置此區以便可記憶遊戲者手中之紙牌。電視 遊戲機20之RAM 26配置有一位置,用於記憶在攜帶型電 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 22 311453 592772 A7 五、發明說明(23)Description of the invention (21 / (Please read the precautions on the back before filling out this page), etc., are controlled as a unit and kept in the RAM 25b of the video game machine 20. If you type a wish, transfer it from the portable video game player 10 to The video game machine 20 (step S12), then the CPU 21 of the video game machine receives the key-in message on each portable video game player 10 (step S32) and executes the operation processing for all units in order to move, attack, defend, change And so on (step S33). Then, the CPU 21 of the video game machine 20 displays the display range of each portable video game player according to the seat objects of the player objects 1P to 4p (step S34), and will only be used for display on the display. The messages required by the units in the range are transmitted to the relevant portable video game player 10 (step S35). Incidentally, there is no communication control circuit in the TV game machine 20, and the CPU 21 can transmit the information to the corresponding portable game player. The unit information of the video game device is written into the corresponding transmission / reception buffer memory or register of each portable video game. Ministry of Economic Affairs · Intellectual Property-Bureaux X Consumer Cooperative Co., Ltd. prints CP of the portable video game device 10 U 11 only receives the necessary information from the TV game machine 20 (step S13) in order to create an independent screen (step §14). At this time, 'each player cannot see the independent screens of other players, that is, other portable ▼ LCD 17 of the video game player 10. Therefore, the player can protect the confidentiality of the pot information from being seen by other players. It is worth noting that the display 40 connected to the video game console 20 displays as shown in FIG. The overall screen displayed. This overall or shared screen is mainly shared information that every player needs to know, such as the overall map or the order of appearance. At this time, the 'third player can know the other two players through this shared screen For example, one of them seduces the other into a trap, etc. In this way, the winner is a game that has achieved the intended purpose of the game. The paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) 21 311453 592772 A7 B7 V. Inventor (22), such as making other players ^^ or defeating the top leader on the tower. Note that it is also foreseeable that players can jointly defeat the leader The specificity is that in the composite game machine system of the embodiment shown in Figs. 1 and 2, ^ role-playing games can be enjoyed, in which a plurality of individuals can participate as described above. However, it can also enjoy card games or horse racing games, etc. Contest games. For card games including Solitaire, Flower, or Card collection, the game must follow the rules established by the card game. In this example, the CPU 11 of the portable video game player 10 is operated by the operating device 14 and Card selection is performed according to the data stored in the second storage medium or the game card E15 and transmitted to and from the TV game machine ^ 20. The CPU 21 of the TV game machine 20 is based on the first memory medium or the game card s 25. The game program in FIG. 2 processes the display of the shared screen, and reads the key-in message on the operating device of the portable video game device 10 and processes the same unit, so the unit message is transmitted to the portable video game device 10. Therefore, the portable video player LCD 17 shows the second: an independent picture of a card (a card that other players cannot see) in the player's hand. The video game machine displays on its display 40 as a common picture are cards to be drawn (or winning cards or discarded cards according to the rules of the game), a pile of stacked cards, and a player's wheel placed in the common area. Substitutions, nominations of dealers, etc. and the names of the winners, scores of each player, etc. at the end of the game. To this end, the RAM 16 of the portable video game player 10 has a stray memory area, and this area is provided or configured so that the cards in the player's hands can be memorized. The RAM 26 of the TV game machine 20 is equipped with a location for storing in portable electronic paper. The paper size is applicable to the Chinese National Standard (CNS) A4 (210 X 297 mm) 22 311453 592772 A7 V. Description of the invention (23)
玩器10上對應於攜帶型電玩器1〇, ·」,A 之各遊戲者所 擁有之紙牌。假如某一遊戲者選擇放棄手中之任何紙牌, 則將此紙牌之種類表示碼傳送至電視遊戲機2〇之 26。也就是說’將攜帶型電玩器儲存此放棄紙牌之區清 除,且將此紙牌的碼寫入相對應至遊戲者之Ram 26之=|馨 域。同樣地,當某一遊戲者從紙牌堆令抽取一張紙牌' _將儲存在電視遊戲機20之RAM 62中紙牌堆中最上声 類數據傳輸至遊戲者之攜帶型電玩器1〇,並寫入其攜帶型 電玩器10之RAM 16。 同樣地,將依據已知的麻將規則而進行麻將遊戲。 線 -經濟部智慧財產局員工消費合作社印製 攜帶型電玩器LCD 17顯示遊戲者手中之棋子(不能被 其他遊戲者看到之棋子)的符號做為獨立畫面,同時藉由游 標等選擇將擲出之棋子。電視遊戲機20在其螢幕4()上顯 示堆積之棋子、擲出在公用場所之棋子、遊戲者輪流方式 .等等做為共用畫面。在一輪結束時,顯示獲勝者之名字、 各遊戲者之分數等等。注意各遊戲者之棋子選擇是在攜帶 型電玩器10之操作裝置14上進行的,相同於上述的紙牌 遊戲。 有關赛馬遊戲,其是飼養赛馬且以所飼養之馬進行赛 馬。在此例子中,此赛馬是在攜帶型電玩器1〇上飼養的。 每個遊戲者選擇一隻馬且在攜帶型電玩器1〇上飼養之,並 使用所選擇之赛馬在電視遊戲機20之顯示器40上進行赛 馬。在此例子中,在攜帶型電玩器上所飼養之馬依據飼養 此馬之方式決定其奔跑之能力(起跑衝刺或最後衝刺)。可 本^張尺度適用中國國家標準(CNS)A4規格(2ι〇 χ 297公釐) ' 23 311453 592772 A7 — ------—- B7 五、發明說明(24) ^ 依據其最吾歡之環境(例如,最喜歡哪一種赛馬場,大型赛 馬場、草地赛馬場、泥地赛馬場等,或最喜歡哪一種跑道, 右側跑道或左側跑道,或是否有斜坡出現)決定每隻賽 優勢或劣勢。 在任何的例子中,所給定之顯示狀態是以三維方式顯 示在電視遊戲機20之顯示器4〇上,而是以二維方式顯示 在播帶型電玩器10之!^〇17上。可是,在顯示器4〇和 LCD 17上均可進行三維方式或二維方式之顯示。 雖然已經詳細描述及說明本發明,但很清楚的其僅是 做為說明和範例用,而非做為限制用,本發明之精神和目 的是受下列申請專利範圍限制。 [元符符號說明] (請先閱讀背面之注意事項再填寫本頁} *裝 經濟部智慧財產局員工消費合作社印製The player 10 corresponds to a portable video game player 10, · ", a card owned by each player of A. If a player chooses to discard any of the cards in his or her hand, the type identification code of the card is transmitted to the video game machine 20-26. In other words, 'the area where the portable video game player stores this discarded card is cleared, and the code of this card is written to the corresponding field of the player's Ram 26 = | Xin. Similarly, when a player draws a card from the card pile order, the highest sound data in the card pile stored in the RAM 62 of the video game machine 20 is transmitted to the player's portable video game player 10, and writes Into RAM 16 of its portable video game player 10. Likewise, the Mahjong game will be played according to known Mahjong rules. Line-The Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs prints a portable video player LCD 17 to display the symbols of the pieces in the player's hands (pieces that cannot be seen by other players) as an independent screen. Out of pieces. The video game machine 20 displays stacked pieces on its screen 4 (), pieces thrown in a public place, player turns, etc. as a shared picture. At the end of the round, the name of the winner, the score of each player, and so on are displayed. Note that the selection of the pieces by each player is performed on the operating device 14 of the portable video game player 10, which is the same as the card game described above. In the case of horse racing games, horse racing is carried out and horse racing is carried out with the horses raised. In this example, the horse is raised on a portable video game player 10. Each player selects a horse and raises it on the portable video game player 10, and uses the selected horse to perform horse racing on the display 40 of the video game machine 20. In this example, a horse kept on a portable video game player determines its ability to run (starting sprint or final sprint) based on how the horse is raised. However, this standard is applicable to the Chinese National Standard (CNS) A4 specification (2 mm × 297 mm) '23 311453 592772 A7 — ------ —- B7 V. Description of the invention (24) The environment (for example, what kind of racetrack, large-scale racetrack, grass track, dirt track, etc.) are most favorite, or which kind of track are you most favorite, right or left, or whether there are slopes, determine the advantage of each race Or disadvantage. In any example, the given display state is displayed three-dimensionally on the display 40 of the video game machine 20, but is displayed two-dimensionally on the video cassette player 10! ^ 〇17. However, three-dimensional or two-dimensional display can be performed on the display 40 and the LCD 17. Although the present invention has been described and illustrated in detail, it is clear that it is used for illustration and example only, and not for limitation. The spirit and purpose of the present invention are limited by the scope of the following patent applications. [Explanation of Symbols] (Please read the precautions on the back before filling out this page} * Installed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs
10 攜帶型電玩器 11、21 中央處理單元 12 ^ 22 輸出入界面 13 、 33b 連接器 14 > 24 操作裝置 14a、14b、14c、14d 按紐 14e 方向指定鍵 15、25 遊戲卡匣 15a、25a ROM 15b 、 25b RAM 15c 通訊控制電路 16 ' 26 H 62 RAM 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 24 311453 592772 A7 B7 五、發明說明(25) •經濟部〆曰慧財產局員工消費合作社印製 17 液晶顯不Is 18 LCD驅“電路 20 電視遊戲機 23a、23b、30a 連接器 27 影像處理單元 29 複合影像訊號產生電路 30 電纜 40 顯示器 100 複合遊戲機系統 151 遊戲程式儲存區 152 遊戲標題儲存區 153 、 253 、 260 單元訊息儲存區 154 識別碼區 155 遊戲者姓名區 156 備用數據區 165 暫存器/旗標區 251 遊戲機程式區 252 程式區 261 至 264 儲存區 (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 25 31145310 Portable game player 11, 21 Central processing unit 12 ^ 22 I / O interface 13, 33b connector 14 > 24 Operating device 14a, 14b, 14c, 14d Button 14e Direction designation key 15, 25 Game cassette 15a, 25a ROM 15b, 25b RAM 15c Communication control circuit 16 '26 H 62 RAM This paper size applies to China National Standard (CNS) A4 specification (210 X 297 mm) 24 311453 592772 A7 B7 V. Description of invention (25) • Ministry of Economic Affairs〆 Printed by the Intellectual Property Bureau Employee Consumer Cooperative 17 LCD display Is 18 LCD driver circuit 20 TV game machine 23a, 23b, 30a connector 27 image processing unit 29 composite image signal generation circuit 30 cable 40 display 100 composite game system 151 Game program storage area 152 Game title storage area 153, 253, 260 Unit message storage area 154 Identification code area 155 Player name area 156 Spare data area 165 Register / flag area 251 Game machine program area 252 Program area 261 to 264 Storage area (please read the precautions on the back before filling this page) This paper size applies to China National Standard (CNS) A4 210 X 297 mm) 25 311 453
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JP15011499A JP3883331B2 (en) | 1999-05-28 | 1999-05-28 | Combined game system of portable game machine and video game machine |
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TW089109511A TW592772B (en) | 1999-05-28 | 2000-05-18 | Combined game system of portable and video game machines |
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CA (1) | CA2308903A1 (en) |
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JP4827262B2 (en) * | 2008-04-17 | 2011-11-30 | 株式会社バンダイナムコゲームス | Information providing system, distribution terminal device, program, and information storage medium |
JP4782167B2 (en) * | 2008-06-02 | 2011-09-28 | 任天堂株式会社 | Competitive game device and competitive game program |
JP4563481B2 (en) * | 2008-12-22 | 2010-10-13 | 任天堂株式会社 | GAME DEVICE AND GAME PROGRAM |
KR101164813B1 (en) * | 2009-11-13 | 2012-07-12 | 삼성전자주식회사 | Display apparatus, terminal and image displaying method |
KR20110053110A (en) * | 2009-11-13 | 2011-05-19 | 삼성전자주식회사 | Display apparatus, client, image display system comprising the same and image displaying method |
JP5937789B2 (en) * | 2011-05-24 | 2016-06-22 | 任天堂株式会社 | GAME PROGRAM, GAME DEVICE, GAME SYSTEM, AND GAME PROCESSING METHOD |
JP5866634B2 (en) | 2011-10-19 | 2016-02-17 | 任天堂株式会社 | Server apparatus, communication system, control method, and program |
JP5746253B2 (en) * | 2013-03-29 | 2015-07-08 | グリー株式会社 | Terminal control system, server device, and program |
JP6697846B2 (en) * | 2015-03-31 | 2020-05-27 | 株式会社バンダイナムコエンターテインメント | Game system, server system and program |
JP5849170B2 (en) * | 2015-08-14 | 2016-01-27 | グリー株式会社 | Terminal control system, server device, program, and terminal device |
JP7511697B1 (en) | 2023-02-15 | 2024-07-05 | 株式会社Cygames | Information processing program, information processing method, and game device |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4072310A (en) * | 1976-01-15 | 1978-02-07 | Beam Dale R | Control apparatus for a card game simulator |
GB2232087B (en) * | 1986-02-05 | 1993-06-09 | Itkis Yuri | Concurrent game network |
US5393073A (en) * | 1990-11-14 | 1995-02-28 | Best; Robert M. | Talking video games |
-
1999
- 1999-05-28 JP JP15011499A patent/JP3883331B2/en not_active Expired - Lifetime
-
2000
- 2000-05-18 TW TW089109511A patent/TW592772B/en not_active IP Right Cessation
- 2000-05-19 CA CA002308903A patent/CA2308903A1/en not_active Abandoned
- 2000-05-23 GB GB0012495A patent/GB2353928B/en not_active Expired - Lifetime
Also Published As
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GB0012495D0 (en) | 2000-07-12 |
GB2353928B (en) | 2003-11-26 |
GB2353928A (en) | 2001-03-07 |
JP2000334170A (en) | 2000-12-05 |
JP3883331B2 (en) | 2007-02-21 |
CA2308903A1 (en) | 2000-11-28 |
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