WO2001026761A9 - Portable game machine - Google Patents

Portable game machine

Info

Publication number
WO2001026761A9
WO2001026761A9 PCT/US2000/024873 US0024873W WO0126761A9 WO 2001026761 A9 WO2001026761 A9 WO 2001026761A9 US 0024873 W US0024873 W US 0024873W WO 0126761 A9 WO0126761 A9 WO 0126761A9
Authority
WO
WIPO (PCT)
Prior art keywords
cartridge
game machine
pager
game
message
Prior art date
Application number
PCT/US2000/024873
Other languages
French (fr)
Other versions
WO2001026761A3 (en
WO2001026761A2 (en
Inventor
Charles P Eck
Hiroshi Kamada
Claude Comair
Original Assignee
Charles P Eck
Hiroshi Kamada
Claude Comair
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 Charles P Eck, Hiroshi Kamada, Claude Comair filed Critical Charles P Eck
Priority to AU74782/00A priority Critical patent/AU7478200A/en
Publication of WO2001026761A2 publication Critical patent/WO2001026761A2/en
Publication of WO2001026761A3 publication Critical patent/WO2001026761A3/en
Publication of WO2001026761A9 publication Critical patent/WO2001026761A9/en

Links

Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • A63F2300/1031Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/205Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform for detecting the geographical location of the game platform
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • 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
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
    • 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
    • A63F2300/80Features 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
    • A63F2300/807Role playing or strategy games

Definitions

  • This invention generally relates to a portable game machine and, more
  • these portable game machines include a
  • hand-held game machine housing a processing unit and associated hardware for
  • running a game program and include a display for displaying images of the game.
  • the game program itself is typically contained in a game program memory such as,
  • a semiconductor memory e.g., ROM, EPROM, etc.
  • ROM read-only memory
  • EPROM programmable read-only memory
  • machines are sometimes configured to permit games having a two-player mode to be
  • console game machines that are connected to a user's television set.
  • a pager cartridge is
  • system including a microprocessor to execute a video game program and player
  • radio circuitry configured to receive messages containing video game program instructions transmitted via a paging system, and a connector that, in
  • GPS positioning system
  • game program executing processing system including a microprocessor to execute a
  • video game program and player controls operable by a player to generate video game
  • the GPS cartridge includes GPS circuitry configured to determine
  • GPS circuitry determines whether the GPS circuitry is usable during execution of the video game
  • a game machine is
  • radio circuitry configured to transmit messages via a paging system
  • a user interface enables a
  • a processing system is operable in
  • a game machine is
  • radio circuitry configured to transmit and receive messages via a paging
  • a user interface enabling a user to provide inputs to the game machine, and a
  • a processing system is operable in response to
  • FIGURES 1A-1C show an example portable (handheld) game machine.
  • FIGURE 2 is an overall block diagram of the game cartridge and the game
  • FIGURE 3 illustrates a portable game machine and a pager selectively
  • FIGURE 4 illustrates a two-way paging system in which the present invention
  • FIGURE 5 A and 5B are block diagrams of example pager cartridges 100
  • FIGURES 6A-6J show various physical configurations of pager cartridge 100.
  • FIGURE 7 is a conceptual block diagram of an interface for pager cartridge
  • FIGURES 8A-8H show various screens that are part of the interface
  • FIGURES 9A-9C show various screens in Pager World.
  • FIGURE 10 is diagram of an example bus multiplexer and address decoder
  • FIGURE 11 A illustrates sample conversations and FIGURE 1 IB illustrates
  • FIGURES 1 lC-1 IN illustrate cards used for symbola.
  • FIGURES 12A and 12B show message cards usable with pager cartridge 100.
  • FIGURE 13 is a block diagram of a GPS cartridge 200.
  • FIGURES 14 and 15 are external perspective views showing the structure of a
  • FIGURE 16 is an exploded view showing the digital camera cartridge 300 of
  • FIGURE 17 is a block diagram of a digital camera cartridge 300.
  • FIGURE 18 is a block diagram of a read/write memory cartridge 400
  • FIGURES 19A-19C show example alternative compatible implementations.
  • FIGURES 1A, IB and IC show an example portable (hand-held) color display
  • game machine 10 that displays
  • ready game cartridge 12 is selectively inserted into a slot 18 (see FIGURE IC).
  • color LCD 16 displays characters using, for example, up to a maximum of 56 colors if
  • machine 10 may also be configured to receive monochrome game cartridges (not limited
  • Example game machine 10 may, for example, be a GameBoy® Color game machine, although it will be
  • game machine 10 includes color LCD 16 as
  • Color LCD 16 is formed as a dot matrix display and is driven by
  • LCD drivers 22 and 24 to display color images on its screen.
  • LCD drivers selectively drives, for example, the columns of the dot matrix display.
  • CPU central processing unit
  • CPU 26 further includes a CPU core 30 that is connected to an internal read
  • ROM only memory
  • RAM internal random access memory
  • RAM 34 is used as a work memory of CPU core 30.
  • CPU 26 further includes a basic
  • Basic oscillator 36 is formed of, for example, a quartz oscillator, and
  • frequency divider 38 divides the oscillating signal from basic oscillator 36 in
  • a connector 40 is connected to CPU 26 by an appropriate bus.
  • cartridge 12 is preferably in the form of a replaceable memory cartridge insertable into
  • Game cartridge 12 may be in the form of a plastic
  • the printed circuit board has a connector
  • edge connector electrical contacts within game machine 10. This action electrically
  • game cartridge 12 at least includes a read-only memory (ROM) 42 and a read/write
  • ROM 42 stores instructions and other information
  • ROM 42 for one game cartridge 12 may, for
  • ROM of another game cartridge 12 may contain instructions and other information for
  • ROM 42 and read/write memory 46, which information controls the
  • Read/write memory 46 is used to store data such as game backup data.
  • CPU 26 is supplied with operation signals from operating keys 48a-48e.
  • Operating key 48a is used, among other things, to move a game character displayed
  • color LCD 16 in four directions, that is, upward, downward, right and left.
  • Operating key 48b is a select key that is used for, for example, game mode selection
  • Operating key 48c is a start key that is used to start playing the game or
  • Operating keys 48d, 48e are push ⁇
  • buttons 48d, 48e By pushing operating keys 48d, 48e, it is possible to cause various motions of the game characters displayed on color LCD 16, for example, a weapon
  • Operating keys 48a-48e are disposed in a forward surface of
  • a key matrix (not shown) is
  • Batteries (not shown) (e.g., 2 AA batteries) provide power for game machine
  • a power indicator LED 19 may dim as the batteries lose their
  • Game machine 10 may also be configured for connection to an AC adapter to permit
  • the display RAM 52 when necessary.
  • the display RAM 52 has two banks, that is, a first bank
  • Sound signals output from speaker 58 and/or earphone jack 60 include game sound
  • game cartridge 12 containing a desired video game, and inserts that game cartridge into slot 18 of game machine 10, thereby electrically connecting ROM 42 and other
  • depressing operating key 48c may cause the
  • Actuating operating key 48a may cause animated
  • One illustrative example is a cartridge
  • cartridge includes a plastic housing that encases a printed circuit board on which is
  • cartridge has a connector defining a number of electrical contacts that mate with the
  • connection between the pager cartridge and the game machine permits the
  • the pager cartridge is itself provided with a slot
  • the slot of the pager cartridge is
  • a game cartridge 12 may be "piggy-backed" onto the pager cartridge when the pager cartridge is inserted into slot
  • game cartridge 12 (and any other circuitry game cartridge 12 may contain) is
  • cartridges including the components of a
  • GPS global position system
  • FIGURE 3 illustrates a pager cartridge 100 that is selectively attachable to
  • 5,805,077 discloses a two-way paging system 101 that includes paging stations 103,
  • paging terminals 105 public switched telephone network (PSTN) 107, paging
  • PSTN public switched telephone network
  • paging system may include many paging terminals. Likewise, the number of other
  • paging system 101 components of paging system 101 is merely illustrative.
  • Paging stations 103 are also referred to as base stations or paging transmitters.
  • callers who wish to page a system user use PSTN 107 to call the system
  • a computer of the game content provider may be connected to PSTN 107.
  • pages can be originated through a computer network directly connected to a paging terminal.
  • the call is routed, perhaps through a plurality of paging
  • the page is
  • stations 103 in turn transmit the page throughout the geographic coverage area of
  • the page may be broadcast over radio waves on a
  • the paging system may operate using any well-known protocol
  • pager cartridge 100 is within the geographic coverage area of paging system
  • pager cartridge 100 receives the page and processes the message embedded
  • pager cartridge 100 also includes a vibrating or beeping
  • Pager cartridge 100 may itself be configured to communicate messages
  • pager cartridge 100 In accordance with one aspect of the present invention, pager cartridge 100
  • FIGURE 4 is provided as a pager cartridge 100 that is insertable into slot 18
  • Pager cartridge 100 is configured to transfer messages received
  • game machine 10 communicates (visually
  • the messages relate to game
  • pager cartridge 100 is configured to broadcast
  • Pager cartridge 100 may also
  • FIGURE 5 A is a generalized block diagram of one example pager cartridge
  • Pager cartridge 100 includes an antenna 130 connected to a conventional radio
  • section 132 for receiving and sending messages. While certain features of the system
  • a one-way pager cartridge may be utilized in some implementations.
  • Notification circuitry 134 provides notification to the user that a message has been
  • Notification circuitry 134 may be implemented as a vibration circuit that is
  • control circuit 136 controlled by control circuit 136 to vibrate when a message is received. Notification
  • circuit 134 may alternatively or additionally be implemented as a beeper circuit that is
  • control circuit 136 controlled by control circuit 136 to beep when a message is received.
  • notification circuit 134 may in fact comprise a number of different elements for
  • a user may selectively
  • 136 controls a display driver 140 to cause display 142 to display received messages.
  • Display 142 may be a liquid crystal display and may be provided with backlighting, if
  • pager cartridge 100 is connectable to game machine 10 for
  • display driver 140 and display 142 may be omitted or
  • a power supply 144 such as one or more batteries supplies power to the components of pager cartridge 100 requiring power.
  • the connections of power supply are simplified.
  • a power supply 144 such as one or more batteries supplies power to the components of pager cartridge 100 requiring power.
  • Pager cartridge 100 may
  • a periodic beep (e.g., every 30 minutes) may be generated
  • Pager cartridge 100 includes a memory 145 for storing software used in the
  • pager cartridge 100 facilitates use of the pager cartridge with existing
  • Memory 145 also stores other data such as available message unit
  • Memory 145 may be a
  • memory 145 may store
  • Game machine 10 may execute video game programs (including those stored in
  • Pager cartridge 100 is provided with first and second connectors 146 and 148.
  • First connector 146 is configured to permit pager cartridge 100 to be selectively
  • Second connector 148 permits game cartridges, read/write memory cartridges, digital
  • FIGURE 5B is a block diagram of another example pager cartridge 100.
  • example pager cartridge of FIGURE 5B includes:
  • Connector 900 connects the pager cartridge to portable game machine 10.
  • Pass-through connector 902 provides a connection to the portable game machine for
  • Game machine interface 908 interfaces game machine 10 to the
  • Mask ROM 910 stores various programs that are loaded into the main
  • Codec/DSP 912 encodes/decodes and processes messages
  • PLL 914 section filters and upconverts/downconverts messages transmitted and
  • Transmitter 916 transmits messages via anteima 922
  • the components of the pager cartridge and power converter 906 converts the power
  • Crystal 916 is used to generate a clock signal usable by bandpass filter, RF mixer and
  • Example transmitter 916 has the following characteristics:
  • Example receiver 918 has the following characteristics:
  • Pager cartridge 100 is operable in AWAKE, SLEEP, and OFF modes.
  • pager cartridge 100 has limited functionality, but does operate to
  • pager cartridge 100 In OFF mode, pager cartridge 100 is powered
  • the paging system operator (service provider)
  • FIGURES 6A-6R show various example physical configurations of pager
  • FIGURE 6 A shows a front perspective view of pager cartridge 100
  • FIGURE 6B shows a rear perspective view of pager cartridge 100.
  • FIGURE 6A shows a rear perspective view of pager cartridge 100.
  • FIG. 1 shows connector 146 for connecting pager cartridge 100 to game machine 10 and a
  • pager cartridge As shown most clearly in FIGURES 6C and 6D, pager cartridge
  • a protective flap 167 that is moveable between an open
  • FIGURE 6C a position (shown in FIGURE 6C) and a closed position (shown in FIGURE 6B).
  • FIGURE 6D shows a game cartridge 12 positioned in the
  • These messages may be displayed to player during game play (e.g., by a scrolling or
  • an indication (such as a graphical message icon) may be provided
  • the player can then decide, for example, to suspend (or end) game play and
  • suspended game play may be
  • FIGURE 6E shows a pager cartridge 100 having the physical configuration
  • FIGURES 6A-6D connected to game machine 10.
  • FIGURES 6F-6J are wire
  • the "piggy-back" configuration allows a player to play a game
  • game machine 10 via pager cartridge 100, game machine 10 can read/write data such
  • pager cartridge 100 If the digital camera cartridge is configured to capture sounds, these captured sounds may be used by game machine 10 and/or transmitted as
  • a pager-equipped portable game machine may include (but is not limited to)
  • pager cartridge 100 provides a two-way
  • paging device that has the ability to receive messages from other users in the paging
  • operator may be sent to all users in the paging system, to certain groups of users in the
  • messages may be transmitted during off-peak messaging hours (such as night-time)
  • the system operator messages may include by way of example, but not limitation,
  • mini-games special game levels, sample games, game tips and hints, system operator
  • messages may include e-mail, stock price quotations, sports scores, news updates, and
  • customer-requested information e.g., top movies of the week, top songs of the week.
  • pager cartridge 100 can be used in
  • the system operator may simply provide the
  • the game paging infrastructure on a contract basis with the game content provider.
  • content provider may be a game marketer, a game developer, a game retailer, a game
  • MUDs are Internet-based on-line exploration and quest games in which an
  • MUDs generally share the following key components:
  • the user of pager cartridge 100 becomes a player in
  • Pager World a virtual community for the
  • PagerWorld e.g., by sending messages and playing games
  • PagerWorld is the hub for communications, becoming a central meeting
  • PagerWorld also contains games and quests with
  • PagerWorld may open, revealing new games and quests. Players can explore new
  • PagerWorld can be implemented in a manner that emphasizes the growth
  • FIGURE 7 is a conceptual block diagram of an interface for pager cartridge
  • This screen is the starting point for every user session.
  • the player is greeted by
  • his/her persona character The representation of the persona character may be present
  • the persona character may in fact be the
  • FIGURE 8 A shows an illustrative, but non-limiting, implementation of the
  • main screen 200 Along with the player's persona character 202, main screen 200
  • dialog box 204 informing the player about the number of incoming, unread
  • Icon 206
  • My Persona is a face; icon 208 is a book (“Pager Lingo”); icon 210 is an
  • Selecting book icon 208 (e.g., via appropriate manipulation of one or more of
  • Screen 220 permits the user to review their dictionary of words and symbols.
  • Icons 222 and 224 permit
  • the user to create associations between words/phrases (e.g., phone) and symbols (e.g., ).
  • the symbols may, for example, be symbols obtained from messages, from the
  • Selecting an unopened envelope icon 210 brings the user to a screen 230
  • Screen 230 is the "Message Center” and permits users, among
  • Message Center screen features a window 232 that lists unread messages. Selecting a
  • Message Center screen 230 contains four icons: a File Cabinet icon 234; a Quill icon
  • Cabinet icon 234 takes the user to a File Cabinet screen 270 shown in FIGURE 8E;
  • FIGURE 8F; and selecting Address Book icon 238 takes the user to an Address Book
  • Account Meter icon 240 is a graphical representation of the user's account
  • the meter will increase accordingly.
  • the meter is but one way of
  • reminder to obtain additional message credits may be generated on display 16 of game machine 10 when the user's account balance decreases below some predetermined
  • Read Message screen 250 is shown in FIGURE 8D.
  • Trash Can icon 252 allows users to create a Trash Can icon 252 .
  • the system may, if desired, be configured
  • read/write memory cartridge piggy-backed into pager cartridge 100.
  • File Cabinet screen 270 is shown in FIGURE 8E and is similar in appearance
  • File Cabinet screen 270 displays a list of saved
  • the saved messages may be organized by topic.
  • Compose Message screen 290 is shown in FIGURE 8F and permits a user to
  • a "Send Message" icon 294 also appears and allows the user to send the composed message
  • Face icon 206 takes the user to a "My Persona" screen 330 shown in FIGURE 8H.
  • a Bag icon A Bag icon
  • 332 may be selected to show the user his/her inventory of items that can be purchased
  • a Coin icon 334 shows the number of coins that
  • the system also includes a "Handle Maker” option
  • the player can
  • FIGURES 9A and 9B The implementation shown in FIGURES 9A and 9B is a
  • operating keys 48a-48e for example, and enter buildings freely.
  • PagerWorld limiting examples of buildings that may be included in PagerWorld include:
  • the Gaming Center The building permits players to meet and play games
  • PagerWorld is updated. In one implementation, these are
  • PagerWorld updates are communicated to pager cartridge 100 via night-time
  • PagerWorld PagerWorld
  • the game design for the mini-adventure may take the form of stand-alone
  • FIGURE 9C During the course of the adventure, the player might encounter a fire
  • the player may control his/her persona character to fight, flee or use
  • the main PagerWorld screen 200 is displayed. The users can then go to different
  • Game machine interface 908 interfaces between pager cartridge 100 and
  • This capability may be provided using a switching mechanism that enables
  • Such a switching mechanism that includes a mode control circuit 990, an
  • FIGURE 10 An address decode circuit 992 and a bus multiplexer 994 is shown in FIGURE 10.
  • the portable game machine equipped with a pager cartridge as described
  • An illustrative solicited intervention is a player
  • a player could, for example,
  • An illustrative unsolicited intervention is multiple players playing the
  • Solicited interventions may, for example, have a consequence (or cost) associated to it. For example, if a player requests a ladder, the player could trade an item for the
  • Games may be provided with built-in capabilities to send and receive interventions
  • the user is preferably permitted to enable/disable this capability and/or to
  • This limit may be on a per game basis (e.g., 10 total background messages for the
  • a per game level basis (2 background messages for each level of the game), a per game playing session basis (e.g., 2 background messages each time a user plays
  • a real time basis e.g., 3 background messages per week.
  • Embedded game codes, characters and information provide opportunities for
  • information can enable communications (e.g., to and from other players, to and from a
  • This option can replace or
  • Levels could be activated by messages from a
  • a message may appear in either a
  • background messages could be sent to a game content provider or
  • the game content provider could respond uniquely and directly
  • the user is preferably permitted to enable/disable
  • This feature provides an opportunity or ability for players to request help from
  • a "Help" sign post could exit throughout (or at certain times during) a game.
  • the system also enables bi-directional transmission of messages with images
  • the image and sound data may be
  • FIGURE 11A illustrates examples of
  • charges are generally based on the number of characters in the message (by way of
  • FIGURE 1 IB illustrates sample chat codes. Again, it can seen that the use of some of these chat codes reduces the
  • the codes may be used to develop a "language” and to create a "grammar” for
  • the language and/or grammar may be unique to two users or two some
  • FIGURES 1 lC-1 IE show examples of symbola on cards that may be
  • the cards may be provided with themes (e.g., Western, Asian, Ancient Egyptian, etc.) or
  • FIGURE 1 IC shows an upwardly directed arrow that
  • FIGURE 1 ID shows an ear that means “Ear or "Hearing”
  • FIGURE 1 IE shows a downwardly directed arrow that means "Me" or
  • the cards can be viewed as constituting part of a symbola dictionary.
  • FIGURES 11F-11H With reference to FIGURE
  • FIGURES 11 -1 IH provides examples of messages that include one or more of the
  • FIGURES 11L-1 IN show cards that illustrate how the meaning of the
  • 111 means "light”, “idea” or “smart” if the color of the symbola is yellow, light blue
  • FIGURE 11 J means “she”, “hers” or “female” if the color of the symbola is pink, dark
  • FIGURE 1 IK means “he”, “his” or “male” if the color of the symbola is pink, gold or
  • the symbola may be stored in ROM
  • activation code This code may, for example, be provided on the scratch-away portions of the cards shown in FIGURES 11F-1 IH and FIGURES 11L-1 IN. Entry of
  • these codes may activate the symbola and/or may activate the symbols used to vary or
  • activation code can initiate a pager message to the game content provider that requests
  • game content provider then transmits a message (or messages) that communicates the
  • Pager cartridge 100 may be pre-configured with a certain account balance
  • system operator and the player's pager cartridge may be implemented so that the
  • pager cartridge 100 operates
  • the message meter (message credits) is
  • the amount that the meter is decremented is generally
  • message meter must be refreshed.
  • a player may refresh or add to the account balance by
  • the message card may be sold at retail outlets and has a particular card value
  • pager cartridge 100 then enters the number or other code into pager cartridge 100 (e.g, via a virtual
  • numeric keypad displayed on display 16 of game machine 10). This number or other
  • the system operator logs the particular card as used so that it may
  • the account balance within pager cartridge 100 is then set to a level equal based on the
  • seller of the message cards may make an arrangement with the system operator to
  • master inventory of message cards may be maintained by the card seller and, in this case
  • a message card e.g., a magnetic strip or bar codes
  • the message cards may be designed as collectibles by providing them with
  • cartridge 100 may be implemented.
  • a player or the player's parent,
  • guardian or relative might provide the system operator with credit card information
  • the player or the player's parent,
  • guardian or relative might have a contract with the system operator that provides for
  • a certain amount of credit to be periodically added to the account balance (e.g.,
  • predetermined message unit levels or even for achieving certain levels in game play are predetermined.
  • the Internet the Internet, a direct phone connection, etc.
  • the user subsequently enters
  • the two-part code or number reduces the number
  • the first part of the number or code may be encoded as a bar code printed
  • the message card may be encoded onto a magnetic stripe formed on the message
  • the second part of the number or code may be revealed by scratching away a
  • Pager cartridge 100 is also configured to receive messages that turn off
  • PagerWorld Such messages may be sent, for example, to problem users.
  • Pager cartridge 100 can be an integral component of interactive games that
  • a message (e.g., a game move or instruction) can be received by pager
  • the message can be utilized by a game program executed by game machine 10 or can
  • Last address redial 11. Save messages when pager powered off
  • Standard words and phrases e.g., fifty entries
  • Custom words and phrases e.g., twenty entries
  • Standard graphics and symbols e.g., twenty-five entries
  • Custom graphics and symbols e.g., ten entries
  • Custom address book e.g., ten entries + portable memory cartridge
  • Portable message/game storage portable memory cartridge
  • Phrases can be augmented and created by users to reflect their personal
  • a belt hook accessory to easy transport • Pager device may be bundled with introductory message card
  • pager cartridge 100 is a stand-alone accessory
  • cartridge 100 notifies the user that a message has been received, thereby prompting
  • pager cartridge 100 itself includes a built-in
  • blank read/write memory cartridges can be used to augment internal memory for
  • memory cartridges also permit the sharing of games and game information among
  • GPS global positioning system
  • GPS is a satellite-based radio navigation system developed and
  • GPS utilizes satellites that are
  • the satellites continuously broadcast position and time
  • the GPS cartridge includes, among other things, an antenna, a receiver, a
  • each GPS satellite transmits an accurate position and time signal.
  • circuitry of the GPS cartridge measures the time delay for the signal to reach the
  • FIGURE 13 is a block diagram showing the components mounted on a printed
  • components include a receiving antenna 203, a GPS receiver 205, a GPS demodulator
  • GPS receiver 205 transmitted from GPS satellites are received by GPS receiver 205 through antenna
  • GPS demodulator 207 demodulated by GPS demodulator 207 and supplied to GPS control circuit 209.
  • control circuit 209 generates user position information (longitude, latitude and
  • Memory 211 contains the control
  • control circuit 209 for calculating the user position information
  • Memory 211 is also usable by control circuit 209
  • Memory 211 will generally comprise a read only memory
  • Memory 211 may also store one or more
  • machine 10 may execute video game programs (including those stored in memory
  • Interface 213 provides for communication between the GPS cartridge 200 and
  • Example GPS cartridge 200 includes electrical contacts
  • GPS cartridge 200 may be electrically

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Mobile Radio Communication Systems (AREA)

Abstract

A pager cartridge for use with a game machine having a game program executing processing system including a microprocessor to execute a video game program and player controls operable by a player to generate video game control signals. The pager cartridge includes radio circuitry configured to receive messages containing video game program instructions transmitted via a paging system and a connector that, in use, electrically connects the pager cartridge to the game machine.

Description

PORTABLE GAME MACHINE
RELATED APPLICATION
This application claims domestic priority in accordance with the provisions of
35 U.S.C. Section 119(e) from provisional Application No. 60/158,045, filed on
October 7, 1999, the contents of which are incorporated herein in their entirety.
FIELD OF THE INVENTION
This invention generally relates to a portable game machine and, more
particularly, to a portable game machine that is selectively configurable for one or
more different operations such as wireless communications, global positioning, image
capturing and combinations thereof.
BACKGROUND AND SUMMARY OF THE INVENTION
Over the years, portable (or hand-held) game machines have been (and
continue to be) very popular. Typically, these portable game machines include a
hand-held game machine housing a processing unit and associated hardware for
running a game program, and include a display for displaying images of the game.
The game program itself is typically contained in a game program memory such as,
for example, a semiconductor memory (e.g., ROM, EPROM, etc.) that is part of a
removable cartridge. By storing the game program in a removable cartridge, the user
can conveniently and easily change the game being played by simply exchanging one
cartridge with another, different cartridge containing a different game. Examples of portable game machines are the "Game Boy®" and "Game Boy® Color" products
manufactured and sold by Nintendo of America Inc.
Generally, the functionality of conventional portable game machines of the
type described above is directed to executing the game that is contained in the game
program memory of a particular removable cartridge. In addition, these game
machines are sometimes configured to permit games having a two-player mode to be
played. In one such implementation, two portable game machines are connected
together by a cable. In another implementation, infrared communications between
two portable game machines are used. However, both of these implementations
require that the portable game machines be in physical proximity to each other.
Thus, it would be desirable to provide a portable game machine that provides
enhanced multi-player capabilities through communications with other game
machines, portable or otherwise. It would also be desirable to provide a portable
game machine to which game updates, new game levels and new games can be easily
communicated and to take advantage of the existing portable game machine hardware
and user interface as a basis for additional communications capabilities. It would
further be desirable to provide these enhanced capabilities to other gaming systems
such as console game machines that are connected to a user's television set.
Thus, in accordance with one aspect of the invention, a pager cartridge is
provided for use with a game machine having a game program executing processing
system including a microprocessor to execute a video game program and player
controls operable by a player to generate video game control signals. The pager
cartridge includes radio circuitry configured to receive messages containing video game program instructions transmitted via a paging system, and a connector that, in
use, electrically connects the pager cartridge to the game machine.
In accordance with another aspect of the present invention, a global
positioning system (GPS) cartridge is provided for use with a game machine having a
game program executing processing system including a microprocessor to execute a
video game program and player controls operable by a player to generate video game
control signals. The GPS cartridge includes GPS circuitry configured to determine
position based on signals received from GPS satellites and a connector that, in use,
electrically connects the GPS cartridge to the game machine so that the position
determined by the GPS circuitry is usable during execution of the video game
program..
In accordance with another aspect of the present invention, a game machine is
provided with radio circuitry configured to transmit messages via a paging system and
digital camera circuitry configured to capture an image. A user interface enables a
user to provide inputs to the game machine and a processing system is operable in
response to user inputs to cause the image captured by the digital camera to be
transmitted as part of a message via the paging system.
In accordance with another aspect of the present invention, a game machine is
provided with radio circuitry configured to transmit and receive messages via a paging
system, a user interface enabling a user to provide inputs to the game machine, and a
memory for storing message credits. A processing system is operable in response to
user inputs to transmit messages via the paging system if sufficient message credits
are stored in the memory. Still other features and advantages of the present invention will become more
apparent from the following detailed description when read in conjunction with the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIGURES 1A-1C show an example portable (handheld) game machine.
FIGURE 2 is an overall block diagram of the game cartridge and the game
machine shown in FIGURE 1.
FIGURE 3 illustrates a portable game machine and a pager selectively
attachable to the portable game machine.
FIGURE 4 illustrates a two-way paging system in which the present invention
may be implemented.
FIGURE 5 A and 5B are block diagrams of example pager cartridges 100
usable in the two-way paging system of FIGURE 4.
FIGURES 6A-6J show various physical configurations of pager cartridge 100.
FIGURE 7 is a conceptual block diagram of an interface for pager cartridge
100 when it is connected to game machine 10.
FIGURES 8A-8H show various screens that are part of the interface
conceptually shown in FIGURE 7.
FIGURES 9A-9C show various screens in Pager World.
FIGURE 10 is diagram of an example bus multiplexer and address decoder
usable in pager cartridge 100.
FIGURE 11 A illustrates sample conversations and FIGURE 1 IB illustrates
sample chat codes. FIGURES 1 lC-1 IN illustrate cards used for symbola.
FIGURES 12A and 12B show message cards usable with pager cartridge 100.
FIGURE 13 is a block diagram of a GPS cartridge 200.
FIGURES 14 and 15 are external perspective views showing the structure of a
digital camera cartridge 300.
FIGURE 16 is an exploded view showing the digital camera cartridge 300 of
FIGURES 8 and 9.
FIGURE 17 is a block diagram of a digital camera cartridge 300.
FIGURE 18 is a block diagram of a read/write memory cartridge 400
FIGURES 19A-19C show example alternative compatible implementations.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
The present invention is described in the context of example embodiments.
However, the scope of the invention is not limited to these particular example
embodiments. Rather, the example embodiments merely serve to illustrate various
principles and characteristics of the present invention.
FIGURES 1A, IB and IC show an example portable (hand-held) color display
game machine (hereinafter, referred to simply as "game machine") 10 that displays
game characters in color on a color liquid crystal display (LCD) 16 when a color-
ready game cartridge 12 is selectively inserted into a slot 18 (see FIGURE IC). The
color LCD 16 displays characters using, for example, up to a maximum of 56 colors if
the color-ready game cartridge 12 is inserted into the game machine 10. Game
machine 10 may also be configured to receive monochrome game cartridges (not
shown) and to display monochrome characters on LCD 16. Example game machine 10 may, for example, be a GameBoy® Color game machine, although it will be
readily recognized that the features described below are readily applicable to other
portable game machines.
With reference to FIGURE 2, game machine 10 includes color LCD 16 as
described above. Color LCD 16 is formed as a dot matrix display and is driven by
LCD drivers 22 and 24 to display color images on its screen. LCD driver 22
selectively drives, for example, the rows of the dot matrix display and LCD driver 24
selectively drives, for example, the columns of the dot matrix display. LCD drivers
22, 24 are supplied with color image signals from a color display processing circuit 28
included in a central processing unit (CPU) 26.
CPU 26 further includes a CPU core 30 that is connected to an internal read
only memory (ROM) 32 and an internal random access memory (RAM) 34. Internal
RAM 34 is used as a work memory of CPU core 30. CPU 26 further includes a basic
oscillator 36. Basic oscillator 36 is formed of, for example, a quartz oscillator, and
supplies an oscillating signal to a programmable frequency divider 38. Programmable
frequency divider 38 divides the oscillating signal from basic oscillator 36 in
accordance with frequency division data from CPU core 30, and supplies a divided
signal as a clock of CPU core 30.
A connector 40 is connected to CPU 26 by an appropriate bus. Game
cartridge 12 shown in FIGURE 1 is selectively attachable to connector 40. Game
cartridge 12 is preferably in the form of a replaceable memory cartridge insertable into
slot 18 of game machine 10. Game cartridge 12 may be in the form of a plastic
housing that encases a printed circuit board. The printed circuit board has a connector
defining a number of electrical contacts. When game cartridge 12 is inserted into slot 18 of game machine 10, the cartridge electrical contacts mate with corresponding
"edge connector" electrical contacts within game machine 10. This action electrically
connects the printed circuit board contained within the plastic housing to the
electronics within game machine 10. In this example, the printed circuit board of
game cartridge 12 at least includes a read-only memory (ROM) 42 and a read/write
memory (e.g., SRAM) 46. ROM 42 stores instructions and other information
pertaining to a particular video game. ROM 42 for one game cartridge 12 may, for
example, contain instructions and other information for an adventure game while the
ROM of another game cartridge 12 may contain instructions and other information for
a car race game, an educational game, etc. To play a game, a user of game machine
10 need only plug the appropriate game cartridge into slot 18 of game machine 10 -
thereby connecting the cartridge's ROM 42 (and other any circuitry it may contain) to
game machine 10. This enables the game machine circuitry to access information
contained with ROM 42 (and read/write memory 46), which information controls the
game machine to play the appropriate video game by displaying images and
reproducing sound as specified under control of the ROM game program information.
Read/write memory 46 is used to store data such as game backup data.
CPU 26 is supplied with operation signals from operating keys 48a-48e.
Operating key 48a is used, among other things, to move a game character displayed
on color LCD 16 in four directions, that is, upward, downward, right and left.
Operating key 48b is a select key that is used for, for example, game mode selection
and the like. Operating key 48c is a start key that is used to start playing the game or
to temporarily stop the progress of the game. Operating keys 48d, 48e are push¬
button switches. By pushing operating keys 48d, 48e, it is possible to cause various motions of the game characters displayed on color LCD 16, for example, a weapon
use, a jump and the like. Operating keys 48a-48e are disposed in a forward surface of
game machine 10 as shown in FIGURE IB. Operating keys 48a-48e are also usable
in connection with various features described below. A key matrix (not shown) is
provided for sending CPU 26 the operation signals from operating keys 48a-48e as
controller data.
Batteries (not shown) (e.g., 2 AA batteries) provide power for game machine
10. A power indicator LED 19 (see FIGURE IB) may dim as the batteries lose their
charge, thereby providing a visual indication to the user that new batteries are needed.
Game machine 10 may also be configured for connection to an AC adapter to permit
extended use without batteries.
In accordance with the game program, character data supplied from game
cartridge 12 and the controller data from operating keys 48a-48e, CPU 26 executes
data processing and writes display data into a display RAM 52, using an extended
RAM 50 when necessary. The display RAM 52 has two banks, that is, a first bank
and a second bank, and has, as a whole, a storage area that is greater than the display
area of color LCD 16, thereby enabling a scrolling display upward and downward
and/or rightward and leftward on the screen of color LCD 16. As a result of the data
processing by CPU 26, sound signals to be output are adjusted in level by volume
controls 54 and 56, and then outputted to a speaker 58 and/or an earphone jack 60.
Sound signals output from speaker 58 and/or earphone jack 60 include game sound
effects, voices and music.
Generally speaking, to use game machine 10 to play a game, a user selects a
game cartridge 12 containing a desired video game, and inserts that game cartridge into slot 18 of game machine 10, thereby electrically connecting ROM 42 and other
cartridge electronics to game machine 10. The user then operates a power switch 21
(see FIGURE IB) to turn on game machine 10 and operates operating keys 48a-48e to
control video game play. For example, depressing operating key 48c may cause the
video game to start playing. Actuating operating key 48a may cause animated
characters to move on color LCD 16 in controllably different directions.
Additional features of game machine 10 may be found in Application Serial
No. 09/321,201, filed May 27, 1999, the contents of which are incorporated herein in
their entirety.
As will be explained in greater detail, cartridges other game cartridges are
insertable into slot 18 of game machine 10. One illustrative example is a cartridge
that houses the elements of a two-way pager. Like game cartridge 12, the pager
cartridge includes a plastic housing that encases a printed circuit board on which is
mounted the components of the pager. This printed circuit board of the pager
cartridge has a connector defining a number of electrical contacts that mate with the
corresponding edge connector electrical contacts within the game machine 10 when
the pager cartridge is inserted into the slot of the game machine. This electrical
connection between the pager cartridge and the game machine permits the
implementation of many advantageous features that will be described in greater detail
below.
In an example implementation, the pager cartridge is itself provided with a slot
for receiving a cartridge such as a game cartridge. The slot of the pager cartridge is
provided with "edge connector" electrical contacts that mate with the electrical
contacts of the cartridge inserted therein. In this way, a game cartridge 12 may be "piggy-backed" onto the pager cartridge when the pager cartridge is inserted into slot
18 of game machine 10. The edge connector electrical contacts of the pager cartridge
are connected via a bus to those electrical contacts of the pager cartridge that mate
with the edge connector electrical contacts of game machine 10. In this way, ROM 42
of game cartridge 12 (and any other circuitry game cartridge 12 may contain) is
electrically connected to game machine 10 and a user may play the game stored on
game cartridge 12 even when the pager cartridge is attached to game machine 10.
As will be further described below, cartridges including the components of a
global position system (GPS), or of a digital camera, or of a read/write memory may
also be piggy-backed onto the pager cartridge when the pager cartridge is inserted into
the slot of game machine 10.
FIGURE 3 illustrates a pager cartridge 100 that is selectively attachable to
game machine 10 via connector 40. Generally speaking, paging systems are well-
known in the art. For example, with reference to FIGURE 4, U.S. Patent No.
5,805,077 discloses a two-way paging system 101 that includes paging stations 103,
paging terminals 105, public switched telephone network (PSTN) 107, paging
receivers 109 and a pager 111. While only two paging terminals 105 are shown, a
paging system may include many paging terminals. Likewise, the number of other
components of paging system 101 is merely illustrative.
Paging stations 103 are also referred to as base stations or paging transmitters.
In operation, callers who wish to page a system user use PSTN 107 to call the system
user's pager telephone number. In a system including pager-equipped portable game
machines, a computer of the game content provider may be connected to PSTN 107.
Alternatively, pages can be originated through a computer network directly connected to a paging terminal. The call is routed, perhaps through a plurality of paging
terminals, from PSTN 107 to paging terminal 105 that formulates a page. The page is
distributed over a communications network to each of paging stations 103. Paging
stations 103 in turn transmit the page throughout the geographic coverage area of
paging system 101. For example, the page may be broadcast over radio waves on a
dedicated frequency. The paging system may operate using any well-known protocol
such as Flex, ReFlex (e.g., ReFlex 25) or POCSAG.
If pager cartridge 100 is within the geographic coverage area of paging system
101, pager cartridge 100 receives the page and processes the message embedded
within the page. Generally, pager cartridge 100 also includes a vibrating or beeping
mechanism to inform the person carrying the pager that he or she has received a
message. Pager cartridge 100 may itself be configured to communicate messages
(visually and/or aurally) to the user.
In accordance with one aspect of the present invention, pager cartridge 100
shown in FIGURE 4 is provided as a pager cartridge 100 that is insertable into slot 18
of game machine 10. Pager cartridge 100 is configured to transfer messages received
over paging system 101 to game machine 10 when pager cartridge 100 is inserted into
slot 18 of game machine 10. In this case, game machine 10 communicates (visually
and/or aurally) the messages to the user. In some cases, the messages relate to game
playing aspects of the game machine and such messages are used by game machine 10
to update or modify certain of these game playing aspects as will be described in
greater detail below.
In the two-way paging system, pager cartridge 100 is configured to broadcast
back to paging receivers 109 an acknowledgment signal that informs paging terminal 105 that the page has been successfully received. Pager cartridge 100 may also
initiate other types of messages that are unsolicited and are not acknowledgments for
received messages. Various examples of these messages will be described in greater
detail below.
FIGURE 5 A is a generalized block diagram of one example pager cartridge
100. Pager cartridge 100 includes an antenna 130 connected to a conventional radio
section 132 for receiving and sending messages. While certain features of the system
described below utilize the capability of pager cartridge 100 to send messages, it will
be apparent that not all features depend on this capability and the present invention is
not limited to the use of a two-way pager cartridge. Thus, the present invention
contemplates that a one-way pager cartridge may be utilized in some implementations.
Notification circuitry 134 provides notification to the user that a message has been
received. Notification circuitry 134 may be implemented as a vibration circuit that is
controlled by control circuit 136 to vibrate when a message is received. Notification
circuit 134 may alternatively or additionally be implemented as a beeper circuit that is
controlled by control circuit 136 to beep when a message is received. As suggested,
notification circuit 134 may in fact comprise a number of different elements for
notifying the user that a message has been received. A user may selectively
enable/disable the notification circuit 134 using input circuitry 138. Control circuit
136 controls a display driver 140 to cause display 142 to display received messages.
Display 142 may be a liquid crystal display and may be provided with backlighting, if
desired. Because pager cartridge 100 is connectable to game machine 10 for
communicating messages, display driver 140 and display 142 may be omitted or
simplified. A power supply 144 such as one or more batteries supplies power to the components of pager cartridge 100 requiring power. The connections of power supply
144 shown in FIGURE 5 are for illustrative purposes only and the need for power by
the components of the pager and the manner of supplying the needed power thereto
will be readily apparent to those of ordinary skill in the art. Pager cartridge 100 may
also be provided with an indicator (not shown) for indicating the power supply level,
thereby prompting the user when, for example, new batteries are needed.
Alternatively or in addition, a periodic beep (e.g., every 30 minutes) may be generated
and output by speaker 149 when the power supply level decreases below a certain
level.
Pager cartridge 100 includes a memory 145 for storing software used in the
pager operations, including at least some of the various operations described below. It
is of course possible to store the software for implementing at least some of these
operations in the memory of game machine 10. However, storing such software in
memory 145 of pager cartridge 100 facilitates use of the pager cartridge with existing
game machines. Memory 145 also stores other data such as available message unit
data (message credits), persona character data, messages, etc. Memory 145 may be a
combination of read/write and read only memory. Finally, memory 145 may store
one or more video game programs that are executable by CPU 26 of game machine
10. Game machine 10 may execute video game programs (including those stored in
memory 145) in accordance with one or more instructions contained in received
messages.
Pager cartridge 100 is provided with first and second connectors 146 and 148.
First connector 146 is configured to permit pager cartridge 100 to be selectively
attached and electrically connected to game machine 10 via the connector 40 of game machine 10. In this way, the electronic components of the pager cartridge are
accessible to and controllable by CPU 26 of game machine 10 and data (including
messages) can be communicated between pager cartridge 100 and game machine 10.
Second connector 148 permits game cartridges, read/write memory cartridges, digital
cameras cartridges, GPS cartridges and the like to be electrically comiected ("piggy¬
backed") to pager cartridge 100 and, via connector 146 of pager cartridge 100, to
game machine 10.
FIGURE 5B is a block diagram of another example pager cartridge 100. The
example pager cartridge of FIGURE 5B includes:
a connector 900,
a pass-through connector 902,
a battery (power source) 904,
a power converter 906,
a game machine interface 908,
a mask ROM 910,
a codec/DSP section 912,
bandpass filter, RF mixer and dual PLL section 914,
crystal 916,
transmitter 918,
receiver 920, and
antenna 922.
Connector 900 connects the pager cartridge to portable game machine 10.
Pass-through connector 902 provides a connection to the portable game machine for
game cartridges piggy-backed onto the pager cartridge. This allows CPU 26 of game machine 10 to access game programs stored in the piggy-backed game cartridges so
that games can be played even when the pager cartridge is inserted into slot 18 of
game machine 10. Game machine interface 908 interfaces game machine 10 to the
communication circuitry of the pager cartridge and the mask ROM 910 of the pager
cartridge. Mask ROM 910 stores various programs that are loaded into the main
memory map of the portable game machine. These programs are described in greater
detail below. Codec/DSP 912 section encodes/decodes and processes messages
transmitted and received by the pager cartridge. Bandpass filter, RF mixer and dual
PLL 914 section filters and upconverts/downconverts messages transmitted and
received by the pager cartridge. Transmitter 916 transmits messages via anteima 922
and receiver 918 receives messages via antenna 922. Battery 904 provides power for
the components of the pager cartridge and power converter 906 converts the power
from battery 904 to a level suitable for application to the pager cartridge components.
Crystal 916 is used to generate a clock signal usable by bandpass filter, RF mixer and
dual PLL section 914.
Example transmitter 916 has the following characteristics:
• Frequency bands: 896 - 902 MHz
• Transmit power - 1 watt
• Bit rate - 9600 bps
• Channel spacing - 12.5 kHz
• Frequency stability - 0.5 PPM
• Signaling - FSK
Example receiver 918 has the following characteristics:
• Frequency bands: 929 - 941 MHz • Channel spacing: 25 kHz
• Bit rate: 6400 bps
• Signaling: FSK
Pager cartridge 100 is operable in AWAKE, SLEEP, and OFF modes. In
AWAKE mode, full pager cartridge functionality is available. In SLEEP (non-
display) mode, pager cartridge 100 has limited functionality, but does operate to
receive messages (e.g., marketing information, game information, customer-solicited
information, un-solicited information). In OFF mode, pager cartridge 100 is powered
down and no functionality is available. The paging system operator (service provider)
maintains messages for pager cartridge 100 for a predetermined period of time (e.g.,
72 hours). If the user does not place the pager cartridge in the SLEEP mode or the
AWAKE mode within 72 hours, the messages will be lost.
FIGURES 6A-6R show various example physical configurations of pager
cartridge 100. FIGURE 6 A shows a front perspective view of pager cartridge 100 and
FIGURE 6B shows a rear perspective view of pager cartridge 100. FIGURE 6A
shows connector 146 for connecting pager cartridge 100 to game machine 10 and a
user interface 163. As shown most clearly in FIGURES 6C and 6D, pager cartridge
100 may be provided with a protective flap 167 that is moveable between an open
position (shown in FIGURE 6C) and a closed position (shown in FIGURE 6B).
When protective flap 167 is in the open position, a slot 169 is accessible for, in use,
receiving game cartridges, read/write memory cartridges, digital camera cartridges,
GPS cartridges and the like. FIGURE 6D shows a game cartridge 12 positioned in the
slot 169. By "piggy-backing" a game cartridge 12 onto pager cartridge 100, a user can
use game machine 10 to execute a game program contained on game cartridge 12 even while pager cartridge 100 is attached to game machine 10. This "piggy-back"
configuration also allows for different activities to be performed simultaneously (e.g.,
paging activities and the playing of games). For example, while a player uses the
game machine to play a game contained on the game cartridge, pager cartridge 100
can receive messages such as, for example, stock price quotations or sports scores.
These messages may be displayed to player during game play (e.g., by a scrolling or
overlaying a message (or a "re" line of a message) across display 16 of game machine
10). Alternatively, an indication (such as a graphical message icon) may be provided
on display 16 of game machine 10 to indicate to the player that a message has been
received. The player can then decide, for example, to suspend (or end) game play and
view the message. After the message has been viewed, suspended game play may be
resumed. FIGURE 6E shows a pager cartridge 100 having the physical configuration
shown in FIGURES 6A-6D connected to game machine 10. FIGURES 6F-6J are wire
drawings showing various physical implementations of pager cartridges 100
connected to game machine 10.
As noted, the "piggy-back" configuration allows a player to play a game
contained on a game cartridge 12 while pager cartridge 100 is connected to game
machine 10. In the case in which a read/write memory cartridge is "piggy-backed" to
game machine 10 via pager cartridge 100, game machine 10 can read/write data such
as high score data, suspended game settings and the like from/to the read/write
memory cartridge. Similarly, in the case in which a digital camera cartridge is
"piggy-backed" to game machine 10 via pager cartridge 100, digital images may be
captured by the camera and used by game machine 10 and/or transmitted as a message
using pager cartridge 100. If the digital camera cartridge is configured to capture sounds, these captured sounds may be used by game machine 10 and/or transmitted as
a message using pager cartridge 100. Of course, a separate "sound card" may be
"piggy-backed" to game machine 10 via pager cartridge 100.
Example Operations
A pager-equipped portable game machine may include (but is not limited to)
the following features:
• a plug-in two-way pager,
• sending and receiving of alphanumeric pages,
• sending and receiving of e-mail messages,
• receive broadcasts such as news broadcasts,
• allow playing of pager-compatible games (e.g., network games),
• provide real time clock and calendar,
• play mini-games,
• creation of personal persona, and
• playing of conventional games.
In accordance with one example, pager cartridge 100 provides a two-way
paging device that has the ability to receive messages from other users in the paging
system as well as from the paging system operator. The pagers in the system are
individually and collectively addressable to and from standard telephones, PC-
Internet, facsimile machines and other pagers. Messages from the paging system
operator may be sent to all users in the paging system, to certain groups of users in the
paging system or to a particular user in the paging system. The system operator
messages may be transmitted during off-peak messaging hours (such as night-time)
when air time and bandwidth are less of a transmission issue and more cost-effective. The system operator messages may include by way of example, but not limitation,
mini-games, special game levels, sample games, game tips and hints, system operator
information, general game news, advertising, and promotional information. Other
messages may include e-mail, stock price quotations, sports scores, news updates, and
customer-requested information (e.g., top movies of the week, top songs of the week).
Apart from traditional paging functions, pager cartridge 100 can be used in
game playing. It will be appreciated that the system operator does not necessarily
generate the game playing content. The system operator may simply provide the
paging infrastructure on a contract basis with the game content provider. The game
content provider may be a game marketer, a game developer, a game retailer, a game
equipment manufacturer, or licensees of any or all of these.
Two illustrative, but non-limiting, applications of pager cartridge 100 to game
playing are in Multiple User Dungeon (MUD) games and virtual pets. Generally
speaking, MUDs are Internet-based on-line exploration and quest games in which an
open-ended number of players simultaneously exist in the same game world, sharing
experiences and adventures. MUD games exist in all genres, from fantasy to science
fiction and all point in-between, and come in countless formats from text-based to
fully graphical. Some currently popular Internet MUDs include Ultima Online
(Electronic Arts/Origin), Everquest (Sony 989 Studios), Darkness Falls
(Gamestorm/AOL/Kesmai) and Cosrin (AOL). While MUDs vary greatly in
appearance and content, MUDs generally share the following key components:
• Exploration and adventure
• Chat and community interaction
• Character growth • Perpetual, dynamic worlds that grow, adapt and change
In one implementation, the user of pager cartridge 100 becomes a player in
what will be referred to hereinafter as Pager World, a virtual community for the
network of all users having pager cartridges 100. Players are represented in
Pager World by a "persona character" and it is this character that all other Pager World
players will see, for example, when messages are received. Over time, this persona
character will become ever more unique to the particular player. As players interact
with other players in PagerWorld (e.g., by sending messages and playing games),
players will share the fun and excitement of discovering new items, skills and
appearances as their persona characters gain experience.
Players read and send messages from the main PagerWorld screen, this screen
serving as "communication central." From this screen, the player can choose a portal
and actually step into a nation-wide or world- wide community of other PagerWorld
players. PagerWorld is the hub for communications, becoming a central meeting
place to find friends and share messages. Visually, it can be thought of as a carnival
midway where players walk their persona characters in a world featuring attractions
and sideshows. Players can find pen-pals, view message boards, check high-score
lists and play games with others. PagerWorld also contains games and quests with
prizes for victorious persona characters.
Via downloads from the system operator at regular intervals, new areas of
PagerWorld may open, revealing new games and quests. Players can explore new
lands and find items or powers for their persona characters that will be unique to
them. PagerWorld can be implemented in a manner that emphasizes the growth and
daily care of a player's persona character. The player can care for his/her persona character as he/she would care for a virtual pet, as well as participate with others to
improve the skills and add to the virtual possessions of the persona character.
FIGURE 7 is a conceptual block diagram of an interface for pager cartridge
100 when it is connected to game machine 10. Turning on pager cartridge 100 when
it is connected to game machine 10 takes the player to a main PagerWorld screen 200.
This screen is the starting point for every user session. First, the player is greeted by
his/her persona character. The representation of the persona character may be present
on each screen throughout the session. The persona character may in fact be the
featured element on the screen and function as a sort of "pager" tour guide.
FIGURE 8 A shows an illustrative, but non-limiting, implementation of the
main screen 200. Along with the player's persona character 202, main screen 200
includes a dialog box 204 informing the player about the number of incoming, unread
messages and other status indicators and four icons 206, 208, 210 and 212. Icon 206
("My Persona") is a face; icon 208 is a book ("Pager Lingo"); icon 210 is an
unopened envelope ("Message Center"); and icon 212 is a globe ("PagerWorld").
These icons provide the player four choices.
Selecting book icon 208 (e.g., via appropriate manipulation of one or more of
operating keys 48a-48e) brings the user to a screen 220 shown in FIGURE 8B.
Screen 220 permits the user to review their dictionary of words and symbols. Players
can trade word symbols, build phrases and decode messages. This "personal
language" is important to communication between players of PagerWorld. Players
can create encoded messages as well as use symbols to represent entire phrases, hence
streamlining their messaging and reducing message costs. Icons 222 and 224 permit
the user to create associations between words/phrases (e.g., phone) and symbols (e.g., ). The symbols may, for example, be symbols obtained from messages, from the
memory of the game machine or from a read/write memory cartridge or a game
cartridge piggy-backed onto pager cartridge 100. The words or phrases may be
generated using, for example, a virtual keyboard displayed on display 16 of game
machine 10 and selections made using one or more of operating keys 48a-48e.
Selecting an unopened envelope icon 210 brings the user to a screen 230
shown in FIGURE 8C. Screen 230 is the "Message Center" and permits users, among
other things, to read their messages and to compose and send new messages. The
Message Center screen features a window 232 that lists unread messages. Selecting a
message takes the user to a Read Message screen 250 shown in FIGURE 8D.
Message Center screen 230 contains four icons: a File Cabinet icon 234; a Quill icon
236; an Address Book icon 238; and an Account Meter icon 240. Selecting File
Cabinet icon 234 takes the user to a File Cabinet screen 270 shown in FIGURE 8E;
selecting Quill icon 236 takes the user to a Compose Message screen 290 shown in
FIGURE 8F; and selecting Address Book icon 238 takes the user to an Address Book
screen 309 shown in FIGURE 8G.
Account Meter icon 240 is a graphical representation of the user's account
balance. As messages are sent, this meter will decline. As new message time
("airtime" or "message credits") is purchased (as will be described in greater detail
below), the meter will increase accordingly. Of course, the meter is but one way of
displaying data indicative of the user's account balance and it will be apparent that
other textual and graphical representations may be used. A graphical or textual
reminder to obtain additional message credits may be generated on display 16 of game machine 10 when the user's account balance decreases below some predetermined
amount.
Read Message screen 250 is shown in FIGURE 8D. When a message is
selected from Message Center screen 230, the contents of the message appear, along
with the user's persona character and "handle" of the person that sent the message.
Throughout the Message Center operations, the displayed icons generally remain
consistent. However, when a user accesses Read Message screen 250 to read a
message, a Trash Can icon 252 also appears. Trash Can icon 252 allows users to
discard messages they do not wish to keep. The system may, if desired, be configured
to provide a message archiving feature in which a user may archive messages to a
read/write memory cartridge piggy-backed into pager cartridge 100.
File Cabinet screen 270 is shown in FIGURE 8E and is similar in appearance
to main Message Center screen 230. File Cabinet screen 270 displays a list of saved
messages. In some implementations, the saved messages may be organized by topic.
Selecting a message opens up the message in Read Message screen 250 of FIGURE
8D.
Compose Message screen 290 is shown in FIGURE 8F and permits a user to
construct a message by choosing letters or by selecting symbols from his/her
dictionary of lingo symbols using icons 222 and 224. As noted above, letters may be
chosen using a combination of a virtual keyboard displayed on display 16 of game
machine 10 and user inputs via operating keys 48a-48e. A "Send To" window 292
allows the user to choose to whom the message will be sent. Users can type in
another user's handle or choose from the listings in their address book. A "Send Message" icon 294 also appears and allows the user to send the composed message
using the radio circuitry of pager cartridge 100.
Address Book screen 3091s shown in FIGURE 8G and provides a listing of
other users by their handles. Next to each handle is the persona character of the other
user as it appeared on his/her last communication with the user.
With reference again to Main Screen 200 shown in FIGURE 8A, choosing
Face icon 206 takes the user to a "My Persona" screen 330 shown in FIGURE 8H.
Here, a user may customize his/her persona character to his/her liking. A Bag icon
332 may be selected to show the user his/her inventory of items that can be purchased
or discovered on mini-adventures. A Coin icon 334 shows the number of coins that
the user has collected over time. The system also includes a "Handle Maker" option
that permits a user to alter their face (i.e., hair, node, eyes, mouth, etc.). This
capability may be implemented so that it can be accessed only at "boot-up" or it may
be implemented so that it is accessible at all times via the interface. The player can
simply choose what items he/she would like to be wearing and how he/she would like
his/her persona character to look. As the persona character gains experience, hence
coins and possessions, its look will become ever-more customized. Any time the user
sends a message, his/her persona character appears alongside the message on the other
user's screen. It is even possible to customize the persona character using image data
obtained with a digital camera cartridge.
Again with reference again to Main Screen 200 shown in FIGURE 8A,
selecting Globe icon 212 from Main Screen 200 transports the user's persona
character into PagerWorld. The implementation shown in FIGURES 9A and 9B is a
top-down view into a city in which the player can freely roam. At the center of PagerWorld is the "Midway." The Midway is a stretch of road that features several
buildings. Players can move their persona characters through PagerWorld using
operating keys 48a-48e, for example, and enter buildings freely. Illustrative, but non-
limiting examples of buildings that may be included in PagerWorld include:
• The Newscenter - This building permits a player to view news from the
service provider and to customize the amount and/or type of news downloaded
to the pager cartridge by the system operator, for example, each night.
• The Hub - This building is a place to learn the names of other players and
strike up a pen-pal communication.
• The Store - This building permits the player to purchase various items for the
persona character such as hats and clothing.
• The Gaming Center - The building permits players to meet and play games,
view high scores, etc.
As noted, this list of buildings is intended to be illustrative, not limiting. The
full design of PagerWorld will generally incorporate many other elements to take full
advantage of the system in order to create a community feel.
At regular intervals, PagerWorld is updated. In one implementation, these
PagerWorld updates are communicated to pager cartridge 100 via night-time
downloads when pager cartridge 100 is in SLEEP mode. When this occurs, new areas
are made available for the player to "adventure" within. These side-quests or mini-
adventures allow players to explore in order to collect coins and acquire unique items
and skills. These new areas may become a permanent part of PagerWorld or may be
available for limited periods of time (e.g., one week, one month, etc.). The game design for the mini-adventure may take the form of stand-alone
RPG/adventure and a series of transmissions in the form of "choose-your-path"
multiple-choice decisions. The player moves through the new areas in search of the
proper path to the best possible ending, with their decisions shaping how the
adventure unfolds.
For example, suppose when a player of PagerWorld wakes up and connects
pager cartridge 100 to game machine 10, he/she is informed by a message that the
"Haunted Castle" is now open in PagerWorld. Upon entering PagerWorld using the
above-described interface, the player would notice that a new pathway had opened up,
leading straight to a spooky tower on the outskirts of the midway as shown in
FIGURE 9C. During the course of the adventure, the player might encounter a fire
monster that stands before a critical juncture. The action taken by the player at this
point may depend on the situation and the experience of the persona character (e.g.,
does the persona character possess a water sword to slay the beast?). Depending on
these factors, the player may control his/her persona character to fight, flee or use
some item in the player's possession. The player makes a choice and sends it back to
the system operator via pager cartridge 100 in the form of a message. The
consequences of the player's decision are sent back in a message from the system
operator via pager cartridge 100 and the adventure continues. Each adventure
generally comprises a predetermined number of messages between the player and the
system operator (e.g., 8-10). There are several possible endings, some yielding coins,
others yielding items or other surprises. The adventures may also incorporate the
following illustrative, but non-limiting, ideas: • A limited number of the "best awards" per new adventure (e.g., only 20
players will win the special item)
• Teamwork-based adventures requiring input from multiple players with
complementary skills
• Tile-based worlds require small downloads. The tiles already exist within
pager cartridge 100 or game machine 10.
• Additional "adventure paks" could be sold, containing new tile sets, sounds
and item graphics.
When the portable game machine and the attached pager cartridge are turned
on, the main PagerWorld screen 200 is displayed. The users can then go to different
places (i.e., send a page, read news, play games) as described above. In an example
implementation using the page cartridge shown in FIGURE 5B, these programs are
stored in ROM 910. The programs and their I/O portions are loaded into the memory
map of portable game machine 10 so as to be accessible to CPU 26 of portable game
machine 10. Game machine interface 908 interfaces between pager cartridge 100 and
portable game machine 10. When a game cartridge is piggy-backed onto pager
cartridge 100, users can play the game independently via pass-through connector 902.
This capability may be provided using a switching mechanism that enables
appropriate communication of signals between portable machine 10 and the game
cartridge when the game cartridge is piggy-backed onto pager cartridge 100. An
example of such a switching mechanism that includes a mode control circuit 990, an
address decode circuit 992 and a bus multiplexer 994 is shown in FIGURE 10.
During game play using a non-pager-compatible game cartridge, if pager cartridge
100 receives an incoming message, the user is notified. The users can then retrieve the message by disconnecting the game cartridge from pager cartridge 100. During
game play using a pager-compatible ("pager-aware") game cartridge, incoming pages
may be processed or responded to immediately.
Example Intervention
The portable game machine equipped with a pager cartridge as described
above has the ability to wirelessly intervene in a video game either by result of a
player solicitation or an unsolicited action from another player (using a similar pager-
equipped portable game machine) on the fly - wherever the portable game machine is
operational. Because is a "message" is not real-time, but delayed time, the
interventions are magical, fun and, by nature, unpredictable. Interventions allow
players to equalize skills in games, making games more competitive. Interventions
can be solicited or unsolicited. An illustrative solicited intervention is a player
requesting help from a friend playing the same game. A player could, for example,
request a ladder to climb a wall to gain a prize or level or request more ammunition to
fight enemies. An illustrative unsolicited intervention is multiple players playing the
same game and sending "messages" to each other to disrupt game play and slow
competitors down. A player could, for example, destroy a bridge that a heroic game
character must cross to rescue a princess (thereby forcing another player to use
another route). A player could blow up an ammunition dump, depriving a competitor
of ammunition needed to win a battle (forcing the competitor to change game tactics
in order to survive).
The element of consequences to a solicitation adds additional intrigue for users
-players have to determine the value of what they will get for what they must trade in.
Solicited interventions may, for example, have a consequence (or cost) associated to it. For example, if a player requests a ladder, the player could trade an item for the
ladder or give up coins. In the case of unsolicited interventions, a game can have
hidden "supplies" available only for interventions in order to add more fun,
complexity and mystery to the game. To discourage abuse, game supplies could be
restricted to a quota of interventions per level or game to reduce messaging costs to
player.
The use of intervention requires that players know each other's address and are
playing the same game. Typically, this is relatively simple for users to coordinate.
Games may be provided with built-in capabilities to send and receive interventions
from pager-equipped portable game machines even though they may be great
distances from each other. Similarly, this technique could be used in "guest" games,
where players may be blind to each other. They would have to identify each other by
address in order to play. This could be accomplished by a bulletin-board service and
player sign-up roster. Additionally, a game content provider could intervene in games
automatically by having background pager messages generated by players during
game play that are sent to the game content provider. These messages would result in
a "tactical" return message from the game developer that would "magically" modify
their game. This element of surprise can be challenging, fun and rewarding for
players. To avoid unwanted message charges that might result from such background
messages, the user is preferably permitted to enable/disable this capability and/or to
set some limit to the number of such messages that is generated during game play.
This limit may be on a per game basis (e.g., 10 total background messages for the
game), a per game level basis (2 background messages for each level of the game), a per game playing session basis (e.g., 2 background messages each time a user plays
the game) or a real time basis (e.g., 3 background messages per week).
Example Embedded Game Codes and Tactics
Embedded game codes, characters and information provide opportunities for
outside assistance, changes and actions. The result is features that extend game
longevity, add to player enjoyment and increase playability.
Player Identification/ Address
Pager compatible games played with pager-equipped portable game machines
may be configured to automatically capture a player's address and persona
information. The ability to capture and transmit a player's address and persona
information can enable communications (e.g., to and from other players, to and from a
game content provider, etc.) that are (or appear to be) on an individual basis.
Moves
Programmers can embed special moves and items that can only be activated by
"messaging" and expand game play options. These special moves/items will have
value that could increase game scores or other rewards. This option can replace or
supplement traditional game codes that are normally posted in guide books and web
sites. For example, special messages from a game content provider may activate
special desirable/undesirable moves or items encouraging players to leave their pagers
on overnight to receive the "mysterious" special messages.
Levels and Paths
As with moves, new levels and paths can be secretly stored to enhance game
play, increase scores and rewards. Levels could be activated by messages from a
game content provider. Characters
Programmers can build in secret characters that can only be turned on by a
message from a game content provider. These characters, after activation, could be
captured and traded to other friends between pager-equipped portable game machines
or by a game link cable. The new characters could have special powers to help
players overcome obstacles in the game. For example, to gain access to levels or get
important game information, users could use a special character. When the user tries
to access this level without the special character, a message may appear in either a
hint or riddle to indicate to players that they must obtain and use the special character
to gain access.
Auto-Messaging
With the ability to capture user information, as players play their pager-
compatible games, background messages could be sent to a game content provider or
to other players as they progress through the games. If such messages are sent to a
game content provider, the game content provider could respond uniquely and directly
to players. This creates opportunities for the game content provider to intervene
appropriately at various stages of the game to insert changes, tasks or characters and
to enhance game play. Two or more people playing the same game could have
different game experiences at the same time.
As mentioned above, to avoid unwanted message charges that might result
from such background messages, the user is preferably permitted to enable/disable
this capability and/or to set some limit to the number of such messages that is
generated during game play.
What Next? This feature provides an opportunity or ability for players to request help from
a game content provider. This is essentially an on-line "help" option - and at the end
of the game, users would see if they finished without getting any help at all. For
example, a "Help" sign post could exit throughout (or at certain times during) a game.
When the user clicks on the "Help" sign post, they could get information about the
best route to follow, how to defeat the enemy, etc.
Randomly Hidden Collectibles
Hidden collectibles can be put into the game that are activated by messages,
both solicited and unsolicited. These could be traded with friends and competitors.
Some collectibles could be dangerous to game play, others beneficial. A random (or
seeded) process may be used for the characters. Thus, not all game would have the
same capability to receive characters or adventures. This would encourage players to
message other players to receive or get rid of desirable/undesirable collectibles. This
enables the creation of a wireless trading community - users could trade information
across a room or across a state.
The use of embedded codes, characters and information offers a unique
opportunity for game content providers to create value-added entertainment in games,
thereby enhancing the enjoyment of games by the players. Hidden collectibles also
add a wireless dimension to trading and collecting. A game's life can be extended and
repeat experiences avoided by adding new activities, characters and levels into games.
The element of surprise, and communications with other players and the game content
provider, helps players become involved in the gaming experience by maintaining a
high level of enjoyment and challenge. The use of embedded codes is also applicable to modem applications.
However, the use of such codes with a pager-equipped portable game machine offers a
spontaneous - across the room to across the nation - interactive gaming experience. A
modem hook-up requires the portable game machine (an inherently portable device)
be treated as a hardwired product. The pager-equipped portable game machine
described herein does not have such limitations. It can be used almost anywhere,
keeping the game machine portable all the time.
Messages
The system also enables bi-directional transmission of messages with images
and sound bytes to other pagers in the network using, for example, a digital camera
cartridge in combination with a pager cartridge. The image and sound data may be
compressed/decompressed in accordance with well-known
compression/decompression techniques to more effectively utilize the available
bandwidth.
Libraries of words, phrases, sound bytes and standard graphic elements (e.g.,
hearts, spades, a boat) supplemented by user-generated custom libraries of words,
phrases and graphics add to the speed, ease and fun of messaging by introducing
emotions and images into "conversations". FIGURE 11A illustrates examples of
conversations using pagers in accordance with the present invention. It can be seen
that by using "coding", the length of the messages may be reduced. Since message
charges are generally based on the number of characters in the message (by way of
illustration, not by way of limitation, $0.0625 for 10 characters), the use of coding to
reduce message length can reduce message charges. FIGURE 1 IB illustrates sample chat codes. Again, it can seen that the use of some of these chat codes reduces the
number of characters in a message, thereby reducing message charges.
The codes may be used to develop a "language" and to create a "grammar" for
that language. The language and/or grammar may be unique to two users or two some
small group of users and permits communication of messages that will only be
understood by the users with knowledge of the language and grammar. One way of
developing this language and/or grammar is using symbola as will be explained in
greater detail below.
FIGURES 1 lC-1 IE show examples of symbola on cards that may be
distributed or sold (e.g., at retail outlets) to those wishing to communicate using
symbola. It is also possible to generate "on-line" cards that may be downloaded and
printed out using a user's personal computer. To enhance collectability or desirability,
the cards may be provided with themes (e.g., Western, Asian, Ancient Egypt, etc.) or
other graphics. The card of FIGURE 1 IC shows an upwardly directed arrow that
means "You"; the card of FIGURE 1 ID shows an ear that means "Ear or "Hearing";
and the card of FIGURE 1 IE shows a downwardly directed arrow that means "Me" or
"I". The cards can be viewed as constituting part of a symbola dictionary.
Certain symbols may be added to each of the symbola to change or vary its
meaning. For example, these added symbols may make the symbola an adjective or
may make the symbola indicative of a feeling, an action and the like. Examples of
such added symbols are shown in FIGURES 11F-11H. With reference to FIGURE
1 IF, positioning a star (*) at the upper left corner of the upwardly directed arrow
changes the meaning of "You" to "Your" or "To You". With reference to FIGURE
11G, positioning a star (*) at the upper left corner of the ear changes the meaning of "Ear" or "Listen" to "To Hear" or "To Listen". With reference to FIGURE 1 IH,
positioning a star (*) at the upper left corner of the downwardly directed arrow
changes the meaning of "Me" or "I" to "Mine" or "To Me". Each of the cards shown
in FIGURES 11 -1 IH provides examples of messages that include one or more of the
symbols shown on the cards. For the example cards shown in FIGURES 11F-1 IH,
the messages are "Listen Your Heart" and "I hear you". It will be apparent that other
symbols may be positioned around the symbola to change or vary the meaning of the
symbola. For example, a question mark (?) positioned at the upper right corner of the
symbola may indicate "sounds like".
The meaning of a symbola may also be determined by its color. FIGURES
111-1 IK show cards that illustrate symbola for the words "light", "she" and "he",
respectively. FIGURES 11L-1 IN show cards that illustrate how the meaning of the
symbola for "light", "she" and "he" can be changed by changing the color of the
symbola. Thus, with reference to FIGURE 11L, the symbola in the card of FIGURE
111 means "light", "idea" or "smart" if the color of the symbola is yellow, light blue
or red, respectively. With reference to FIGURE 11M, the symbola in the card of
FIGURE 11 J means "she", "hers" or "female" if the color of the symbola is pink, dark
blue or red, respectively. With reference to FIGURE 1 IN, the symbola in the card of
FIGURE 1 IK means "he", "his" or "male" if the color of the symbola is pink, gold or
purple, respectively.
In the pager cartridge of FIGURE 5B, the symbola may be stored in ROM
910. Some or all of the symbola may be available for use at all times. In certain
cases, stored symbola must be activated by, for example, the entry of a particular
activation code. This code may, for example, be provided on the scratch-away portions of the cards shown in FIGURES 11F-1 IH and FIGURES 11L-1 IN. Entry of
these codes may activate the symbola and/or may activate the symbols used to vary or
change the meaning of the symbola. In other implementations, the entry of the
activation code can initiate a pager message to the game content provider that requests
transmission of particular symbola to be added to the already on-board symbola. The
game content provider then transmits a message (or messages) that communicates the
requested symbola to the pager cartridge and the symbola are stored in a read/write
memory of the pager cartridge from where they are accessible by the user to compose
messages.
Message Cards
Pager cartridge 100 may be pre-configured with a certain account balance
(expressed either as a particular number of message units or a particular amount of
money), thereby permitting a player to use pager cartridge 100 immediately after
purchase. An activation routine via one or more messages communicated between the
system operator and the player's pager cartridge may be implemented so that the
pager cartridge's unique hardware identification is logged into the system. Upon a
successful execution of the activation routine, pager cartridge 100 operates
immediately without any paperwork, advance payments or commitments on the part
of the player.
As players send messages, the message meter (message credits) is
automatically decremented. The amount that the meter is decremented is generally
based on the length of the messages that are sent. When the pager cartridge message
meter approaches empty, players are alerted (e.g., by a visual message) that their
message meter must be refreshed. In one implementation, a player may refresh or add to the account balance by
purchasing message cards such as a message card 400 shown in FIGURES 12A and
12B. The message card may be sold at retail outlets and has a particular card value
(e.g., $5.00). The player scratches away portion 402 of message card 400 to expose a
uniquely encrypted number. Generally speaking, while the particular application of
cards having scratch-away portions that reveal numbers, graphics, etc. for providing
message units for a pager cartridge is believed to be novel, cards having scratch-away
portions are known and available from, for example, Scientific Games. The player
then enters the number or other code into pager cartridge 100 (e.g, via a virtual
numeric keypad displayed on display 16 of game machine 10). This number or other
code (or some data derived from this number) is then sent as part of a message to the
system operator. The system operator logs the particular card as used so that it may
be voided in the master inventory of cards. If an appropriate acknowledgment is
received by pager cartridge 100 from the system operator in response to this message,
the account balance within pager cartridge 100 is then set to a level equal based on the
card value, plus any existing account balance. As mentioned above, the system
operator does not necessarily generate the content communicated using the pager
system and thus may not be the seller of the message cards. Thus, for example, the
seller of the message cards may make an arrangement with the system operator to
provide the various services described herein. In this case, it is possible that the
master inventory of message cards may be maintained by the card seller and, in this
case, provision would be made for communication between the system operator and
the card seller in order to log particular cards as used. In still another implementation, a reader or scanner for reading credit card
information or information on a message card (e.g., a magnetic strip or bar codes) may
be used to increment an account balance.
The message cards may be designed as collectibles by providing them with
certain graphics or other indicia.
Of course, other methods of incrementing the account balance of pager
cartridge 100 may be implemented. For example, a player (or the player's parent,
guardian or relative) might provide the system operator with credit card information
(via telephone, facsimile, e-mail or regular mail, for example) and the system operator
may generate a message including account balance "credit" data for incrementing the
account balance. In some implementations, the player (or the player's parent,
guardian or relative) might have a contract with the system operator that provides for
a certain amount of credit to be periodically added to the account balance (e.g.,
monthly) via messages sent from the system operator. In other implementations,
players may receive "frequent message units" as an award for reaching certain
predetermined message unit levels or even for achieving certain levels in game play.
Frequent message units may also be provided in connection with other purchases
much like frequent flier miles are awarded for using credit cards. Thus, for example,
a player who stays at a particular hotel for a certain number of nights may be awarded
a certain number of message units that are usable for incrementing the player's
account balance. Of course, even in these arrangements, message cards may be used
to supplement the account balance and it would still be possible for a player to use
pager cartridge 100 without entering into a contract with the system operator or
signing up for a frequent message unit program. Still another technique for incrementing a player's account balance involves
the purchase of a message card that has a two-part number or code. The card retailer
communicates the first part of the number or code to the system operator via, for
example, the Internet, a direct phone connection, etc. The user subsequently enters
the second part of the number or code into pager cartridge 100 by, for example, a
virtual keypad displayed on display 16 of game machine 10 and the appropriate
manipulation of operating keys 48a-48e. This number or code (or some data derived
from the this number or code) is communicated to the system operator as part of a
message from pager cartridge 100. If an appropriate acknowledgment is received by
pager cartridge 100 from the system operator in response to this message, the account
balance within pager cartridge 100 is then set to a level equal based on the card value,
plus any existing account balance. The two-part code or number reduces the number
of digits or characters that must be entered by the user of the pager cartridge and
therefore simplifies the user operations involved with incrementing the number of
message credits stored in the memory of pager cartridge 100. In this particular
technique, the first part of the number or code may be encoded as a bar code printed
on the message card or may be encoded onto a magnetic stripe formed on the message
card. The second part of the number or code may be revealed by scratching away a
scratch-away portion of the message card. In this way, the message card retailer can
user a bar code reader or a magnetic stripe reader to obtain the first part of the number
or code, thereby simplifying the retail process.
Pager cartridge 100 is also configured to receive messages that turn off
(disable) the cartridge and/or prohibit or limit access to certain features such as
PagerWorld. Such messages may be sent, for example, to problem users. Pager cartridge 100 can be an integral component of interactive games that
rely on hand-held game machines and/or game consoles connected to televisions. For
example, a message (e.g., a game move or instruction) can be received by pager
cartridge 100 comiected to game machine 10. The move or instruction contained in
the message can be utilized by a game program executed by game machine 10 or can
be transmitted via a serial or infrared link to another portable game machine and/or to
a game console connected to a television. This capability maximizes mobility as well
as the economies of game-playing. Thus, players who have a portable game machine
configured with a pager cartridge can share information with those players who do not
have such a configuration.
The following provides a functional description summary of the above and
other functions:
A. Messaging (alphanumeric, graphic, custom, standard, sound, broadcast)
Two-way or one-way
1. Broadcasts to all pagers
2. Carbon copy messages (group messages)
3. Download simple games and game levels
4. Digital camera picture transmission (with/without sound)
5. Messages plus sound bites
6. Erase all messages or selective messages
7. Protect messages (selective or all)
8. Oversize message alert (sender)
9. Message time stamping (paging service provider)
10. Last address redial 11. Save messages when pager powered off
12. Send messages to numeric and/or alpha pagers
13. Auto correction of garbled messages
14. Overhead messages
• meter renewal request
• meter renewal acknowledgment
• pager first time activation and confirmation
• ability to change pager address remotely via paging service
• issue credits for non-completed messages via paging service
15. Messages to and from Internet, telephones and pagers
16. Introduction of location finder service under E-911 conditions
17. Global Positioning System mapping
B. Dictionaries, Directories and Libraries
1. Standard words and phrases (e.g., fifty entries)
2. Custom words and phrases (e.g., twenty entries)
3. Standard graphics and symbols (e.g., twenty-five entries)
4. Custom graphics and symbols (e.g., ten entries)
5. Custom address book (e.g., ten entries + portable memory cartridge)
6. Standard audio library with sounds, word/phrases (male and female
versions/voices) (e.g., fifteen entries)
7. Built-in instructions and player help information
8. Pager frequently asked questions
9. Multiple musical options for message received alert audio
C. Features 1. On screen keyboard
2. User password (PIN) device access protection
3. Message storage (e.g., 24 hours+, paging service provider)
4. Scheduled message release (paging service provider, if no internal
clock)
5. Memory full indicator
6. Scrolling indicator and scrolling of messages
7. Message time-stamping and return address
8. Reminder alerts
9. Portable message/game storage (portable memory cartridge)
10. Accessible and updateable message meter
11. Accessible signal strength meter or indicator
12. Pager general capcode identification (paging company)
13. Pager device specific capcode extension (paging company)
14. Power on switch
15. Silent vibrator mode
16. Audio mode (from musical alter options library)
17. Belt clip
18. Signal kill button
19. Low battery beep (30 minute intervals)
20. Internal real time clock
21. Memory: read only and read/write
22. Game machine compatibility 23. Connectivity to other portable game machines and/or game consoles
through hardwire or infrared connection
24. Connectivity to personal computer through hardwire or infrared
connection
D. Message cards
1. Manufactured to state lottery security standards
2. Individual serialization
3. Non-sequential encrypted message meter activation codes
4. Dynamic database message card tracking system
5. Unique activation message cards to start meter and register device on
system
6. Artful designs to create user collectible message cards
7. Management of an optional monthly subscription program
Further features include:
• "Messages" are easily constructed from a dictionary of words
• Phrases can be augmented and created by users to reflect their personal
communication styles, i.e., users will likely develop their own codes when
messaging among friends
• Messages are composed by "pointing and clicking" using an on-screen
keyboard or electronic dictionaries. Users have the ability to create their own
address books to quickly transmit to friends and family
• Digital images can be exchanged and optionally supplemented by sound bites
from a sound dictionary
• A belt hook accessory to easy transport • Pager device may be bundled with introductory message card
permits immediate use of pager at time of purchase
activation logs in the pager devices' unique hardware identification
(capcode) to the paging system
- pager operates immediately without any paperwork, advance payments
or commitments
• Design message cards to be collectible (e.g., Pokemon characters)
• Message cards are uniquely encrypted and serialized to insure positive
inventory control, preventing multi-use and counterfeiting
• Exact card status is maintained by validating all cards entered by users into
their pagers (may be accomplished by accepting card validation messages into
a database before authorizing individual pager message meter increments).
Example Piggy-Backed Cartridges
As described above, physically, pager cartridge 100 is a stand-alone accessory
device, powered by its own power source (e.g., batteries), which can receive messages
even when it is not attached to game machine 10. Notification circuitry 134 of pager
cartridge 100 notifies the user that a message has been received, thereby prompting
the user to attach pager cartridge 100 to game machine 10 via the corresponding
connectors in order to view the received messages. When pager cartridge 100 is
inserted into the game cartridge slot of game machine 10 for connection thereto, game
machine 10 automatically activates a display of messages on the display thereof in
accordance with the operating software stored in the memory of the pager. As noted
above (see FIGURES 6C and 6D), pager cartridge 100 itself includes a built-in
cartridge slot to accept game cartridges or other accessories (such as read/write memory cartridges, a digital camera, etc.), thereby enabling game play or digital
camera operations while pager cartridge 100 is attached to game machine 10. The use
of blank read/write memory cartridges can be used to augment internal memory for
storing large messages (e.g., images) and to accept and store mini-games, game levels,
messages, game hints, tips, high scores, etc. for later viewing or use. These read/write
memory cartridges also permit the sharing of games and game information among
game players.
Example GPS Cartridge
As mentioned above, a global positioning system (GPS) cartridge is also
selectively insertable into the slot of game machine 10 or into the slot of pager
cartridge 100. GPS is a satellite-based radio navigation system developed and
operated by the U.S. Department of Defense (DOD) and permits users to determine
their three-dimensional position, velocity, and time. GPS utilizes satellites that are
arranged in orbits such that at any time a minimum of six satellites will be in view to
users anywhere in the world. The satellites continuously broadcast position and time
data. The GPS cartridge includes, among other things, an antenna, a receiver, a
demodulator, and a control circuit that allows the user to receive the GPS satellite
broadcasts and compute his/her precise position, velocity and time based on
measurements of the user's distance from the group of satellites in space. More
specifically, each GPS satellite transmits an accurate position and time signal. The
circuitry of the GPS cartridge measures the time delay for the signal to reach the
receiver, which is the direct measure of the apparent range to the satellite.
Measurements collected simultaneously from four satellites are processed to solve for
the three dimensions of position, velocity and time. FIGURE 13 is a block diagram showing the components mounted on a printed
circuit board contained within a plastic housing of a GPS cartridge 200. These
components include a receiving antenna 203, a GPS receiver 205, a GPS demodulator
207, a GPS control circuit 209, a memory 211, and an interface 213. The radio waves
transmitted from GPS satellites are received by GPS receiver 205 through antenna
203, and information carried by the radio waves, namely, time and satellite position is
demodulated by GPS demodulator 207 and supplied to GPS control circuit 209. GPS
control circuit 209 generates user position information (longitude, latitude and
altitude) on the basis of the received information. Memory 211 contains the control
program usable by control circuit 209 for calculating the user position information
based on the received information. Memory 211 is also usable by control circuit 209
for storing data during the position calculations and during other operations performed
by control circuit 209. Memory 211 will generally comprise a read only memory
portion and a read/write memory portion. Memory 211 may also store one or more
video game programs that are executable by CPU 26 of game machine 10. Game
machine 10 may execute video game programs (including those stored in memory
211) in accordance with position information calculated by GPS control circuit 209.
Interface 213 provides for communication between the GPS cartridge 200 and
portable game machine 10. Example GPS cartridge 200 includes electrical contacts
provided on the edge of the printed circuit board contained within the plastic housing
of GPS cartridge 200. These electrical contacts mate with the corresponding edge
connector electrical contacts within game machine 10 when GPS cartridge 200 is
inserted into the slot of game machine 10 and with the corresponding edge connector
electrical contacts within pager cartridge 100 when GPS cartridge 200 is inserted into the slot of pager cartridge 100. In this way, GPS cartridge 200 may be electrically
connected with game machine 10 and/or pager cartridge 100 whereby, for example,
user position information may be communicated to game machine 10 and/or pager
cartridge 100. GPS cartridge 200 may optionally be provided with a display and/or
speaker (not shown) for communicating the position information to the user. A power
supply 215 such as replaceable batteries supplies power to the components of GPS
cartridge 200.
GPS cartridge 200 may itself be provided with a slot into which other
cartridges such as game cartridges, pager cartridges, read/write memory cartridges,
etc. are insertable. The slot contains edge connector electrical contacts that are
configured to mate with electrical contacts of the game cartridges, pager cartridges,
read/write memory cartridges, etc. Thus, it will be appreciated that other cartridges
may be "piggy-backed" onto GPS cartridge 200.
Example Digital Camera Cartridge
A digital camera cartridge is also selectively insertable into the slot of game
machine 10 or into the slot of another cartridge such as pager cartridge 100. The
digital camera cartridge is usable to capture images, which images may then be
transmitted to others via an operation using paging cartridge 100. By way of example,
but not limitation, one digital camera cartridge suitable for use in connection with the
present invention is described in Application No. 09/430,169, filed on October 29,
1999, the contents of which are incorporated herein in their entirety. The digital
camera cartridge of Application No. 09/430,169 will be referenced herein as digital
camera cartridge 300 and will now described with reference to FIGURES 14-17. FIGURES 14 and 15 are external perspective views showing the structure of
digital camera cartridge 300. FIGURE 16 is an exploded view showing that digital
camera cartridge 300 includes a camera portion 330, a camera supporting portion 331,
and a cartridge body portion 341. Camera portion 330 is shown as including an image
detecting device 333 that is encased by generally spherical case 332 having a front
portion 332f and a rear portion 332r. The front portion 332f of spherical case 332
includes a front panel 321 in which an opening 320 is provided for allowing images to
be incident on a lens (not shown) of image detecting device 333. Support portion 331
comprises a camera supporting body 310 and a fixed supporting body 312. Support
portion 331 is configured to rotatably support camera portion 330 such that camera
portion 330 is rotatable between a "forward-looking" direction (i.e., the direction of
the outward normal from the outer surface of a front portion 34 If of cartridge body
portion 341) and a "rearward-looking" direction (i.e., the direction of the outward
normal from the outer surface of a rear portion 341r of cartridge body portion 341).
Support portion 331 further supports camera portion 330 so that the angle between the
optical axis and the outward normal from the outer surface of front portion 341fA of
cartridge body portion 341 when the camera portion is positioned in the forward-
looking direction is between about 10 to 45° and is preferably about 15°. In this way,
for example, camera portion 330 is conveniently oriented to detect and capture the
face of a user watching display 16 of game machine 10.
As most clearly seen in FIGURE 15, an opening 361 is formed at the lower
portion of digital camera cartridge 300. Digital camera cartridge 300 houses a printed
circuit board 342 on which is mounted a nonvolatile semiconductor read-only
memory (e.g., ROM, EPROM, etc.) and a read/write memory (e.g., RAM or other temporary memory). A plurality of terminals 343 is arranged on the lower portion of
printed circuit board 342 to electrically connect components mounted on the board to
connector 40 of game machine 10 or to the connector of another cartridge into which
digital camera cartridge 300 is inserted. Terminals 343 are connected to the electrical
components mounted on printed circuit board 342 in a suitable circuit pattern.
Digital camera cartridge 300 can be used to capture images of other persons
and objects, and these images are displayed on display 16. By providing a
predetermined input to game machine 10 via some combination of one or more of
operating keys 48a-48e, the image displayed on display 16 may be stored in the
read/write memory of digital camera cartridge 300. If digital camera cartridge 300 is
piggy-backed into a pager cartridge 100, the images stored in the read/write memory
of digital camera cartridge 300 may be transmitted to other using the radio circuitry of
pager cartridge 100 in response to some other predetermined input to game machine
10 via some other combination of one or more of operating keys 48a-48e.
FIGURE 17 is a block diagram showing that the electrical structure of digital
camera cartridge 300 includes camera portion (image detecting device) 333, a ROM
345, a format converting processing circuit 356, and a shot image temporary storage
RAM (hereinafter referred to as "image RAM") 357 for storing captured images.
ROM 345 includes a game program storage area 345a similar to the ROM used in
game cartridge 12, and a shot image write/read control program storage area 345b.
Game program storage area 345a stores one or more video game programs and shot
image write/read control program storage area 345b stores an image write program
that is usable by format converting processing circuit 356 to format convert image
data captured by camera portion 330 and then to write the format-converted image data to image RAM 357. Program storage area 345b also stores an image read
program usable to read image data stored in image RAM 57. ROM 345 may also
store image compression/decompression routines that utilize any conventional
compression decompression algorithms .
Like the above-described pager cartridge 100 and GPS cartridge 200, digital
camera cartridge 300 may itself be provided with a slot into which other cartridges
such as game cartridges, read/write memory cartridges, etc. are insertable. The slot
contains edge connector electrical contacts that are configured to mate with electrical
contacts of the game cartridges, read/write memory cartridges, etc. Thus, it will be
appreciated that other cartridges may be "piggy-backed" onto digital camera cartridge
300.
Example Read/Write Memory Cartridge
A read/write memory cartridge 400 is also insertable into the slot of game
machine 10 or into the slot of another cartridge such as pager cartridge 100, GPS
cartridge 200, or digital camera cartridge 300. FIGURE 18 is a block diagram of a
read/write memory cartridge 400 that includes a read/write memory 402 and an
interface 404 for electrically connecting the read/write memory cartridge to game
machine 10 (or other cartridge). Read/write memory 402 is usable for storing various
types of data including game score data, image data captured by a digital camera
cartridge 300, message data received by a pager cartridge 100. In the case of image
data and message data, one or more read/write memory cartridges may be used to
"archive" images or messages by, for example, piggy-backing the read/write memory
cartridge onto a digital camera cartridge 300 or a pager cartridge 200 and then transferring images and messages thereto in response to predetermined user inputs to
operating keys 48a-48e of game machine 10.
The present invention may also be applied to other wireless technologies such
a GSM (Global System for Mobile Communications) and WAP (Wireless Application
Protocol). Many of the features of the invention (e.g., intervention, embedded game
codes and tactics) are applicable to wired connections (e.g., via modem). Of course,
in the case of a portable game machine, a wired connection limits mobility - an
inherent advantage of a portable game machine. Nonetheless, the benefits derived
from intervention, embedded game codes and tactics, etc. in terms of increased
enjoyment of game playing can outweigh the mobility limitations.
Although the above description is in terms of a portable game machine, it will
be apparent that the principles of the present invention may be adapted to other types
of game machines including game consoles such as the N-64 available from Nintendo
of America or as described in Application No. 60/643,981, filed August 23, 2000.
In addition, while the pager cartridge, GPS cartridge, and digital camera
cartridge are shown as add-on devices to an existing game machine, it is possible to
incorporate some or all of the circuitry needed to implement the above-described
operations in the game machine itself (portable or otherwise).
Other Example Compatible Implementations Certain of the above-described system components could be implemented as
other than the portable game machine 10 described above. For example, one could
run graphics application or other software written for the system on a platform with a
different configuration that emulates the system or is otherwise compatible with it. If
the other platform can successfully emulate, simulate and/or provide some or all of the hardware and software resources of portable game machine 10, then the other
platform will be able to successfully execute the software.
As one example, an emulator may provide a hardware and/or software
configuration (platform) that is different from the hardware and/or software
configuration (platform) of the system. The emulator system might include software
and/or hardware components that emulate or simulate some or all of hardware and/or
software components of the system for which the application software was written.
For example, the emulator system could comprise a general-purpose digital computer
such as a personal computer, which executes a software emulator program that
simulates the hardware and/or firmware of the system. The emulator could also
comprise a personal digital assistant (PDA) that simulates the hardware and/or
firmware of the system. An emulator may execute the game software so that a
particular game functions and/or appears somewhat differently from how it functions
and/or appears on its intended platform. Thus, the emulator may show a color game
in monochrome or a play a game without its accompanying sound. Emulation as used
herein is intended to include emulation that results in these and other such differences
in functions and/or appearance.
Some general purpose digital computers (e.g., IBM or Macintosh personal
computers and compatibles) are now equipped with 3D graphics cards that provide 3D
graphics pipelines compliant with DirectX or other standard 3D graphics command
APIs. They may also be equipped with stereophonic sound cards that provide high
quality stereophonic sound based on a standard set of sound commands. Such
multimedia-hardware-equipped personal computers running emulator software may
have sufficient performance to approximate the graphics and sound performance of the system. Emulator software controls the hardware resources on the personal
computer platform to simulate the processing, graphics, sound, peripheral and other
capabilities of the portable game machine platform for which the game programmer
wrote the game software. Similarly, PDAs running emulator software may have
sufficient performance to approximate the graphics and sound performance of the
system.
FIGURE 19A illustrates an example overall emulation process using a host
platform 1201, an emulator component 1303, and a game software executable binary
image provided on a storage medium 42. Host 1201 may be a general or special
purpose digital computing device such as, for example, a personal computer, a laptop
computer, a palm-top computer, a video game console, a portable game machine, a
personal digital assistant, an internet appliance, a set-top box, or any other platform
with sufficient computing power. Emulator 1303 may be software and/or hardware
that runs on host platform 1201, and provides a real-time conversion of commands,
data and other information from storage medium 62 into a form that can be processed
by host 1201. For example, emulator 1303 fetches "source" binary-image program
instructions intended for execution by portable game machine 10 from storage
medium 42 and converts these program instructions to a target format that can be
executed or otherwise processed by host 1201.
As one example, in the case where the software is written for execution on a
platform using an IBM PowerPC or other specific processor and the host 1201 is a
personal computer using a different (e.g., Intel) processor, emulator 1203 fetches one
or a sequence of binary-image program instructions from storage medium 1305 and
converts these program instructions to one or more equivalent Intel binary-image program instructions. The emulator 1203 also fetches and/or generates graphics
commands and audio commands intended for processing by the graphics and audio
processor 114, and converts these commands into a format or formats that can be
processed by hardware and/or software graphics and audio processing resources
available on host 1201. As one example, emulator 1303 may convert these commands
into commands that can be processed by specific graphics and/or or sound hardware
of the host 1201 (e.g., using standard DirectX, OpenGL and/or sound APIs).
An emulator 1303 used to provide some or all of the features of the video
game system described above may also be provided with a graphic user interface
(GUI) that simplifies or automates the selection of various options and screen modes
for games run using the emulator. In one example, such an emulator 1303 may
further include enhanced functionality as compared with the host platform for which
the software was originally intended.
FIGURE 19B illustrates one example emulation host system 1201 suitable foi¬
use with emulator 1303. System 1201 includes a processing unit 1203 and a system
memory 1205. A system bus 1207 couples various system components including
system memory 1205 to processing unit 1203. System bus 1207 may be any of
several types of bus structures including a memory bus or memory controller, a
peripheral bus, and a local bus using any of a variety of bus architectures. System
memory 1207 includes read only memory (ROM) 1252 and random access memory
(RAM) 1254. A basic input/output system (BIOS) 1256, containing the basic routines
that help to transfer information between elements within personal computer system
1201, such as during start-up, is stored in the ROM 1252. System 1201 further
includes various drives and associated computer-readable media. A hard disk drive 1209 reads from and writes to a (typically fixed) magnetic hard disk 1211. An
additional (possible optional) magnetic disk drive 1213 reads from and writes to a
removable "floppy" or other magnetic disk 1215. An optical disk drive 1217 reads
from and, in some configurations, writes to a removable optical disk 1219 such as a
CD ROM or other optical media. Hard disk drive 1209 and optical disk drive 1217
are connected to system bus 1207 by a hard disk drive interface 1221 and an optical
drive interface 1225, respectively. The drives and their associated computer-readable
media provide nonvolatile storage of computer-readable instructions, data structures,
program modules, game programs and other data for personal computer system 1201.
In other configurations, other types of computer-readable media that can store data
that is accessible by a computer (e.g., magnetic cassettes, flash memory cards, digital
video disks, Bernoulli cartridges, random access memories (RAMs), read only
memories (ROMs) and the like) may also be used.
A number of program modules including emulator 1303 may be stored on the
hard disk 1211, removable magnetic disk 1215, optical disk 1219 and/or the ROM
1252 and/or the RAM 1254 of system memory 1205. Such program modules may
include an operating system providing graphics and sound APIs, one or more
application programs, other program modules, program data and game data. A user
may enter commands and information into personal computer system 1201 through
input devices such as a keyboard 1227, pointing device 1229, microphones, joysticks,
game controllers, satellite dishes, scanners, or the like. These and other input devices
can be connected to processing unit 1203 through a serial port interface 1231 that is
coupled to system bus 1207, but may be connected by other interfaces, such as a
parallel port, game port Fire wire bus or a universal serial bus (USB). A monitor 1233 or other type of display device is also connected to system bus 1207 via an interface,
such as a video adapter 1235.
System 1201 may also include a modem 1154 or other network interface means for
establishing communications over a network 1152 such as the Internet. Modem 1154,
which may be internal or external, is connected to system bus 123 via serial port
interface 1231. A network interface 1156 may also be provided for allowing system
1201 to communicate with a remote computing device 1150 (e.g., another system
1201) via a local area network 1158 (or such communication may be via wide area
network 1152 or other communications path such as dial-up or other communications
means). System 1201 will typically include other peripheral output devices, such as
printers and other standard peripheral devices.
In one example, video adapter 1235 may include a 3D graphics pipeline chip
set providing fast 3D graphics rendering in response to 3D graphics commands issued
based on a standard 3D graphics application programmer interface such as Microsoft's
DirectX 7.0 or other version. A set of stereo loudspeakers 1237 is also connected to
system bus 1207 via a sound generating interface such as a conventional "sound card"
providing hardware and embedded software support for generating high quality
stereophonic sound based on sound commands provided by bus 1207. These
hardware capabilities allow system 1201 to provide sufficient graphics and sound
speed performance to play software stored in storage medium 1305.
An emulator 1303 used to provide some or all of the features of the video
game system described above may also be provided with a graphic user interface
(GUI) that simplifies or automates the selection of various options and screen modes
for games run using the emulator. In one example, such an emulator 1303 may further include enhanced functionality as compared with the host platform for which
the software was originally intended.
FIGURE 19C illustrates another example emulation host system 1201'
suitable for use with emulator 1303. The emulation host system in FIGURE 19C is
generally configured along the lines of a personal digital assistant such as those
available from Palm Inc., Handpsring, Inc. and Sony and running an operating system
such as Windows CE, EPOC or PalmOS. Typically, such personal digital assistants
provide capabilities for a diary/scheduler, to-do lists, phone/address books and the
like. System 1201' includes a processing unit 1503 and memory 1505. A system bus
1507 couples various system components including memory 1505 to processing unit
1503. Memory 1505 includes read only memory (ROM) 1252 and random access
memory (RAM) 1254. A basic input/output system (BIOS), containing the basic
routines that help to transfer information between elements within system 1201', such
as during start-up, is stored in the ROM 1252. Memory 1505 may also include
external memory in the form of memory cards or memory sticks inserted into a
suitable port provided in the housing for the components of system 1201'. A touch-
sensitive display screen (e.g., a touch-sensitive liquid crystal display screen) 1509 is
also connected to system bus 1507 via an interface 1511. Inputs via touch-sensitive
screen 1509 are typically made using a stylus. Other input devices 1513 such as
pushbuttons, switches, pointing devices and the like are also connected to system bus
1507 via an interface 1515. The input devices may also include external keyboards or
game control devices (e.g., joystick, game controller). The input devices may be used
as game controls (e.g., starting the game, character movement, character action, etc.)
when system 1201' is used with emulator 1303. Games may be written to memory 1505 using communication circuit 1521 which may take the form of a modem for
downloading the game from the Internet, for example, or of a cradle (e.g., a USB
cradle) for connecting system 1201' to a personal computer.
One or more speakers 1517 are connected to system bus 1507 via an audio
interface 1519 to output sounds. A communication circuit 1521 is connected to
system bus 1507 via a communications interface 1523 to permit communication with
other devices. By way of illustration, communication circuit 1521 may, for example,
be a modem and communications interface 1523 may be a serial port. Generally
speaking, communication circuit 1521 may be configured for wired or wireless
communication in accordance with any conventional communication protocol. A
power supply 1525 provides power for the components of system 1201 '.
Any patent documents mentioned above are hereby incorporated by reference
into the present application.
Although the present invention has been described and illustrated in detail, this
description is for illustrative purposes only and is not to be construed as limiting the
present invention.

Claims

WHAT IS CLAIMED IS:
1. For use with a game machine having a processing system to execute a
video game program and player controls operable by a user to generate video game
control signals; a pager cartridge comprising:
radio circuitry configured to receive messages containing video game program
instructions transmitted via a paging system; and
a connector that, in use, electrically connects said pager cartridge to said game
machine.
2. The pager cartridge according to claim 1, wherein said radio circuitry
is further configured to transmit messages via said paging system.
3. The pager cartridge according to claim 2, further comprising:
a memory for storing message credits.
4. The pager cartridge according to claim 3, wherein said radio circuitry
transmits messages via said paging system only if the number of message credits
stored in said memory is greater than a number of message credits need to transmit the
messages.
5. The pager cartridge according to claim 1, further comprising:
a memory for storing a video game program executable by said processing
system.
6. The pager cartridge according to claim 1, wherein said pager cartridge
is adapted to receive a replaceable video game program cartridge when said pager
cartridge is connected to said game machine.
7. The pager cartridge according to claim 1, wherein said pager cartridge
is adapted to receive a global positioning system cartridge when said pager cartridge
is connected to said game machine.
8. The pager cartridge according to claim 1, wherein said pager cartridge
is adapted to receive a digital camera cartridge when said pager cartridge is connected
to said game machine.
9. The pager cartridge according to claim 1, wherein said pager cartridge
is adapted to receive a read/write memory cartridge when said pager cartridge is
connected to said game machine.
10. The pager cartridge according to claim 1, wherein said game machine
is a portable game machine.
11. The pager cartridge according to claim 1 , wherein said processing
system is configured to execute a video game program in accordance with at least one
instruction contained in a message received by said radio circuitry.
12. For use with a game machine having a processing system including a
microprocessor to execute a video game program and player controls operable by a
player to generate video game control signals; a global positioning system (GPS)
cartridge comprising:
GPS circuitry configured to determine position based on signals received from
GPS satellites; and
a connector that, in use, electrically connects said GPS cartridge to said game
machine so that the position determined by the GPS circuitry is usable during
execution of the video game program.
13. The GPS cartridge according to claim 12, further comprising: a memory for storing a video game program executable by said processing
system.
14. The GPS cartridge according to claim 12, wherein said game machine
is a portable game machine.
15. The GPS cartridge according to claim 12, wherein said GPS cartridge
is adapted to receive a replaceable video game program cartridge when said GPS
cartridge is connected to said game machine.
16. The GPS cartridge according to claim 12, wherein said GPS cartridge
is adapted to receive a read/write memory cartridge when said GPS cartridge is
connected to said game machine.
17. A game machine comprising:
pager circuitry comprising radio circuitry configured to receive messages
transmitted via a paging system;
a user interface enabling a user to provide inputs to said game machine;
a display; and
a processing system operable in response to user inputs to cause messages
received by the radio circuitry of said pager circuitry to be displayed on said display.
18. The game machine according to claim 1 , wherein said game machine
is a portable game machine.
19. The game machine according to claim 17, wherein the radio circuitry
of said pager circuitry is further configured to transmit messages via the paging
system.
20. The game machine according to claim 17, wherein said pager circuitry
is incorporated in a pager cartridge removably attachable to said game machine, said pager cartridge further comprising a memory for storing a video game program and
said processing system being operable in response to user inputs to execute the video
game program stored in the memory of said pager cartridge.
21. The game machine according to claim 17, wherein said processing
system is operable to execute a video game program in accordance with at least one
instruction contained in a message received by said radio circuitry.
22. The game machine according to claim 17, further comprising:
a speaker,
wherein said processing system is operable to communicate messages received
by said radio circuitry to the user via said speaker.
23. The game machine according to claim 17, wherein said processing
system is operable to cause said display to display a prompt during execution of a
video game program indicating that a message has been received by said radio
circuitry.
24. A game machine comprising:
pager circuitry comprising radio circuitry configured to receive messages
transmitted via a paging system;
a user interface enabling a user to provide inputs to said game machine; and
a processing system operable in response to user inputs to execute a game
program in accordance with at least one instruction contained in a message received
by said pager circuitry.
25. The game machine according to claim 24, wherein said game machine
is a portable game machine.
26. The game machine according to claim 24, wherein the radio circuitry
of said pager circuitry is further configured to transmit messages via the paging
system.
27. The game machine according to claim 24, wherein said pager circuitry
is incorporated in a pager cartridge that is removably attachable to said game machine,
said pager cartridge further comprising a memory for storing a video game program
and said processing system being operable in response to user inputs to execute the
video game program stored in the memory of said pager cartridge.
28. The game machine according to claim 24, further comprising:
a display,
wherein said processing system is operable to communicate messages received
by said radio circuitry to the user via said display.
29. The game machine according to claim 28, further comprising:
a speaker,
wherein said processing system is operable to communicate messages received
by said radio circuitry to the user via said speaker.
30. The game machine according to claim 28, further comprising:
a display,
wherein said processing system is operable to cause said display to display
during execution of a video game program a prompt indicating that a message has
been received by said radio circuitry.
31. The game machine according to claim 30, wherein said processing
system is operable in response to user inputs requesting display of the received
message to suspend execution of the video program and display the received message.
32. The game machine according to claim 31 , wherein said processing
system is operable in response to user inputs to resume execution of the suspended
video game program.
33. A game machine comprising:
a removably attached global positioning system (GPS) cartridge comprising
GPS circuitry configured to determine position based on signals received from GPS
satellites;
a user interface enabling a user to provide inputs to said game machine;
a processing system operable in response to user inputs to execute a game
program in accordance with the position determined by said GPS circuitry.
34. The game machine according to claim 33, wherein said game machine
comprises a portable game machine.
35. The game machine according to claim 33, further comprising:
a display,
wherein said processing system is responsive to user inputs to cause said
display to display the position determined by said GPS circuitry.
36. The game machine according to claim 33, wherein said GPS cartridge
further comprises a memory for storing a video game program and said processing
system is operable in response to user inputs to execute the video game program
stored in the memory of said GPS cartridge.
37. A game machine comprising:
radio circuitry configured to transmit messages via a paging system;
digital camera circuitry configured to capture an image;
a user interface enabling a user to provide inputs to said game machine; a processing system operable in response to user inputs to cause the image
captured by said digital camera to be transmitted as part of a message via said paging
system.
38. The game machine according to claim 37, wherein said digital camera
circuitry is provided as part of a digital camera cartridge that is removably attachable
to said game machine.
39. The game machine according to claim 38, wherein said digital camera
cartridge further comprises a memory for storing a video game program that is
executable by said processing system.
40. The game machine according to claim 37, wherein said radio circuitry
is provided as part of a pager cartridge that is removably attachable to said game
machine.
41. The game machine according to claim 40, wherein said pager cartridge
further comprises a memory for storing a video game program that is executable by
said processing system.
42. The game machine according to claim 37, wherein said radio circuitry
is provided as part of a pager cartridge that is removably attachable to said game
machine and said digital camera circuitry is provided as part of a digital camera
cartridge that is removably attachable to said game machine and said pager cartridge.
43. The game machine according to claim 42, wherein either one or both
of said pager cartridge and said digital camera cartridge further comprises a memory
for storing a video game program that is executable by said processing system.
44. The game machine according to claim 37, wherein said game machine
is a portable game machine.
45. The game machine according to claim 37, wherein said processing
system executes a video game program in accordance with at least one instruction
contained in a message received by said radio circuitry.
46. The game machine according to claim 37, wherein said processing
system is operable in response to user inputs to transmit an image captured by said
digital camera circuitry using said radio circuitry.
47. A game machine comprising:
a pager cartridge removably attachable to said game machine and comprising
radio circuitry configured to receive messages transmitted via a paging system;
a game cartridge removably attachable to said pager cartridge while pager
cartridge is attached to said game machine, said game cartridge comprising a memory
for storing a video game program;
a user interface enabling a user to provide inputs to said game machine; and
a processing system operable in response to user inputs to execute the video
game program stored in the memory of said game cartridge while said pager cartridge
is attached to said game machine and while said game cartridge is attached to said
pager cartridge.
48. The game machine according to claim 47, wherein said processing
system executes the video game program in accordance with at least one instruction
contained in a message received by said pager cartridge.
49. The game machine according to claim 47, wherein said game machine
comprises a portable game machine.
50. The game machine according to claim 47, wherein said pager cartridge
further comprises a memory for storing another video game program that is
executable by said processing system.
51. A game machine comprising:
radio circuitry configured to transmit and receive messages via a paging
system;
a user interface enabling a user to provide inputs to said game machine;
a memory for storing message credits; and
a processing system operable in response to user inputs to transmit messages
via said paging system if sufficient message credits are stored in said memory.
52. The game machine according to claim 51, wherein said radio circuitry
is provided as part of a pager cartridge that is removably attachable to said game
machine.
53. The game machine according to claim 51, wherein said processing
system decreases the number of message credits in said memory in accordance with
sizes of the transmitted messages.
54. The game machine according to claim 51 , wherein the number of
message credits in said memory is increasable in response to user inputs via said user
interface.
55. The game machine according to claim 54, wherein the user inputs for
increasing the number of message credits in said memory comprise alphanumeric
inputs.
56. The game machine according to claim 55, wherein a message based on
the alphanumeric inputs is transmitted by said radio circuitry to a remote location for authentication of the alphanumeric inputs and the number of message credits in said
memory is increased only if a authentication message is received by said radio
circuitry from said remote location.
57. The game machine according to claim 51, further comprising:
a display,
wherein said processing system is operable to cause said display to display
indicia indicative of the number of message credits in said memory.
58. The game machine according to claim 51 , further comprising:
a display,
wherein said processing system is operable to cause said display to display
reminder indicia when the number of message credits in said memory falls below a
predetermined number of message credits.
59. The game machine according to claim 51, wherein said processing
system is operable in response to user inputs cause said display to display messages
received by said radio circuitry.
60. The game machine according to claim 51 , wherein said processing
system is operable to change the number of message units stored in said memory in
response to a message received by said radio circuitry.
61. The game machine according to claim 51 , wherein said processing
system is operable to change the number of message units stored in said memory in
accordance with scanned data.
62. The game machine according to claim 51 , wherein said processing
system is operable to change the number of message units stored in said memory in
accordance with data read from a magnetic stripe.
PCT/US2000/024873 1999-10-07 2000-09-11 Portable game machine WO2001026761A2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU74782/00A AU7478200A (en) 1999-10-07 2000-09-11 Portable game machine

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US15804599P 1999-10-07 1999-10-07
US60/158,045 1999-10-07

Publications (3)

Publication Number Publication Date
WO2001026761A2 WO2001026761A2 (en) 2001-04-19
WO2001026761A3 WO2001026761A3 (en) 2001-11-22
WO2001026761A9 true WO2001026761A9 (en) 2002-11-07

Family

ID=22566482

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2000/024873 WO2001026761A2 (en) 1999-10-07 2000-09-11 Portable game machine

Country Status (2)

Country Link
AU (1) AU7478200A (en)
WO (1) WO2001026761A2 (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE10065471A1 (en) * 2000-12-28 2002-07-18 Viag Interkom Gmbh & Co Telecommunication system, in particular for the transmission of software programs as well as a suitable method for this and a slide-in cassette
DE10128228A1 (en) * 2001-06-11 2003-01-16 Walter Doell Electronic game device
GB2388045A (en) * 2002-04-29 2003-11-05 Sendo Int Ltd Remote gaming mechanism

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0788253A (en) * 1993-08-31 1995-04-04 Igt Game playing system and method which do not require cash
GB9403246D0 (en) * 1994-02-21 1994-04-13 Hewland International Limited Connection apparatus
US5624316A (en) * 1994-06-06 1997-04-29 Catapult Entertainment Inc. Video game enhancer with intergral modem and smart card interface
US5941775A (en) * 1994-10-14 1999-08-24 Sega Of America, Inc. Data processing system, method thereof and memory cassette
JPH1076071A (en) * 1996-09-03 1998-03-24 Namco Ltd Game facility management system
JPH10272257A (en) * 1997-03-28 1998-10-13 Casio Comput Co Ltd Transmitting/receiving system and receiver
JPH1188508A (en) * 1997-09-09 1999-03-30 Bandai Co Ltd Game software radio distribution system
JPH11144040A (en) * 1997-11-05 1999-05-28 Nintendo Co Ltd Portable game machine and cartridge for portable game machine
JPH11137851A (en) * 1997-11-07 1999-05-25 Aikomu International:Kk Portable game system
JPH11271420A (en) * 1998-03-19 1999-10-08 Gurabisu:Kk Gps measuring instrument for potable game machine

Also Published As

Publication number Publication date
WO2001026761A3 (en) 2001-11-22
WO2001026761A2 (en) 2001-04-19
AU7478200A (en) 2001-04-23

Similar Documents

Publication Publication Date Title
US10220307B2 (en) Portable electronic device having mobile communication capability
US11103785B2 (en) Systems and methods for location based games and employment of the same on location enabled devices
JP3333773B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM
US8152635B2 (en) Providing network and game content based on wireless signals
US20070238530A1 (en) Gaming machine and gaming server
JP2002325965A (en) Input character processing method
JP2002035427A (en) Information providing system for multiple players game and information memory medium
WO2010015995A1 (en) Mobile communication device and system
JP7399240B2 (en) Program, server system and control method
Koivisto Mobile games 2010
AU660256B2 (en) Card game player
JPH11290552A (en) Game system using portable communication information terminal
Fox et al. Micro Java game development
CN114130018A (en) Virtual article acquisition method, device, equipment, medium and program product
WO2001026761A9 (en) Portable game machine
CN111679879B (en) Display method and device of account segment bit information, terminal and readable storage medium
JP2007275246A (en) Game system and game server
US20230114457A1 (en) Program, terminal, and game management apparatus
CN116943240A (en) Virtual rewarding prompting method, device, terminal and storage medium
JP2001259229A (en) Cellular phone communication game system and game method
JP2001327762A (en) Portable telephone communication game device and game method
JP2002085846A (en) Multiplayer game information providing system and information storage medium
GB2373195A (en) a game of skill with prizes

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A2

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CR CU CZ DE DK DM DZ EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: A2

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

121 Ep: the epo has been informed by wipo that ep was designated in this application
DFPE Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101)
AK Designated states

Kind code of ref document: A3

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CR CU CZ DE DK DM DZ EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: A3

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

AK Designated states

Kind code of ref document: C2

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CR CU CZ DE DK DM DZ EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: C2

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

122 Ep: pct application non-entry in european phase
NENP Non-entry into the national phase

Ref country code: JP