A local video game (310) including a communicating controller (326). The controller (326) receives local command signals created by a set of player controls (316). The controller (326) also receives remote command signals received through a modem (324) which were created by a remote video game (320) through a similar set of player controls. The controller (326) includes a synchronizer (328) which produces synchronizing codes to be sent to the remote video game (320) to synchronize the games. The synchronizer (328) synchronizes the local and remote command signals such that both are received by a game microprocessor (322) simultaneously. Memory (336) stores the player parameters and are retrieved whenever the synchronization codas of the local (310) and remote (320) video games have not matched for a predetermined number of iterations.

Patent
   RE36574
Priority
May 31 1991
Filed
Feb 09 1998
Issued
Feb 15 2000
Expiry
May 31 2011
Assg.orig
Entity
Small
36
17
all paid
9. A method for playing a video game between a local video game (311) and at least one remote video game (320), the method comprising the steps of:
starting a video game;
initializing a local synchronizing code;
receiving local command signals;
receiving remote command signals and a remote synchronizing code;
comparing the local and remote synchronizing codes;
asynchronously synchronizing the local and remote command signals, using the local and remote synchronizing codes; and
sending the synchronized local and remote command signals to the video game (311).
8. A local video game assembly (310) adaptable to communicate with a remote video game (320), said local video game assembly (310) comprising:
a video game (310) having a game microprocessor (322), at least two player ports (312. 314), and a set of player controls (316) electrically connected to one (312) of said two player ports (312, 314), said set of player controls (316) manipulatable to create local command signals to be incorporated in said video game (310);
a data link circuit (324) for transmitting said local command signals to the remote video game (310) and for receiving remote synchronization code and remote command signals from the remote video game (320);
a controller (326) for receiving said local command signals and the remote command signals and for sending said local command signals and the remote command signals to the game microprocessor (322) to create player parameters, said local video game assembly (319) characterized by
synchronizing means (328) for synchronizing the transmission of said local command signals and the remote command signals to said game microprocessor (322).
1. A video game synchronizing assembly (310) adaptable to communicate a local video game (311) with a remote video game (320), the local video game (311) including a game microprocessor (322), at least two player ports (312,314), and a set of player controls (316) electrically connected to one (312) of said two player ports (312,314), the set of player controls (316) manipulatable to create local command signals to be incorporated in the local video game (311) to define player parameters, said video game synchronizing assembly (310) comprising:
a controller (326) for receiving the local command signals from the set of player controls (316) and remote command signals from the remote video game (320) and for transmitting the local and remote command signals to the local video game (311);
a data link (324) for transmitting the local command signals to the remote video game (320) and for receiving a remote synchronization code and the remote command signals from the remote video game (320), said video game synchronizing assembly (310) characterized by
synchronizing means for synchronizing the transmission of the local and remote video command signals by said controller to the game microprocessor (322) of the video game (311).
2. An assembly (310) as set forth in claim 1 further characterized by said synchronizing means (328) including synchronization code generating means (330) for generating a synchronization code.
3. An assembly (310) as set forth in claim 2 further characterized by comparing means (332) for comparing said local synchronization code and the remote synchronization code.
4. An assembly (310) as set forth in claim 3 further characterized by memory means (336) for storing the player parameters and said local synchronization code associated therewith.
5. An assembly (310) as set forth in claim 4 further characterized by counting means (334) for counting the number of times said comparing means (330) compares said local synchronization code which does not match the remote synchronization code.
6. An assembly (310) as set forth in claim 5 further characterized by retrieving means (340) for retrieving said local command signals, the remote command signals, and said local synchronization code when said counting means (334) exceeds a predetermined value.
7. An assembly (310) as set forth in claim 6 further characterized by resetting means (38) for resetting said counting means (334) when said retrieving means (340) retrieves said local synchronization code.
10. A method as set forth in claim 9 further characterized by storing player parameters of the local and remote video games when the local and remote synchronizing codes match.
11. A method as set forth in claim 10 further characterized by retrieving the stored player parameters when the local and remote synchronizing codes do not match.
12. A method as set forth in claim 11 further characterized by counting the number of times the local and remote synchronizing codes do not match.
13. A method as set forth in claim 12 further characterized by resetting the counting when the stored player parameters are retrieved.
14. A method of playing a video game between a local video game and at least one remote video game, the method comprising the steps of:
(A) starting a video game;
(B) initializing a local synchronizing code;
(C) creating local command signals;
(D) advancing the local synchronizing code;
(E) creating remote command signals and a remote synchronizing code using the remote video game;
(F) receiving the remote command signals and the remote synchronizing code;
(G) comparing the local and remote synchronizing codes;
(H) transmitting the local command signals and the local synchronizing code to the remote video game, regardless of whether the local and remote synchronizing codes match;
(I) receiving the local command signals; and
(J) sending synchronized local and remote command signals to the local video game. 15. The method of claim 14, wherein step (G) is performed repeatedly and the method further comprises the step of intermittently synchronizing the local and remote command signals using the local and remote synchronizing codes. 16. The method of claim 14, further comprising the step of asynchronously synchronizing the local and remote command signals using the local and remote synchronizing
codes. 17. The method of claim 14, further comprising the steps of
storing the local and remote command signals associated with matching local and remote synchronizing codes;
monitoring a parameter value associated with a quantity of unmatched local and remote synchronization codes; and
retrieving the stored local and remote command signals when the parameter
value exceeds a preselected value. 18. The method of claim 17, wherein step (J) is performed using the retrieved synchronized local and remote command signals. 19. The method of claim 14, further comprising transmitting local voice signals with the local command signals and remote voice signals with the remote command signals.
20. The assembly of claim 1, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code. 21. The assembly of claim 1, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code responsive to a similar remote synchronization code. 22. The assembly of claim 8, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code. 23. The assembly of claim 8, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code responsive to a similar remote synchronization code. 24. A method for playing a video game between a local video game and at least one remote video game, the method comprising the steps of:
(A) starting a video game;
(B) initializing a local synchronizing code;
(C) receiving local command signals;
(D) receiving remote command signals and a remote synchronizing code;
(E) comparing the local and remote synchronizing codes;
(F) asynchronously handshaking between the local video game and the remote video game; and
(G) sending the synchronized local and remote command signals to the local
video game. 25. The method of claim 24, wherein step (F) is performed by generating the local synchronizing code responsive to a similar remote synchronizing code.

This patent application is a continuation-in-part of Ser. No. 708,682, filed May 31, 1991, now U.S. Pat. No. 5,292,125, issued to Hochstein et al. on Mar. 8, 1994.

1. Field of the Invention

The invention relates to a communication assembly for portable video game consoles. More particularly, the subject invention relates to communication assemblies for a plurality of video game consoles located in remote locations.

2. Description of the Related Art:

The computer games which are commonly referred to as video games are games run by dedicated computers, i.e., computers hardwired for a specific purpose, using a video screen for a visual output. These video games are prevalent in the home environment because they can be connected to the television allowing children to play these games in the safety of the home.

A problem with the modern video games is that virtually all video games are designed to be played locally. In other words, the game software, game hardware, video modulator and video screen are all connected locally via cables. Player controls which relay player commands to the game are normally connected by means of removable cables. Therefore, in order for a player to compete with someone other than the computer, that person must leave the home or have someone come into the game-owner's home. This is a problem particularly for children who must rely on adults for transportation.

An example of such a system is disclosed in U.S. Pat. No. 3,921,161 to Baer, issued on Nov. 18, 1975. This invention details a game system connected to a television having two player ports and alternative input devices. The players, however, are limited in distance from the game due to the length of the cables connecting the controls to the game and the players' visibility of the television.

U.S. Pat. No. 4,126,351 to Okor, issued Nov. 21, 1978, shows an improvement to the video game wherein the type of game and the level at which it is to be played is programmable. Again, the video game limits the locality of the players to the immediate proximity of the television.

Although not a video game, a method and apparatus of transmitting and recording computer-generated displays is disclosed in U.S. Pat. No. 4,797,750 to Karweit, issued Jan. 10, 1989. The computer-generated image and audio signals are sent to a computer display. The same line of transmission is split wherein the same transmission is sent to an RS 232 communications tine The RS 232 communications line readies the transmission to be sent to a modem which, in turn, converts the transmission into audio tones to be transported over such medium as telephone lines to be received by such devices as other computers or a video camera recorder (VCR).

This system, however, lacks the ability to coordinate the transmission of an image along with a command signal input by a player. In other words, the subject invention of this patent can only convert and transmit data and is incapable of transmitting command signals in a manner which will make sense to another player receiving the transmission when these signals are incorporated into the signals generated by the receiver.

Again, not being a video game but a representation of the transmission of pictorial data, U.S. Pat. No. 4,939,767 to Saito et al., issued on Jul. 3, 1990, discloses an improved method and apparatus, typically referred to as a FAX machine, for sending images over telephone lines. This system forms non-signal states wherein data signals follow immediately thereafter. This system does not disclose any ability to coordinate different types of data, i.e., command, visual and audio signals. It merely converts images into a data signal and sends the data signal over the telephone line to be received by a visual telephone or FAX machine.

A video game synchronizing assembly is adaptable to communicate a local video game with a remote video game. The local video game includes a game microprocessor, at least two player ports, and a set of player controls electrically connectable to one of the two player ports; the set of player controls being manipulatable to create local command signals to be incorporated in the local video game to define player parameters. The video the a video game between a local video game 12 and a remotely located video game over a defined medium of communication include includes the steps of: receiving command signals from the player input controls 20; transferring the command signals to the local video game 12; converting the command signals to communication signals; and transmitting the communication signals to a remotely located video game. The method is characterized by delaying the transmission of the command signals to the local video game until the communication signals reach the remotely located video game. This insures the two video games 12, are coordinated because many games rely on the timing of the players when making their moves.

The method includes receiving communication signals representing command signals from the remotely located video game. These communication signals are converted back to communication signals and sent to the port designated for the remotely located player. The local video game 12 receives command signals into both ports and operates as if both players were playing locally.

The method further includes converting the command signals received by the player controls 20 into communication signals suitable for transmission in the communication medium. These communication signals are sent to the remote video game 30 where they are received, converted back into command signals, and transmitted to the same port that received the command signals in the local video game 12. In other words, the two remotely located players are playing two independent games wherein the command signals received and transmitted between the two remotely located games are mirror images of each other.

The method includes the steps filtering out the communication signals received from the communication medium from other signals. The other signals can be noise or voice signals. The voice signals are sent to the speaker 128 so the players can hear what the other player is saying, thus enhancing the competitive environment.

The method further includes the ability to pause the game being played upon the receipt of a pause signal representing another incoming call. The pause feature corresponds to the "Call Waiting" feature to which many phone users subscribes.

Turning to FIG. 4, the preferred embodiment of the invention is generally indicated at 310. The invention 310 is a video game assembly. The video game console 310 includes a first port 312 and second port 314. At least one set of player controls 316 is attached to the first port 312. The second port 314 is adaptable to receive either a second set of player controls 22 (see FIG. 1) or a communications line 318 connecting the video game console 310 to a remote video game console 320.

The local video game assembly 310 includes a game microprocessor 322 which, along with a game cartridge (standard in the art and shown in FIGS. 1 and 2) produces the interactive video game to be played by the remotely located operators of the game and viewed by the local operator via a monitor 323. The game microprocessor 322 is a standard microprocessor currently found in the art.

The set of player controls 316 is manipulatable by the local operator to create local command signals to be incorporated in the interactive video game. The set of local player controls 316 may be any style or embodiment of a set of controls. i.e., a keyboard, mouse joy stick and the like, which is utilized by that particular game.

A data link circuit 324 transmits the local command signals to the remote game 320. The data link circuit 324 also receives a remote synchronization code and remote command signals from the remote video game. (Synchronization codes will be discussed subsequently.)

A controller 326 receives the local command signals and the remote command signals and sends the local command signals and the remote command signals to the game microprocessor 322. In the case of analog phone lines 318, the controller 326 includes a data link circuit 324 similar to the modem 114, voice over data circuitry 134 and microphone 128 disclosed above. The voice over data circuitry, can be used in conjunction with a Code-Excited Linear Prediction (CELP) speech compression algorithm or any other compression algorithm.

Alternatively in the case of digital phone lines 318, the data link circuit 324 may include a multiplexing circuit The voice-over-data circuitry, which is a frequency domain manipulator, would be replaced by the multiplexing circuit because digital signals can be manipulated directly and do not require separation into frequency domains.

The local video game assembly 310 is characterized by synchronizing means 328 for synchronizing the transmission of the local command signals and the remote command signals to the video came 311 and, more specifically, the game microprocessor 322. The game microprocessor 322 must receive the local and remote command signals approximately at the same time. Because the human operator cannot detect small differences in the receipt of the local and remote command signals; a difference of up to one second or, in alternative terms, approximately thirty frames of video game advancement by today's technology standards, between receipt of the local and remote command signals is acceptable.

The synchronizing means 328 includes a synchronization code generating means 330 for generating a local synchronization code. The synchronization code is sent to the remote video game 320 via the data link 324. The controller 326 creates a signal over which the synchronization code and the current local command signals are sent to the remote video game 320. The controller 326 receives the remote synchronization code as well as the remote command signals in the same manner.

Therefore, the communications system between the local video game 310 and the remote video game 320 is asynchronous. More specifically, the local command signals and the local synchronization code are sent to the remote video game 320 regardless of what is received thereby. The command signals received from the player controls of the local video game 310 is matched with a synchronization code and sent over the communications line 318 to the remote video game 320 regardless of the information received from the remote video game 320.

In an alternative embodiment, the synchronization codes may be generated via a handshaking technology wherein the synchronization codes of the local video game 310 would not be generated until a similar synchronization code from the remote video game 320 has been received.

The assembly 310 further includes comparing means 332 for comparing the local synchronization code and the remote synchronization code. If the synchronization codes are not equal, counting means 334 will begin counting the number of times the synchronization codes are not equal. Unequal synchronization codes represents the non-receipt of command signals from the remote video game 320 which could result from a glitch in the communication lines 318 or any other communication-type breakdown which may occur with the hardware itself. If the local synchronization code and the remote synchronization are equal or match, the player parameters associated with each of the players is then input into memory means 336 which stores these parameters including the local and remote command signals and the local synchronization code therein.

Once all of the information is stored with regard to the locations aid parameters of the playing elements, along with the local synchronization code, the interactive video game 310 continues by advancing the local synchronization code and receiving input from local player controls 316.

If, on the other hand, the synchronization codes do not match, the counting means 334 will count the number of times the local synchronization code does not match the remote synchronization code. If the counter 334 exceeds a predetermined value XY typically equivalent up to a one second differential, reset means 338 will reset the counter 334.

Once the reset means 338 has reset the counter 334, retrieving means 340 will retrieve the player parameters and the synchronization code from memory 336 allowing the game to continue back when the local 310 and remote 320 video games were in synchronization. The counting of the non-matching synchronization codes will happen rapidly,. the resulting player parameter change is not being apparent to the video game operator.

Turning attention to FIG. 6, wherein like primed numerals represent similar parts, an alternative embodiment of the invention is generally indicated with reference numeral 310'. The alternative embodiment is a video game synchronizer 310' adapted to be used with video games 311' which do not have the remote competition capabilities. The video game synchronizer 310' is adapted to receive the local command signals from the set of player controls 316' and transmit them to the first port 312'. The synchronizer, generically represented at 328' in FIG. 6, receives a code from the game microprocessor 322' to synchronize the local and remote command signals as discussed above.

The code received by the synchronizer 328' may take one of two forms. The first form is the frame advancing code currently in the hardware/software. The synchronizer 328' could count the frames and produce the synchronizing code based thereon. The second form could be generated by the game software. The game software developed to be operated by the preferred embodiment would develop a synchronization code. This synchronization code could be retrieved as it is transmitted to the monitor 323' and used directly by the controller 326'.

The controller 326' will send the synchronization code, as well as the local command signals, to the remote video game 320'. Once the data link circuit 324' receives the remote command signals, and the remote synchronization code which matches the local synchronization code, the local and remote command signals are sent to appropriate ports 312", 314'.

The invention has been described in an illustrative manner, and it is to be understood that the terminology which has been used is intended to be in the nature of words of description rather than of limitation.

Obviously, many modifications and variations of the present invention are possible in light of the above teachings. It is, therefore, to be understood that within the scope of the appended claims wherein reference numerals are merely for convenience and are not to be in any way limiting, the invention may be practiced otherwise than as specifically described.

Hochstein, Peter, Tenenbaum, Jeffrey

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Jul 17 1998HOCHSTEIN, PETER A MILTON, HAROLD W ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS 0108710514 pdf
Jul 17 1998TENENBAUM, JEFFMILTON, HAROLD W ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS 0108710514 pdf
Dec 15 2004MILTON, JR , HAROLD W BROOKS KUSHMAN P C SECURITY AGREEMENT0154690891 pdf
Dec 16 2004HOCHSTEIN, PETER A BROOKS KUSHMAN P C SECURITY AGREEMENT0154690891 pdf
Dec 16 2004TENENBAUM, JEFFREYBROOKS KUSHMAN P C SECURITY AGREEMENT0154690891 pdf
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