U.S. patent application number 09/784067 was filed with the patent office on 2001-09-13 for game system operable with backup data on different kinds of game machines.
Invention is credited to Koshima, Kazuo, Miyamoto, Shigeru, Nishiumi, Satoshi, Shimizu, Takao.
Application Number | 20010021670 09/784067 |
Document ID | / |
Family ID | 26529188 |
Filed Date | 2001-09-13 |
United States Patent
Application |
20010021670 |
Kind Code |
A1 |
Miyamoto, Shigeru ; et
al. |
September 13, 2001 |
Game system operable with backup data on different kinds of game
machines
Abstract
A game system utilizes a first game machine and a second game
machine. The backup data obtained through playing a first game on
the first game machine is memorized in a first game cartridge. The
first game cartridge is attached to an extension adapter, and the
extension adapter is in turn mounted on a controller for the second
game machine. Accordingly, the backup data of the first game
machine is taken into the second game machine. The second game
machine is attached with a second game cartridge. The second
machine executes a second game by processing the backup data
according to a second game program set up in the second game
cartridge.
Inventors: |
Miyamoto, Shigeru; (Kyoto,
JP) ; Shimizu, Takao; (Kyoto, JP) ; Nishiumi,
Satoshi; (Kyoto, JP) ; Koshima, Kazuo; (Kyoto,
JP) |
Correspondence
Address: |
Nixon & Vanderhye P C
8th Floor
1100 Norht Glebe Rd.
Arlington
VA
22201-4714
US
|
Family ID: |
26529188 |
Appl. No.: |
09/784067 |
Filed: |
February 16, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09784067 |
Feb 16, 2001 |
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09506574 |
Feb 18, 2000 |
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6220964 |
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09506574 |
Feb 18, 2000 |
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09189797 |
Nov 12, 1998 |
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6132315 |
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Current U.S.
Class: |
463/43 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 2300/206 20130101; A63F 13/77 20140902; A63F 13/12 20130101;
A63F 13/323 20140902; A63F 2300/403 20130101; A63F 2300/807
20130101; A63F 2300/8011 20130101; A63F 2300/636 20130101; A63F
2300/63 20130101; A63F 13/23 20140902; A63F 13/92 20140902; A63F
13/10 20130101; A63F 2300/8058 20130101; A63F 2300/65 20130101 |
Class at
Publication: |
463/43 |
International
Class: |
G06F 019/00 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 20, 1997 |
JP |
9-337654 |
Jul 30, 1998 |
JP |
10-230176 |
Claims
What is claimed is:
1. A communications system for communicating between structurally
different processing systems comprising: a first hand-held
processing and display system including: a case of a size which may
be held by hand; a dot matrix liquid crystal display mounted on a
portion of said case and having a screen for displaying at least
alphanumeric information; a controller having first and second
control switches, said controller being operable by a user to enter
user identification related information and to control in part the
display of information on said liquid crystal display; a removable
memory for storing a control program, said case including an
insertion port for receiving said removable external memory; a
first processor system, coupled to said removable memory for
executing said control program and for controlling the display on
said dot matrix liquid crystal display; a second processing system
having an enhanced processing capability relative to said first
hand-held processing system; a communications link for coupling
said first hand-held processing system and said second processing
system; said second processing system including a read/write memory
for storing user identification data received from said first
hand-held processing system via said communications link and for
comparing said user identification data with predetermined
identification data, said second processing system being operable
to process further information received from said first hand-held
processing system if said user identification data and said
predetermined identification data have a predetermined
relationship.
2. A communications system according to claim 1, wherein said
further information includes video game related data.
3. A communications system according to claim 2, wherein said video
game related data includes video game backup data.
4. A communications system according to claim 2, wherein said video
game related data includes digital video game related codes.
5. For use in a communications system for communicating between a
first hand-held processing and display system and a second
processing system having an enhanced processing capability relative
to the first hand-held processing system, and wherein said first
hand-held processing and display system includes a case of a size
which may be held by hand; a dot matrix liquid crystal display
mounted on a portion of said case and having a screen for
displaying at least alphanumeric information; a controller having
first and second control switches, a removable memory for storing a
control program, said case including an insertion port for
receiving said removable external memory; a first processor system,
coupled to said removable memory for executing said control program
and for controlling the display on said dot matrix liquid crystal
display; a communications link for coupling said first hand-held
processing system and said second processing system, a method of
operating said communications system comprising the steps of:
entering user identification information using the controller
associated with the first hand-held processing and display system;
storing said user identification information in a read-write
storage device associated with said first hand-held processing
system; receiving said user identification information from said
first hand-held processing system via said communications link;
storing said user identification information in a read/write memory
associated with said second processing system; comparing said user
identification data with predetermined identification data; and
processing further information received from said first hand-held
processing system by said second processing system if said user
identification data and said predetermined identification data have
a predetermined relationship.
6. A method according to claim 5, further including the step of
receiving video game related data from said first hand-held
processing system by said second processing system.
7. A method according to claim 6, wherein said video game related
data includes video game backup data.
8. A method according to claim 5 further including the step of
receiving digital codes from said first hand-held processing system
by said second processing system.
9. In a communications system including a first data processing
device having a first processing system, and a second data
processing device having a second processing system which is
structurally different from said first processing system, a method
of operating said communications system comprising the steps of:
executing a program by said first processing system to generate
first video game related data; transferring said first video game
related data over a communications link from said first data
processing device to said second data processing device; storing
said first video game related data in a read-write memory resident
in said second data processing device; and executing a video game
program by said second processing system and processing at least
some of said first video game related data.
10. A method according to claim 9, wherein one of said first
processing device and said second processing device is a hand-held
portable video game device.
11. A method according to claim 9, wherein said transferring step
includes the step of transferring game-progression related data
from said first data processing device to said second processing
device.
12. A method according to claim 9, wherein said storing step
includes the step of storing game related data into a plurality of
partitioned areas of said read-write memory for storing game
related data for a respective plurality of players.
13. A method according to claim 9, wherein said first data
processing device includes a first device read-write memory for
storing first video game-related data and further including the
step of reading said first video game related data from said first
device read-write memory and writing said first video game-related
data to said second data processing device read-write memory.
Description
BACKGROUND AND SUMMARY OF THE INVENTION
[0001] 1. Field of the Invention
[0002] This invention relates to a game system which can use backup
data on different kinds of game machines for playing games. More
particularly, the invention relates to a game system which can
utilize the backup data stored in a certain type of game machine
memory medium, such as a game cartridge, on another different kind
of game machine having superior processing capability, thus
realizing game play in association with different kinds of game
machines in an inter-linking fashion.
[0003] 2. Description of the Prior Art
[0004] Conventionally, as shown in U.S. Pat. No. 5,552,799, game
play is possible on a home video game machine using a program
stored on a game cartridge for a portable game machine. However,
this prior art is not adapted for playing an inter-linking game on
the video game machine by using backup data stored on a
portable-machine game cartridge.
[0005] Conventional game software for portable or video game
machines, even if serially arranged with respect to genre or game
idea, are produced independently in video game machines having
different processing capabilities. There has been no game software
available that takes interchangeability into account where games
are played in an associated fashion on different kinds of game
machines.
[0006] There has been no interchangeability in the conventional
game software between portable or video game machines having
different processing capabilities. It is impossible to use such
data (so-called backup data) that varies due to game progression
and is acquired through playing on one game machine, in game play
on another game machine having different processing capabilities .
Thus, there are difficulties in making efficient use of such
game-progression-related data as gained through spending
significant time during game play. Such game-progression-related
data may include, for example, data relating to captured characters
or character capability values in a game involving capturing
displayed characters; and data relating to cleared stages, player
object capability values and experience values in a game relating
to cleared stages by increasing the player character (or player
object) experience value while battling with displayed enemies as
in a role-playing game. Where the video game machines for playing a
game with game software are different from one another, even if the
software is applicable for a higher-grade machine with respect to
game methods and rules of game play, it is been heretofore
impossible to perform game play on another higher-grade game
machine using such game-progression-related data, such as
experience values, that have been acquired through playing under
control the game software of a lower grade game machine. Thus, such
associated games between different kinds of game machines have not
heretofore been realized.
[0007] In a system using higher and lower processing capability
game machines, players may not expect perfect interchangeability.
However, they may desire to effectively utilize
game-progression-related backup data (e.g., captured character
kinds and capability values, experience value data, acquired items
or lives, etc.) which has been acquired through playing with
lower-grade-machine game software. Players may desire to play such
an associated game between different game machines.
[0008] The transfer of game software data to a different game
machine requires special purpose connection hardware. Such
connection hardware has not heretofore been available which is easy
to use or handle.
[0009] Where such interchangeability is provided between game-soft
memory mediums of different game machines, there would be a change
in backup data after playing on a higher-grade game machine, with
utilizing the backup data stored on a memory medium of a cartridge
type or game-machine-integrated type. This changed backup data has
to be updated and written into the memory medium. In such a case,
when a plurality of players are playing simultaneously on a
higher-grade game machine, there may occur a difference in status
between the memory medium from which the backup data has been read
at the game start and the memory medium to be written by updated
backup data upon ending the game. If a memory medium of one player
is to be written over by another player's backup data, he would
lose his own backup data that has been acquired and raised
characters through game play. Such a situation would be
disappointing to the player and hence should be prevented.
[0010] The present invention provides a novel game system. The
present invention provides a game system which is capable of
utilizing data, that has been obtained through executing game
software for one game machine where the game varies due to game
progression, to play a game according to associated or inter-linked
game software for another game machine.
[0011] It is an object of the present invention to provide a game
system which is capable of utilizing data, that has been obtained
through executing game software for one game machine where the game
varies due to game progression, to enjoy a more sophisticated
associated game.
[0012] It is a further object of the present invention to provide a
game system which is capable of writing one player's backup data
into a memory medium without erroneously writing over other
player's backup data even where a plurality of players play on the
same higher-grade game machine by providing player-by-player
identification data in memory mediums storing game software.
[0013] A game system playable utilizing backup data for different
kinds of game machines according to the present invention, is
adapted to use the backup data, obtained though playing a game on a
first game machine including a first processing system, for game
play on a second game machine different from the first game machine
and including a second processing system.
[0014] In accordance with one embodiment of the present invention,
the game system comprises: a first backup data memory for storing
backup data obtained by processing a first game program stored in a
first game program memory by a first processing system included in
a first game machine; a second game machine having a second
processing system; access circuitry for permitting the second
processing system to access the first backup data memory; a second
backup data memory provided in association with the second game
machine for temporarily storing the backup data read out of the
first backup data memory by the second processing system; and a
second game program memory provided in association with the second
game machine for storing a second game program to be processed by
the second processing system, wherein the second processing system
effects a game associated with the backup data by executing the
second game program stored in the second game program memory while
utilizing the backup data stored in the second backup data
memory.
[0015] According to an embodiment of the present invention, a novel
game system is provided that can utilize data (so-called backup
data), that has been obtained through executing certain machine
game software where the game varies due to game progression, in
playing a game according to associated game software for another
game machine.
[0016] With the game system of the invention, it is possible to
enjoy a second game by taking over the backup data, such as
experience values, lives and gained characters, obtained through
playing a first game according to prior game software for a
different kind of game machine. By this methodology, time saving
occurs in obtaining desired backup data as compared to playing the
second-game software from its beginning.
[0017] Where an earlier-released first game machine is lower in
processing capability than a later-released second game machine, it
is possible to play a game with more functions than those of the
first-machine game software according to second-machine game
software associated with a first-machine game content.
[0018] The access mechanism includes a connector for electrically
connecting the second processing system to the first backup data
memory. This electrical connector includes a game machine connector
for connecting the first game machine to the second processing
system where the first backup data memory is incorporated in the
first game machine. The game machine connector includes a connector
for connecting between a first interface provided in the first game
machine and connected to the first processing system and a second
interface provided in the second game machine and connected to the
second processing system.
[0019] The electrical connector includes a memory medium connector
for connecting the first external memory medium to the second
processing system when the first backup data memory includes a
first external memory medium that is attachable and detachable from
the first game machine. Where there is a controller associated with
the second game machine and connected to the second processing
system, the memory medium connector includes an adapter for
connecting the external memory medium to the controller. The
adapter includes a first connector provided on the controller and a
second connector connected to the first connector.
[0020] The first game program memory and the first backup data
memory may be formed in different areas in the first memory or on
one memory medium. The second game program memory and the second
backup data memory may be formed at different areas in the second
memory or on one memory medium.
[0021] In an exemplary embodiment, first identification information
holding locations store first identification information, (e.g.,
game name, version data) in association with the first backup data
memory and use determining software determines based on the first
identification information whether the backup data stored in the
first backup data memory is usable or not. In this case, an
indication of inapplicability is generated indicating that the
backup data is not-usable.
[0022] In one embodiment of the present invention, the game system
further comprises write hardware and software for writing the
backup data read out by a second processing system into the second
backup data memory. Where the second backup data memory includes a
plurality of memory areas, the game system further specifies the
first backup data memory, wherein the write hardware and software
writes the backup data into one of the memory areas corresponding
to the first backup data memory. Where the access mechanism
includes a plurality of access channels through which the plurality
of first backup data memory are enabled to access by the second
processing system, the system specifies an access channel through
which the second processing system has access to the first backup
data memory thereby specifying the first backup data memory.
[0023] In a further embodiment of the present invention, the game
system updates the backup data stored in the first backup data
memory depending upon changes caused as a result of executing the
second game program by the second processing system. The updated
backup data is once written in the second backup data memory. Where
the second backup data memory includes a plurality of memory areas,
the processing system writes the updated backup data into one of
the plurality of memory areas corresponding to a first backup data
memory.
[0024] Also, the game system comprises second identification
information holding memory locations for holding second
identification information in association with the first backup
data memory, an identification information read circuit reads out
the second identification information from the second
identification information holding memory locations, and a
temporary memory temporarily stores the second identification
information, wherein the processing system determines whether the
backup data in the first backup data memory may be updated or not,
depending upon the second identification information stored in the
temporary memory.
[0025] The processing system determines whether to update backup
data by reading out the second identification information
associated with the first backup data memory to which the second
processing system is accessing, and determines whether second
identification information stored in the temporary memory and the
second identification information have a predetermined relationship
or not.
[0026] In this aspect, when a plurality of players plays games
simultaneously using their own first-machine backup data on the
second game machine and thereafter write varied backup data into
their own first backup data memory, it is possible to prevent
against mistaken writing with another player's backup data.
[0027] The second game program may be a game program associated
with the first game program, and the second game program may
include a conversion program for rendering the first game program
to a form processable by the second processing system. Where the
conversion program includes an acceleration program according to
which the second processing system can execute the first game
program at a speed higher than a speed of execution of the first
game program by the first processing system, it is possible to play
a game with the first game program on the second game machine at a
speed greater than that of play when the first game program is
executed on the first game machine.
[0028] The first and second game programs may be arbitrary kinds of
game programs. In accordance with one exemplary embodiment, the
first game program includes a game program to capture a character
appearing in a game, a captured character code to specify a
captured character when a player captured the character appearing
in the game, a write program to store capability data
representative of the capability of the character into the first
backup data memory, and the second game program includes a battle
process program to effect a game process by using the captured
character code and the capability data for each captured character
to cause battling with a character captured by another player.
[0029] In another exemplary embodiment, the first game program
includes a program for displaying a two-dimensional character as an
image for the game, a game program for capturing a character
appearing in the game, and write program for specifying a captured
character code to specify a captured character when the program
captured a character appearing in the game into the first backup
data memory, and the second game program includes a program for
displaying each character with polygons as a three-dimensional
image corresponding to a character code, displaying the captured
character in a three-dimensional image based on the captured
character code.
[0030] The above described objects and other objects, features,
aspects and advantages of the present invention will become more
apparent from the following detailed description of the present
invention when taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0031] FIG. 1 is an exemplary block diagram of a game system
according to one embodiment of the present invention;
[0032] FIG. 2 is an illustrative view of a memory map of memories
used in first and second game machines in the FIG. 1 block
diagram;
[0033] FIG. 3 is a block diagram of a game system according to
another embodiment of the present invention;
[0034] FIG. 4 is an external view of one example of a second game
machine to which the present invention is applied;
[0035] FIG. 5 is a perspective view of an extension adapter as
viewed from above;
[0036] FIG. 6 is a perspective view of the extension adapter as
viewed from backside;
[0037] FIG. 7 is a side view showing a state before connecting the
extension adapter to a controller;
[0038] FIG. 8 is a side view showing a state where a first-machine
game cartridge is attached to the extension adapter and the
extension adapter is mounted on the controller;
[0039] FIG. 9 is an exemplary main routine flowchart according to
one embodiment of the present invention;
[0040] FIG. 10 is an exemplary subroutine flowchart of a reading
process;
[0041] FIG. 11 is an exemplary subroutine flowchart of a picture
book mode;
[0042] FIG. 12 is an exemplary subroutine flowchart of the picture
book mode;
[0043] FIG. 13 is an exemplary subroutine flowchart of an attack
mode;
[0044] FIG. 14 is an exemplary subroutine flowchart of the attack
mode;
[0045] FIG. 15 is an exemplary subroutine flowchart of a backup
data update mode;
[0046] FIG. 16 is an example of a display of a title screen;
[0047] FIG. 17 is a view showing an example of displaying
identification codes (ID codes) and names of one player or more in
the picture book mode;
[0048] FIG. 18 is a view showing an example of displaying a command
input state wherein one player is selected in the picture book
mode;
[0049] FIG. 19 is a view showing an example of displaying a list of
captured monsters in the picture book mode;
[0050] FIG. 20 is a view showing an example of displaying
information on one monster (type 1) selected in the picture book
mode;
[0051] FIG. 21 is a view showing an example of displaying
information on the monster (type 2) selected in the picture book
mode;
[0052] FIG. 22 is a view showing an example of information on the
monster (type 3; with commentaries about tricks) selected in the
picture mode;
[0053] FIG. 23 is a view showing an example of displaying hit-point
data and capability data of a plurality (six) of monsters selected
for battling in the battle mode; and
[0054] FIG. 24 is a view showing a scene battling between the
respective monsters of the first and second players in the battle
mode.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0055] The "game system playable by utilizing backup data on
different types of game machines" (hereinafter referred to as "game
system") as embodied in an exemplary embodiment of the present
invention includes a first-machine that is a portable game machine
or an LCD-type portable game machine, and a second-machine which is
a video game machine that is not portable. Using the backup data
obtained through playing according to first-machine game software
executed on the first-machine, the game is played on the
second-machine while processing a second-machine game program
associated with (or inter-linked to) the first-machine game
software. That is, the second-machine game program is executed in
association with the first-machine game.
[0056] Here, the backup data may take various data forms with
respect to genre kind of game software. For example, where the
software is concerned with a game to capture animals, imaginary
pets, or fictional animals (monsters), or to raise captured
animals, or to make the animals captured for players to battle
with, the backup data may be constituted by the captured-character
data to specify characters thus captured, the data representing
capabilities of the captured characters or the data relating to
tricks applicable to the battle. Where the software relates to a
role playing game, the backup data may include data concerning the
kind and number of acquired items, the kind of black arts
applicable, experience values, life values, etc. Further, where the
game software is a baseball game (as one example of a sport games),
the backup data may include, past team play, a batting average, the
number of home runs, the number of stolen bases, an error rate, an
earned run average, the number of strikeouts of each player,
batting power, running power, ball speed, etc. matched to a
training condition.
[0057] In this manner, the backup data varies depending on a kind
of game. By way of example only, an explanation follows relating to
a game to capture a fictional animal or the like, to train (raise)
the captured fictional animal or make it battle.
[0058] FIG. 1 is a block diagram of a game system according to one
embodiment of the present invention. In FIG. 1, the game system of
the invention includes a first-machine 10 having a game cartridge
15 storing backup data in its backup data storing memory (temporary
storing memory: e.g., RAM). This backup data can be utilized to
play a game using a second-machine game program stored in a game
cartridge 25 or a disc memory medium 35. That is, a game related to
the first-machine game software or a game operable in association
with the first-machine 10 can be played using the backup data.
[0059] Here, the first-machine 10 is, for example, a portable game
machine or an LCD-type game machine (e.g., the product "Game Boy"
marketed by the present inventors' assignee; registered trademark).
The second-machine 20 is, for example, a recently-developed game
machine (e.g., the product "Nintendo 64" marketed by the present
inventors' assignee) utilizing an advanced technology, such as 32
or 64 bits, which is higher in processing capability (i.e., for
example, in CPU bit number, CPU program processing capability per
unit time or image representability) as compared with that of the
first-machine 10. Note that the first-machine 10 may alternatively
employ, for example, an 8- or 16-bit video game machine, if it is
lower in processability than the second-machine 20. Also, the
second-machine 20, if it is a 16 or 32 bits video game machine, may
be equivalent in processability to the first-machine 10. This would
be effective for a case where the first-machine 10 is of a portable
type and the second-machine 20 is stationary type connectable to a
home-use TV set. However, the invention is of course not limited to
the technological relationships between the machines in the
above-stated examples.
[0060] In the explanation below, an LCD-type portable game machine
is used as an example of the first-machine 10. The first-machine 10
includes, for example, an 8-bit CPU 11. The CPU 11 is connected
with an input/output interface (hereinafter referred to as "I/O")
12. The I/O 12 is connected to a connector 13 as well as a
controller 14 for instructing the movement or motion of a game
character. A memory cartridge 15 is disconnectably connected to the
connector 13. Further, the CPU 11 is connected to a RAM 11,
including a working RAM, a display RAM and the like, and is
connected to an LCD drive circuit 18 for driving a liquid crystal
display (LCD) 17.
[0061] Note that the first-machine 10 is not limited to such a
structure that is detachably attached with a memory cartridge 15
but may be a structure incorporating therein a ROM 15a and RAM 15b,
and a housing may be integrally provided with a connector to
transfer the backup data stored on the RAM 15b directly or
indirectly through a cord, etc., as shown in FIG. 3.
[0062] In place of the ROM 15a, a RAM having a large capacity
(SRAM), whose data is prevented by a battery from being lost, may
be provided. One part of the S-RAM is used as a program area
corresponding to ROM 15a and the remaining area is used as a backup
data (temporarily storing) area corresponding to RAM 15b. In such a
case, the first-machine game program is previously stored in the
program area. The program area is installed with a program to
prohibit backup data from being written thereon. Further, instead
of using cartridge 15 (external memory medium) including the ROM
15a and RAM 15b, a high-capacity RAM (can be used with the built-in
RAM 16) may be provided within the first-machine 10 so that the RAM
is used both as program and backup data areas wherein the program
area is updated and written by the data associated with a desired
program.
[0063] The memory cartridge 15 incorporates a non-volatile memory
(e.g., ROM, EP-ROM, one-time ROM; hereinafter referred to as "ROM")
15a mounted on a substrate for storing a first-machine game
program, and a writable readable memory (e.g., RAM, EP-ROM;
hereinafter referred to as "RAM") 15b as one example of a backup
data memory (or temporary store) for memorizing backup data
occurring and developing in the course of game progression.
[0064] The ROM 15a is previously loaded, as shown in a memory map
at the upper left in FIG. 2, with a first-machine game program
(e.g., the data of characters appearing in the game, program data
for controlling the display of characters, a backup data write
program, etc.), as well as game title data (the game title and the
versions if one game title includes multiple versions). The RAM 15b
includes a memory area for storing, on a cartridge-by cartridge
basis, a discrimination code, player (or trainer) names, data
relating to gained characters, gained-character capability data,
etc. The substrate has a plurality of terminals formed at one side,
for electrical connection to the connector 13.
[0065] The identification code refers to an arbitrary code a user
has input by operating the controller 14 in order to identify an
owner of the cartridge 15 or a Ser. No. of the first-machine 10.
For example, the ROM 15a may be structured by a one-time ROM
fixedly written with a Ser. No. of the cartridge 15 thereon.
[0066] The second-machine 20 uses a memory cartridge (hereinafter
referred to as "cartridge") 25 as one example of an external memory
medium therefor. The second-machine 20 includes, for example, a
64-bit CPU 21. The CPU 21 is connected to an input/output interface
(hereinafter referred to as "I/O") 22. To the I/O 22 are connected
a connector 23a for connection with a second-machine memory
cartridge 25, a connector 23b for connection with a controller 24,
and a connector 23c if required. The connector 23b is connected
with a controller 24 through a connector 23d. Note that, where the
second-machine 20 is usable for a game in which a plurality of
players participate at a same time, a plurality of sets of
connectors 23b, controllers 24 and connectors 23d are provided.
[0067] The connector 23a is disconnectably connected to the
cartridge 25. Further, the CPU 21 is connected to a RAM 26 employed
as a working RAM and an image processing unit (RCP) 27.
[0068] The RAM 26 includes, as shown at lower right in FIG. 2,
memory areas 261-264 respectively utilized for a plurality of
players, and further including a flag area 265, a counter area 266,
and register areas 267,268. The memory areas 261-264 are written,
at areas corresponding to the controller, to include backup data
(cartridge 15 identification code, name, data related to gained
characters, data related to capability for each gained character,
etc.) and game-software title and version data which have been
stored in RAM 15b of the cartridge 15 connected to the controllers
24A-24D through an extension adapter 50. The flag area 265 includes
flags Fa-Fd corresponding respectively to the controllers 24A-24D,
which can be written by a logic "1" to identify any of the
controllers 24A-24D connected with a cartridge 15. The counter area
266 is utilized for counters (CNT1, CNT2) that are used to detect a
controller 24A-24D connected to the cartridge 15, and a
player-by-player memory area in RAM 26. The registers areas 267,268
are used to store the power of two player's monsters battling in a
battle mode.
[0069] The RCP 27 is connected to a video RAM 28. The video RAM 28
has a memory area for storing red (R), green (G) and blue (B) color
data corresponding to each dot of one CRT screen such as a raster
scan display, so that color data is written in and/or read from the
memory area for color display under control of RCP 27. The color
data read from video RAM 28 is converted by an encoder and/or
composite image signal generating circuit 29 into analog R, G, B
signals and/or a composite image signal which is supplied to the
CRT.
[0070] The memory cartridge 25 is structured similarly to the
memory cartridge 15, and incorporates, by mounting on a substrate,
a non-volatile memory (e.g., ROM, EP-ROM; hereinafter referred to
as "ROM") 25a for storing a second-machine game program, and a
writable readable memory (e.g., RAM, EP-ROM; hereinafter referred
to as "RAM") 25b as one example of a temporary store for storing
backup data occurring and varying during game progression.
[0071] The ROM 25a uses a ROM that is greater in capacity than the
ROM 15a, and is previously loaded, as shown in a memory map at
upper right in FIG. 2, with a second-machine game program (e.g.,
data relating to characters appearing in the game, program data for
controlling the display of each character, program for writing
backup data, etc.). Although the game program stored in the ROM 25a
is partly common in scenario or playing methodology to the
first-machine program, the ROM 25a includes a program particularly
structured to realize image representation and complicated scenario
that are reflectable by the greater processing capability of the
second-machine 20. For example, if the first-machine game program
displays two-dimensional images, the second-machine program may
generate three-dimensional images or represent three-dimension
images in addition to two-dimension game images depending upon the
scene. The second-machine program may also include an increased
number of modes of training, raising, etc. or increased kinds of
combat methodologies or rules, or other variations, as compared
with those of the first-machine program.
[0072] The RAM 25b has a memory capacity several times greater than
that of the RAM 15b in order to store the backup data of a
plurality of players. Otherwise, the memory capacity of RAM 25b may
be the same as that of the RAM 15b if an extension disc drive 31 is
employed. The RAM 25b has a circuit board having a plurality of
terminals formed on one side so that it is electrically connectable
with the connector 23a.
[0073] A writable/readable magnetic disc drive 31 may be used, if
extensionality is required for the player to temporarily store
game-related backup data or modify the game program in order to
enjoy his own game program. In such a case, the extension disc
drive 31 is connected to the connector 23c. On the extension disc
drive 31 is mounted a writable and readable disc (e.g., magnetic
disc) 35, such as a magnetic disc or magneto-optical disc. This
disc 35 is used in place of or in combination with the memory
cartridge 25. It is also possible to use, in place of the magnetic
disc 35, an extension memory medium, such as a CD-ROM, hard-disc,
and magneto-optical disc.
[0074] In operation, when a first-machine 10 is used to play a
game, the player may attach a memory cartridge containing desired
game software so that he manipulates the controller 14 to play a
first-machine game. At this time, CPU 11 generates display data for
a player character (a character in motion in response to player's
operation), according to a ROM 15a program and an operating status
of the controller 14. The CPU 11 also generates display data for a
background, enemy character, etc., according to programs,
irrespective of the player's operation. The display data is
combined and then supplied to the LCD drive circuit 18, for display
on the LCD 17. During game operation, the CPU 11 updates the backup
data by temporarily storing it in RAM 16 each time a condition to
generate or update backup data is fulfilled in the progress of a
game, and transfers the backup data therefrom to the RAM 15b at
appropriate timing. In the case of a game to capture a fictional
animal, the backup data stored in RAM 15b includes, for example,
player-designated name data, owner-specifying identification data
created by random number data, captured-animal name data or
character codes, captured-animal capability data, and growth data
by raising, as shown in a memory map at lower left in FIG. 2. Note
that the backup data differs depending on a game kind or genre, as
stated before.
[0075] To play an associated (or inter-linking) game on the second
machine 20 utilizing the backup data gained through playing the
game on the first machine 10, the second machine 20 is attached, at
its connector 23a, with a memory cartridge 25 storing a game
program (for a series game wherein higher exchangeability is
secured at least in one function) having a relation to a game
content in the memory cartridge 15. Alternatively, a disc 35
similarly storing a program having a relation thereto is attached
to the extension disc drive 31. In addition, the memory cartridge
15 containing desired backup data is attached to the extension
adapter 50 (FIG. 5, FIG. 6) as one example of a connector, so that
this extension adapter 50 is attached to the connector 24a (FIG. 7,
FIG. 8) of the controller 24. Due to this, the second-machine 20 is
placed in an indirect connection with cartridge 15 for the
first-machine 10 through the extension adapter 50 and an
appropriate connector.
[0076] Thereafter the controller 24 is operated in order to start
the second-machine game. Although CPU 21 at this time begins to
operate based on programs stored on the ROM 25a, it first reads out
game title and version data stored on the ROM 15a and writes the
data onto a first-player area 261 in the RAM 26, and reads out the
backup data (e.g., cartridge identification code, name, one or a
plurality character codes, capability data by captured character,
etc.) stored on the RAM 15b and writes the data into the area 261.
When there are a plurality of players, another player connects his
own cartridge 15 to his controller 24 through an extension adapter
50 (FIG. 5, FIG. 6) so that the backup data is written to a
second-(to-fourth) player area of the RAM 26. In this manner, the
backup data is written on a player-by-player basis in the RAM 26 in
a manner discriminating one player's data from another player's
data. The CPU 21 executes a game process based on the program
stored in ROM 25a, and controls game processing in association with
the first-player's backup data stored in the area 261 of the RAM
26. It can be considered that this associated process includes
displaying a backup-data library, e.g., displaying character names
based on the codes of captured characters, and displaying
character-basis capability data together with the captured
character names. The associated process, as other examples, may
include various processes, such as displaying with capability
classification to facilitate opting a character in a combat mode,
displaying a list of same-kind of characters with their numbers for
reference to exchange characters with a friend, displaying with
comparison of capability data of both-side characters when
competing with a friend, processing a competition according to
another rule, etc.
[0077] Utilizing the backup data on the memory cartridge 15,
further backup data occurs through playing according to the game
program for the second-machine 20. That is, the newest backup data,
obtained by updating the backup data upon being read from the RAM
15b, is stored in the RAM 26 when the play on the second-machine 20
is ended. At this time, if the player opts an update mode by icon
manipulation, the CPU 21 effects an updating process according to a
read/write program. Specifically, the CPU 21 reads out the
cartridge identification data, such as identification codes, names,
etc., stored in the RAM 15b of the memory cartridge 15 connected to
the controller 24, and compares read-out data with the cartridge
identification data, such as relevant-player identification code,
names, etc., stored in the RAM 26. When both identification data
are coincident with (or in a predetermined relationship), the
relevant player's backup data stored in the RAM 26 is read out and
then written, for updating, into the RAM 15b. This prevents other
player's backup data from being erroneously written over the RAM
15b of the memory cartridge 15.
[0078] The methods to connect the RAM 15b, with association, to the
second-machine 20 includes a variety of modified embodiments. For
example, the connector 24a (FIG. 7, FIG. 8) of the controller 24
and/or the connector 23e of the second-machine 20 may be formed
adapted to the end-face shape and contact structure of the memory
cartridge 15 incorporating the ROM 15a and RAM 15b so that the
memory cartridge 15 can be connected directly or indirectly through
cords or connectors to the controller 24 or the second-machine
20.
[0079] In place of the system structure shown in FIG. 1, another
example of a game system as shown in FIG. 3 may be employed. That
is, the embodiment of FIG. 3 incorporates the ROM 15a and RAM 15b
in the first-machine 10 thus forming an integrated type system,
wherein the ROM 15a and RAM 15b are connected to the CPU 11 through
the I/O 12, instead of forming the ROM 15a and RAM 15b of the
memory cartridge 15 in a cartridge. This connector 13 is determined
in such a form and contact structure that is connectable to the
connector of the controller 24 and/or the connector 23e of the
second-machine 20. Thus, the connection of the connector 13 of the
first-machine 10 to the connector (not shown) of the controller or
the connector 23e within the second-machine 20 allows the backup
data stored on RAM 15b to be transferred through the I/O 12,
connector 13, controller 24, connector 23d, connector 23b, and I/O
22 or through the I/O 12, connector 23e and I/O 22 to the CPU 21 by
which the data is written into the RAM 26. In this case, the
program-storing ROM 15a and the backup-data-storing RAM 15b may be
structured as a large capacity RAM having such a data capacity as
adding together their capacities as was explained in the FIG. 1
embodiment, so that the large capacity RAM can be backed up by a
battery to write the first-machine program into the program area
prior to starting a game on the first-machine 10.
[0080] Further, a cord at is respective ends may be connected with
connectors (not shown) fittable for the connectors 13, 23 so that
the first-machine 10 (or RAM 15b) and the second-machine 20 are
connected, in an indirect fashion, through the cord and the
connectors. In such a case, the game play operation on the
second-machine 20 may be implemented by using the first-machine
controller 14 in place of the controller 24.
[0081] Incidentally, when using a disc 35 and disc drive 31, the
extension adapter 50 or memory cartridge 15 may be connected to the
attachment connector 23e (or disc drive exclusive connector). Also,
if the second-machine 20 is provided with a connector for external
memory (RAM) connection, then the extension adapter may be
structured for connection to that connector.
[0082] The ROM 25a may have a conversion program (emulator program)
stored therein in order to convert the first-machine game program
into a second-machine game program without providing the ROM 25a
with a common program to that stored in the ROM 15a. The program
stored in ROM 15a is also written into the RAM 26 by means of a
read/write control program thereby using the first-machine program
as a program for the second-machine. By doing so, it is possible to
eliminate duplication or inefficiency of programs.
[0083] Preferably, because the CPU 21 of the second-machine 20 is
by far higher in processability than the CPU 11 of the
first-machine 10, a conversion program with a high speed, such as
2-times, 4-times, or 8-times the speed of CPU 11, may be stored in
addition to or in place of a program of the same processing speed
as that of the first-machine 10. This serves to increase the player
object moving speed or other game progression speeds (the speed of
raising or training captured animals, etc.), thus speeding up the
game progression.
[0084] Referring to FIG. 4, there is depicted an external view of
one exemplary embodiment of the second-machine 20 used in the game
system of the invention. In FIG. 4, the second-machine 20 includes
a housing 19, in addition to the circuit configuration shown in
FIG. 1. The housing 19 has on a top surface an insertion aperture
191 formed for receiving therethrough a cartridge 20 for the
second-machine 20, and a power switch 192 and a reset switch 193
provided at a front thereof. The cartridge insertion aperture 191
is provided therein with a cartridge connector 23a (see FIG. 1).
The game machine 20 has a front panel on which a plurality of
controller connectors 23b are provided to connect with controllers
24. The game machine 20 has at a backside a connector for extension
which is connectable to a disc drive unit 31.
[0085] The controller 24 includes a housing 241 formed with handles
(three in the illustration). The housing 241 has a top surface on
which arranged are a direction instruct switch 242 for a player to
operate instructing directions of character or object movement, an
analog switch (referred to as also as a 3-D stick or joystick) 243
for instructing directions of movement on an analog basis, and a
plurality of motion switches 244 and reset/start buttons 245. The
motion switches 244 includes switches 244a-244f, which are for
instructing motions of a player character or player object in a
game mode and selecting various kinds of commands in an image
creation input mode. The housing also has, at upper side surface,
side switches 246,247 for instructing other motions. The controller
24 has an insertion cavity 245 having therein a connector (not
shown) which is used to connect with an extension RAM (not shown)
in the case the RAM 15b being insufficient in memory capacity. The
controller 24 connector is used to connect with an extension
adapter 50. Note that in the explanations given hereinbelow it is
assumed that up to four players can play at a same time on the
second-machine 20. Where the controller needs to be distinguished,
the controller for a first player will be referred to as 20A and
second, third and fourth players respectively as 20b, 20C and
20D.
[0086] The disc drive 31 has a housing 311 having at a top a
connector 312 for connection with an extension connector (FIG. 1 or
FIG. 3). The housing 311 has a disc insertion aperture 313 formed
at a front face thereof. Into the disc aperture 313 is inserted a
disc-formed record (or memory) medium (hereinafter referred to as
"disc") 35, such as a readable and writable magnetic or
magneto-optical disc.
[0087] The second-machine 20 is connected with a display unit (CRT)
40, such as a home-use TV set.
[0088] The connector 23b shown in FIG. 4 may be connected with a
communication cable so that the first-machine 10 is directly
connected with the second-machine 20 through the communication
cable. In such a case, a cartridge other than the game cartridge 15
(FIG. 1) is attached to the first-machine 10 and this other
cartridge is connected to the second-machine 10 through the
communication cable and the connector 23b.
[0089] Referring to FIG. 5 and FIG. 6, there are illustrated
perspective views of an extension adapter 50, wherein FIG. 5 is a
perspective view as viewed from the front while FIG. 6 is a
perspective view as viewed from the backside. The extension adapter
50 has an insertion projection 52 formed in a T-form on an upper
surface of a housing 51. This insertion projection 52 is designed
in such a form that it can be inserted into an extension-RAM (not
shown) insertion hole 248 (FIG. 7) formed on the backside of the
controller 24. The insertion projection 52 has a connection circuit
board 53 built therein. The connection circuit board 53 is
connected in a T-form to a circuit board incorporated within the
housing 51. The connection circuit board 53 is connectable to the
connector 24a (FIG. 7, FIG. 8) provided deep within the insertion
hole 248 of the controller 24. The insertion projection 52 is
formed, in one side surface, with a lock recess 54 which is
engageable for locking with a lock claw (not shown) formed within
the insertion hole 248 of the controller 24. At the backside of the
extension adapter 50, an insertion aperture 55 is formed in order
to receive a first-machine cartridge 15. Within the insertion
aperture 55, a connector 50a is arranged to connect with the
cartridge 15. This connector 50a is connected to the circuit board.
The circuit board is mounted with a detection circuit and a data
transfer control circuit (both not shown). The detection circuit
serves to detect that the cartridge 15 is attached to, while the
data transfer control circuit transfers the data in the RAM 15b
and/or ROM 15a of the cartridge 15 to the second-machine 20 via an
internal circuit of the controller 24.
[0090] As shown in FIG. 7, the extension adapter 50 is inserted
into the insertion hole 248 at the backside of the controller 24
thereby connecting its connection circuit board 53 to the connector
24a. Then, a cartridge 15 is inserted from the rear of the
controller 24 into the insertion aperture 55 as shown in FIG. 8, so
that a circuit board (not shown) in the cartridge 15 is brought
into connection to the connector 50a. This allows the backup data
stored on RAM 15b of the cartridge 15 to be transferred to the
second-machine 20 via the extension adapter 50 and the controller
24.
[0091] In this manner, the extension adapter 50 has a T-formed
exterior to have the insertion projection 52 to be inserted into
the insertion hole 248 formed at the backside of the controller 24.
Due to this, the controller 24 coupled to the extension adapter 50,
when rested, takes an almost horizontal position. Thus, the
controller 24 is stable in a rest position, that is, the controller
24 is easy to manipulate even when it is placed on a table or
pedestal.
[0092] Further, the connection of the cartridge 15 to the
controller 15 is made using the extension adapter 50. Due to this,
even when the second-machine 20 is remotely located from the player
(e.g., near to a TV receiver 40), the player positioned where the
controller 24 is at his hand can easily connect (attach/detach) the
cartridge 15.
[0093] Referring to FIG. 9, there is shown a main flowchart for
explaining the operation of the game system of the invention. FIG.
10 through FIG. 15 are subroutine flowcharts each showing a detail
of a certain step of the main flowchart. Note that, in FIG. 9, the
subroutine-flowchart figure No. is given in parentheses within a
corresponding step S box, while the figure No. illustrating an
on-screen display example by the step is given at beside the
relevant step No. outside the box.
[0094] With reference to the FIG. 9 flowchart and on-screen display
examples, prior to starting a game, preparations are made by
attaching a cartridge 15 to the extension adapter 50 and connecting
the extension adapter 50 to the controller 24 so that the
controller 24 is connected to the connector 23b of the
second-machine 20. It is herein assumed that the player has played
the game with a game cartridge 15, that has a certain bearing on a
second-machine cartridge 25, attached to the first-machine 10, and
acquired a plurality of monsters, wherein the monster names (or
acquired character codes) and monster-by-monster basis capability
data have been stored in the RAM 15b. Some player may have stored
capability data enhanced by training the monster. It is also
assumed that, where two users or players compete with each other, a
first player uses a controller 24A and a second player a controller
24B.
[0095] When power switch 192 is turned on, the main routine of FIG.
9 is started. That is, the CPU 21 of the second-machine 20 executes
the following processes according to the program data stored on the
ROM 25a (or magnetic disc 35) in the cartridge 25.
[0096] At a step S1 an initializing process is performed. The
initializing process writes initial data into or clears the memory
areas, for example, of the external RAM 26 and the V-RAM 28 of the
second-machine 20. The RAM 26 at all the memory areas is cleared.
At a step S2 a process is executed to read the backup data stored
in the RAM 15b. This read process will be explained later in
greater detail with reference to FIG. 10. At a step S3 a game title
and an operation-mode opting screen (see FIG. 16) are displayed.
The player may opt for either one of a "consult picture book" mode
to look over the kinds or details of monsters caught during playing
the game and a "combat mode" to make battle with a player's
own-captured monster and another-player-captured monster (or go to
a stadium), wherein the monsters have been acquired by playing the
game. At a next step S4 it is determined whether a picture book
mode is selected or not. If the picture book mode is not selected,
then it is determined at a next step S5 whether in a combat mode or
not. If neither the picture book mode nor the combat mode is
selected, the process returns to the step S4 to wait for any mode
selection.
[0097] If the player operates the direction instruct switch 242 to
move the cursor and depresses a switch for instructing command
selection (e.g. 244a), it is determined that the picture book mode
is selected, and the process advances to a step S6. At the step S6
a picture book mode process is executed which process is detailed
in FIG. 11 and FIG. 12 to be referred to later.
[0098] Meanwhile, if a combat mode is opted by the player, this
fact is determined at a step S5, and the process advances to a step
S7. At the step S7 a combat mode process is executed which process
is detailed in FIG. 13 and FIG. 14 to be referred to below.
[0099] After the processing in steps S6 or S7, it is determined at
a step S8 whether a backup data updating process is occurring or
not. This determination is made depending, for example, upon if the
switch 246 has been depressed or not. At a succeeding step S9, a
backup data updating process is performed. For example, the backup
data stored in a backup data memory area 261-264 corresponding to a
controller 24A-24D (i.e., attached with an extension adapter 50 and
cartridge 15) for which the flag Fa-Fd is written by logical "1" in
the flag area 265 is transferred to the corresponding controller
24A-24D and written into a RAM 15b of a cartridge 15 in connection
to the relevant controller. At a step S10 it is determined whether
re-play has been instructed or not. This determination is made
depending upon if the switch 245 has been depressed or not. If a
re-play is to occur, the process returns to the step S3 to repeat
the operations of the steps S3-S 10. If a re-play is not selected
in a predetermined time or the power switch 192 is turned off, the
game operation on the second-machine 20 is ended.
[0100] The details of the steps S2, S6 and S7 of the main flowchart
of FIG. 9 (i.e., detailed subroutines of these steps S2, S6 and S7)
are next described.
[0101] The read process of the step S2 is carried out by executing
a read process subroutine shown in FIG. 10. At a step S 11, a
numeral "1" is first set in the counter (denoted by an abbreviation
CNT 1) in order to determine as to which controller backup data is
to be read out. In this case, the numeral "1" refers to the backup
data reading from a first-player controller 24A. At a step S 12, it
is determined whether or not a first-machine cartridge 15 is
attached to the controller (24A at the beginning) corresponding to
the value of the counter CNT 1. If the cartridge 15 is attached is
determined, the process advances to a step S13. At the step S13, a
game name and version data of the cartridge 15 attached to the
controller 24A are read from the ROM 15a. At a step S14, the game
name and version data thus read are written into the corresponding
memory area 261 to the controller 24A (for the first player). At a
step S15 it is determined whether the read game name and version
data are predetermined ones or not. This determination is to
confirm that a second-machine cartridge 25 or disc 35 now being
playable is in a predetermined relationship with the cartridge 15
and that an associated game or motion can be effected by using the
cartridge 15. If the game name and the version data are determined
as predetermined ones, then at a next step S16 the backup data
(e.g., captured character codes, captured-character-basis
capability data, etc.) stored in the RAM 15b of the cartridge 15
being connected to the controller 24A through the extension adapter
50 is written into the memory area 261 of the RAM 26. Thereafter,
at a step S18, logical "1" is written on the flag Fa corresponding
to the controller 24A to store that the controller 24A is being
used. At a step S19, the counter CNT1 is added by "1" (CNT1 count
value at this time 2). This specifies that the backup data is to be
read at a next time from the second player's controller (24B). It
is determined at a step S20 whether the count value of the counter
CNT1 is 5 or not. If not 5, the process returns to the step S12
mentioned before. When the count value of the CNT1 becomes 5 by
four-times repetition of the step S12-20 operations, the backup
data in a connected one of the first-to-fourth player's cartridges
15 is read out.
[0102] Where the third and fourth player's controllers 24C,24D are
not connected with an extension adapter 50 or where they are
connected with an extension adapter 50 but no cartridge 15 is
attached thereto, this fact is determined at the step S12, and the
process advances to a step S21. At the step S21, a message is
displayed indicating that a cartridge 15 should be attached to an
adapter 50 for the controller 24C,24D. Thereafter, at a step S22
the flags Fc, Fd for the third and fourth player's controllers
24C,24D are written by "0" thereby memorizing that the controllers
24C,24D are not being used. Then the process advances to the step
S19.
[0103] If it is determined at the step S15 that the game name and
the version data are not predetermined ones, then display is made
at a step S23 to show that the game name and/or version data is
inappropriate thereby indicating to attach a normal cartridge
specified as adaptable for the present game system.
[0104] The picture book mode process referenced at step S6 is
carried out by executing the subroutine shown in FIGS. 11 and 12.
That is, at a step S31, a display is generated as shown in FIG. 17
as to the identification code (ID code) and name of a cartridge 15
being attached to an extension adapter 50 on any of the controllers
24A-24D for the respective first to fourth players. At this time,
controllers (e.g., 24C,24D) not being attached with an extension
adapter 50 or cartridge 15 are not displayed (cartridge 15 shape is
not displayed) in order to make clear its out-of-use, and further
the identification code and name inherent to an owner of the
cartridge 15 are not displayed. At a step S32 it is determined
whether a player has been selected or not. This determination is
made based on the movement of the cursor (hand-shaped mark) to a
first player's mark due to depression of the direction instruct
switch 242 and on the depression of the switch 244a. However, where
the second-machine 20 is connected with the controllers of a
plurality of players (e.g., 24A, 24B), the players corresponding to
the flags Fa-Fd storing "1" are determined, in order, as to the
presence or absence of selection. At a step S33, display is made of
a command-opting screen only for the selected player (see FIG. 18).
At this time, the player whose cartridge 15 identification code and
owner name are being displayed can move the cursor to select a
desired command from the command being displayed on the right side
of the screen, and determine the selection by depressing the switch
244a.
[0105] If "picture book" is selected, then at a step S35, a list of
acquired (or collected) monsters is displayed as shown in FIG. 19.
The data on the acquired monsters (e.g., the number of findings,
the number of captures, the number of possessions, etc.) is
displayed. At this time, the player can move the cursor to opt for
a monster he desires to know, and depress the switch 244a. This
provides display of monster names through which detailed data can
be displayed, together with marks, such as blocks or cursors,
indicative of a selection state, as shown in FIG. 19. At a step
S37, whether the selection-decision switch 244a is depressed or not
is determined. If no selection-decision is determined, at a step
S38 it is determined by depressing the switch 244b whether
cancellation is selected or not. If none of the switches are
operated, the process returns to the step S35 to repeat the steps
S35-38, thus waiting for selecting either one of selection-decision
or cancellation.
[0106] If it is determined that selection-decision is made, then at
a step S39 the information on the selected monster is displayed in
a type-1 display form as shown in FIG. 20. This type-1 form of
monster information includes a name of the selected monster and its
appearance as viewed in a certain direction (e.g., side-viewed
shape, weight, height, features of the monster, etc. in the
illustration). Then, at a step S40 it is again determined that the
selection has been decided or not. If not decided, it is determined
at a step S41 whether cancellation has been made or not. If neither
is selected, the process returns to the step S39.
[0107] If opting for the decision, then at a next step S42 the
information of the selected monster is displayed in a type-2 form
(see FIG. 21). This type-2 information display includes, in
addition to for example monster name, a shape as viewed at another
angle, the monster's capability data (strike power, defensive
power, quickness, special abilities), etc. In a state of type-2
information display, it is determined whether the player is
manipulating the analog joystick 243 or not. If the analog joystick
243 is not operated, then at a step S44 the monster in display is
laterally turned. In this manner, the operator can look at the
entire body of the monster he selected and know physical features
of the monster.
[0108] If it is determined that the analog joystick 243 is operated
upward or downward, the process advances to a step S45. At step
S45, the monster is vertically turned (frontward or rearward) in
display in response to upward or downward tilt of the analog
joystick 243. This allows the player to know concrete physical
features concerning the monster and recognize how the features are
to be reflected in a battle against a competitor's monster. After
the step S44 or S45, the process advances to a next step S46. At
the step S46 it is again determined whether selection-decision has
been opted or not. If the decision has been not opted, then at a
step S47 it is determined whether cancellation is selected or not.
If neither has been selected, the process returns to the step S42
to repeat the operations of the steps S42-S47.
[0109] If decision is selected at the aforesaid step S46, then at a
next step S48 the selected monster is displayed of information in a
type-3 form (see FIG. 22). The type-3 information display includes
kinds of weapons available and damage to the competitor by the
weapon or hit-point amount as well as comments on the feature of
the weapon selected by the cursor.
[0110] At next steps S49, S50 and S51, operations similar to those
explained in the steps S43, S44 and S45 are effected in response to
a manipulation state of the analog joystick 243. At a next step
S52, it is determined that trial fire by (or attempting launch
with) the weapon has been selected or not. This determination is
made by moving the cursor to opt a weapon and then depressing the
switch 244a to designate the weapon. If selecting such weapon trial
fire, then at a step S53 the monster using the selected weapon is
displayed at upper left of the screen. Thereafter it is determined
whether the switch 244b for designating cancellation has been
depressed or not. If cancellation has not been selected, the
process returns to the step S48. If cancellation has been selected,
the monster list display state shown in FIG. 19 is returned. In the
list display state, if a command "quit" is opted, this fact is
determined at a step S55, and the process returns to the step S8 of
the main routine. Thus, the picture book mode is ended.
[0111] Now explanations will be made on exemplary details of the
battle mode at the step S7 of the main routine, based on a
subroutine shown in FIGS. 13 and 14. If a battle mode is started, a
battle site is displayed at a step S61. At a step S62 display is
made of two monster images selected by two players, various
information contents (e.g., monster names, player names, monster
capability data, etc.) and commands are available in the battle
mode (e.g., to attack, monster, to flee, etc.). Simultaneously, the
hit-point data (or defensive capability) of the monsters one of
which was opted by each of the two players are respectively stored
in the registers 267,268. At this time, if any one of the players
operates the analog joystick 243, then at a step S63 image data is
generated for display on the screen such that the monster is
displayed at angle and/or in size varied while moving the camera,
in response to operating state thereof. Such image representation
is achieved by calculating data of a plurality of polygons for a
monster based on the positional relationship between the polygon
data and the camera and associating textures with the calculated
polygons.
[0112] At a step S64 it is determined whether the first player has
opted "battle" or not. If the player has selected "battle", then at
a step S65 a display is generated relating to the kinds of tricks
available with the monster selected by the player 1. If the player
selects a trick, trick select-decision is made is determined at a
step S66. At a step S68, subtraction is made of the hit point
corresponding to a damage to the opponent by attack from the hit
point of the opposite player stored on the register 268. The
remaining hit point data is written into the register 268. At a
step S69 it is determined whether the hit point for each of the two
players has reached zero or not. If neither player's hit points is
zero, the process returns to the step S64.
[0113] Where the second player has opted the command "battle",
actions are effected by steps S71, S72, S73, S74, S75 and S76,
wherein the motions are similar to those of the steps S64-S69 as
were explained above. Nevertheless, the opponent hit-point
subtraction process at a step S75 is made by subtracting strike
power determined by the weapon used from the hit point of the first
player stored in the register 267.
[0114] At the steps S69 and S76, if it is determined whether the
hit point of any of the players becomes zero, a process for ending
the battle operation (e.g., erasing the code of a defeated monster,
etc.) is effected, and then the process returns to the step S8. The
monster codes and capability data, owned for each of the first and
second players after ending fighting, is update-stored as backup
data into the memory area 261, 262. Accordingly, the backup data
updated by the backup-data updating process at the aforesaid step
S9 is update-written over the RAM 15b of the corresponding player's
cartridge 15.
[0115] On the other hand, if it is determined that any player has
not opted the command "battle", it is then determined at a step S77
whether the player 1 has opted "flee" or not. If the player 1 has
selected fleeing, then display is made at a step S78 such that the
monster of the player 1 flees from the battle site, and then the
process advances to the main routine step S8. Meanwhile, when the
player 2 has opted the command "flee", display is made at a step
S80 such that the monster of the player 2 runs away, and the
process returns to the step S8. On the other hand, if the player 1
selects to change his monster, this fact is determined at a step
S81, and the process returns to the step S62. Similarly, if the
player 2 selects to change his monster, that fact is determined at
a step S82, and the process returns to the step S62. Thus the
combat mode process is carried out.
[0116] Now an explanation follows as to details of the backup data
updating process at the step S9 of the main routine, based on a
subroutine flowchart shown in FIG. 15. In the backup data updating
process, if only one payer is playing on the second-machine 20,
there is no possibility of causing such problems that another
player's backup data is erroneously written over the RAM 15b of the
own cartridge 15 or the own backup data is written by mistake onto
the RAM 15b of another player's cartridge 15. However, there might
be a case of data being written over by another player's backup
data where a plurality of players perform a battle play on the
second-machine 20 using the backup data stored in their own
cartridges 15 (or a memory-medium-integrated-type
medium-integrated-type first-machine built with ROM 15a and RAM
15b). Such erroneous writing or updating backup data is prevented
by the following process.
[0117] If the process is in updating backup data as determined at
the step S8, then it advances to the step S9 to execute an updating
process subroutine shown in FIG. 15. Specifically, at a step S91 a
controller 24A is designated by setting a numeral "1" in a counter
(CNT1 in the counter area 266) for designating a controller
24A-24D. It is determined at a step S92 whether a cartridge 15 is
attached to the controller 24A designated by the counter CNT1 or
not. If not attached, the process advances to a step S98 referred
to below, while if attached the process advances to a step S93. At
step S93 the identification (ID) code and/or name data (hereinafter
referred to as "ID" code, etc.) stored in the RAM 15b of the
cartridge 15 attached to the controller 24A is read out and loaded
into a corresponding area in the RAM 26. At a step S94, by setting
a numeral "1" in a counter (CNT2 in the counter area 266) for
designating a player or memory area 261-264, a memory area 261
corresponding to the player 1 is designated from which the backup
data is to be read out. At a step S95 ID code, etc. of the player 1
are read out of the memory area corresponding to the relevant
player. At a step S96 comparison is made between the ID code, etc.
of the cartridge 15 attached to the controller 24A and the ID code,
etc. stored in the memory area 261 to determine whether they are
coincident with or not. If determined to be coincident, then at a
step S97 the backup data stored in the memory area (e.g., 261)
corresponding to the count value of the counter CNT2 is transferred
to and update-written over the RAM 15b within the cartridge 15
attached to the controller (e.g., 24A) corresponding to the count
value of the counter CNT1, and then the process advances to a step
S98. At the step S98, if it is determined that all the controller
24A-24D have not completed of determination as to the presence or
absence of attaching a cartridge to a corresponding controller,
then at step S99 the counter CNT1 is added by 1 to designate a next
controller (e.g., 24B). Then the process returns to the aforesaid
step S92. The operations of the aforesaid steps S92-S99 or S95,
S96, S100 and S101 are repeated.
[0118] Meanwhile, if determined not coincident at the aforesaid
step 96, it is determined at a step S100 whether the all the
players' ID codes, etc. have been read out or not. If it is
determined that all the players'ID codes, etc. have not been read
out, then at a step S101 the counter CNT2 is incremented by 1 to
designate a memory area 262 for the player 2, and the process
returns to the step S95. During the repetition of the steps S95,
S96, S100 and S101, if there is coincidence between the ID code,
etc. read out of the cartridge 15 and the ID code, etc. read out of
the memory area 261-264, then the process advances to a step S97.
Also, in the aforesaid step S98 if all the controllers 24A-24D have
been determined as to attachment of a cartridge corresponding
thereto, the process returns to the main routine of FIG. 9.
[0119] In this manner, an identification code is stored in each
cartridge 15. When writing backup data in an update fashion,
collation is made between the identification code of the cartridge
being attached to the controller and the ID code corresponding to
the backup data to be written over for update. If writing-over for
update is made only upon coincidence, even when a plurality of
players are playing at a same time on the second-machine 20,
prevention is effectively given for a case that a player's own
backup data is written by mistake into another player's cartridge
or a player's own cartridge is written by another player's backup
data.
[0120] When writing the backup data gained through playing on the
second-machine 20 into a cartridge 15 attached to the controller
24, if both the code and the name data are utilized for checking,
erroneous writing can be positively prevented. However, any one of
the ID code and the name data may be used if exactness is not
emphasized. Other data may be combined with the ID code, etc., to
collate between the cartridge such data has been read out and the
cartridge to be written over for update.
[0121] In the above embodiments, explanations were made for the
case that the first-machine cartridge 15 and the second-machine
cartridge 25 contain the monster capture-and-raise game and the
battle game. However, the technological concepts of the present
invention is not limited to such games. The invention is also
applicable to various games, includes role playing games and sports
games. In such a case, the programs for the first and
second-machines 10,20 will differ in content depending upon the
kinds of game, and the program for controlling the applicability
therebetween may naturally differ depending thereupon.
[0122] Although the present invention has been described and
illustrated in detail, it is clearly understood that the same is by
way of illustration and example only and is not to be taken by way
of limitation, the spirit and scope of the present invention being
limited only by the terms of the appended claims.
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