专利摘要:
This invention is a combined system (Fig. 9) and methods for the system which comprise a video game apparatus that generates animated picture sequences for display on a video display device such as a television and also transmits related digital data to two or more portable game systems by way of data transmission links that cause display of game images on an LCD device in each portable game system. Each human player responds to visual images on the video display device and on the LCD in their portable game system by manipulating push buttons and other control members on the portable game system or another controller.
公开号:CA2454004A1
申请号:C2454004
申请日:1991-10-07
公开日:1992-05-29
发明作者:Robert Macandrew Best
申请人:Robert Macandrew Best;
IPC主号:A63F13-31
专利说明:
LINKED VIDEO GAME SYSTEMS FOR 1~1LTIPLE PLAYERS This application is a divisional of Canadian Patent Application Seri al No. 2, 095, 820 fi=Led internationally on October '~, 1991 and entered nationally on May 7, 1993. Technical Field This invention relates to video games, animated cartoons, and picture/sound synchronization.Background Art We are all born with a desire to balk and to be talked to. Listening to other people talk and thereby sharing their emotional experiences is also a desire we are born with and this desire has been partly satisfied by motion picture film and television in which voice sounds are now essential. Until recently, voice sounds were seldom used in video games or were used in an optional manner. People :have a desire to partici~~ate in voice conversations with other people, but this desire is not satisfied by current video games. Adding voice sounds to conventional video games is not enough to simulate a face to face voice conversation. A talking video game called Thayer' s Quest was attempted in 1984 and was played from an analog laser-readab~_e video 2~ disc _ One of the reasons for the commercial failure of Thayer's Quest was that each spoken sentence was programmed to accompany only one sequence of video frames. Since the video was riot compressed, the maximum amount of play time was limited to about half an hour which was further reduced to a fraction of that by the branching story. Hence, only a few minutes of voice sounds were actually heard during the gGxne. inrheo~ever a human player saw a certain video character, the character usually spoke the same words. This greatly reduced the entertainment value of the game . Another consequence of programming the audio and video to be inseparable, was that branching scenes were not distinguished from branch~~ng dialog. Talking video games will be much more entertaining if each scene has a rich variety of possible dialog sequences. ~2m Talk~.a~g va.deo games are da.sclosed in ~y tT~. S a Patents Nos~ 4,305,131~ ,333,152;.~,445,18'~ and 4,569,026. These patents show only one talking animated character and one human player, although multiple characters and players were suggested ia~ the texts. These patents also show push-button controllers that display alternative words to say to animated characters. It is common practice in the video game art for stories to branch. It is also coarmaon practice for .digital data c~f arai,ma.ted ~~aarach~rs to be stored separately from background scenery and to generate,each frame of an animated picture from both the background data and the character data to m~.n~.azi.ze the numb~:r of. stored i.mages~ d It i~ well own for. hu~aan players to input ch~iees using any of a ~rariety of input devises such as.~ush buttons, rotatable kn~bs,, pressure sensitive meaabrane, proxi~n~..ty sensitive pads ~= screen c~werlay, fight -pen, light sensitive g~.tn, joy stack, mouse, track ball., moving a cursor og crosshairs o= scrolling thro~xgh highlighted options, speech recognition, etc.1Cn the praor art, each choice by the hu~aan can be immediately followed by a ~.~nthesized voice or dig~.tized voice recording that speaks the w~rords selected by the human player, so the human will quickly adjust to the fact that the spoken wards he hears for his side of .the dialog are initiated by his fingers rather than his vocal cords.the p=ior art also includes methods for generative v~.deo gages. of moving lips and- facial ex:press~.on~ on a~talking head or other animated character. S.ee.for examp~.e, U.~. Patent ~to...4,884,972 issued Deceaaber 5~ J1989 to Elon Gasper who contemp~.ates use .iri wi'deo games Summarv of Invention This invention provides a video game system that generates -animated pi.Ct~ares for display an. a video 3' screen and also generates a display on are: LCD in a - 2a -portable game system which can also be operated as an independent game system. This invention comprises a video game system that generates picture sedCZences of a pla'rer-controlled character in a simulated game world for display on a player' s video display and also tran:~rnits related digital data to the portable game system by way of a data transmission link that causes display of game images on an LCD device in the portable game system. The human player responds to visual images on both the video display amd the LCD by manipulating push buttons and other control members which send control data to the video game system to control game processing. The portable game sy°stem may also be operated independently of the data link. Drawing Figures FIG. 1 illustrates an animated cartoon talking game with two human players who take turns selecting words to say to one or two animated characters on a TV screen who then respond to the words . -g--'(not shown] contznues~to show the same boa. scene with one character looking back from the boat as if looking at -player 10 standing on the dock~ Player 1U selects one of the displayed responses ( in this exaynp~.~ "i~HERE ARE ,GU ING "].which is then echoed as v~ice sounds or is displayed as sub-titles on the video screen so that player 1will'know what player 10 has just said t:o an an° ted character. This character 18 answers responsively with voice sounds ~ "T~ ~~HE ISIaAIdD. °' after which a second 1~ character 17 -respands with "~1E'hh HE THEF~E AN HOUR." i.n response to~what character 18 just said~ In-the preferred odimentr the game system generates a voice to echo the urords selected by playerv 10 s~ that player 12 hears what player 10 has "said" to the animated character. When it is plays=' 1~'s turns,-player.12~s hand-held controlle~° will then display. alternative words (not sho~rra in FIG6 1j that she can "say" in response t~ what anixaated character 17 or 1has said. thus a three-way or four-way d~.alog can be s~nula~ced.2t3 Hefore each game begins, display 13 sassy show identifying info Lion for each player-c~ntrolled character so=that each human player may.select which character he or shy=. wants to phay~ Alternatively each player-controlled character may, be shown on~video screen . I1 and the estior~ asked " o wants t:o play this character " for. each character shown. the game system then records whioh hand-held controlleer responds to the estion, so later that charaa~ter's words-will. be shown~on display 13 only f~r the player who is playing that character (~.n this ex ple player 10j. ;~ h pla r may also choose to.play a player- controlled character that need not always be shd on to v~.deo sdreen~ but who may be oft-screen (for example, standing on the dock in FIG.~. j , and can car on a dialog witFa on-~scre:en characters . Ref erring tc~ ~'IG. 2 ~ in another emb~c~!iment of the inve~t~.on, a video game cyst displays om a video screen I1 an animated picture sequence having tcs or more _s~an~!ate~3. talking characters 17 and 1H. In this example, character 17 is a player-controlled characaer that human player i2 coatrols° Player 1~ plays the role of character I7 and can talk to character 28 and other characters in' the ganne through character i7. Player 12 holds a hand-held controller with three push :buttons next to a l~.c~uid~crystal dis~~lay 13, shown enlarged ~.n rIG. 2 for clarity. The game sltstem displays three alternative responses on da.spl~.y 1~ . Player i2 s~slects one of the ~:0 d~.sp3.~.yed -responses din this example ~RISS 1~ .AGAI~1°° ~ with push button 14. , The echo voicesounds I5 for character .17 then repeat the woz:ds selected from display .13. The words are directed at character 18 whose vo.a.ce sounds 16 then respond t~ bharacter 17. The ~.w~ an° red characters y ;respond in reverse sequence,.that .is, the non=player character i8 away say his line first so that the player~control:led character 17 can respond as order. by human player 12~ Fo~-example, after player 12 selects ~RISS ME AG.~rIN°' , character 18 may say !0 °' T DO Y~U Td~NT TO a'° a prate isite sentence that is not one of the displayed alternatives, then character 17 can respond with ~RISS l~ AGAIN" wlnic:h is responsive to what character 18 has just said. Echo.vo~.ces or sub-titles may.also be used to express unspoken Noughts or the thoughts of non°speakiag beings such as babies or an' is ~r ~.nan:i.xnat~ objects. Cloud.balloon 19 in FIG. 2 represents an unspoken thought of character 1B which is sounded (with mouth not moving] ip.rasp~nse, to spoke~i sentence 15 of character 17. ~Ioice 30 sounds for unspoken thoughts gay be electronically.altered.to ind~.cat~ to players that a vo~.ce. i~ dot. a normal spoken voice. For example, unspoken thought: can be given a hollow or tremulous sound or a whispering sound by electronically or digitally editing vo~:ce round data.35 before converting to audio. Referring to ~'IG. ~, when characters- 17 and 18 pe.rfor~a a competit:~ve or cooperatl:ve .activity such as ~7~i~s~ng, ~n~ o~ ~~h~r~~~ers ~ paa~~ (with ~~~~g ~~~hands 36 simulatLng the hands of a human player performing an action. In this e-xamp~.e, aa~amated se ence 33 shows a hand holding pipe 3~ or a fire extinguisher or other such tool while the human player whose real hand IO-is illustrated pr~ssix~c~ button 14 next to display l3 selects one of the_alternative actions shown on.dis-play 13: Note that display 13 in yIG. 7 shows altern~t~.ve actions which ,would result in scene changes, but display I3 in FIB. 6.shows alterna.t.ive words or phrases to. say to animated character 1'~ ~i.zi a c~aunon scene. In FI~~ -7, pressing button 14 to welect ~p~Y ~ Dt70R t~PEN°° r~sul.ts 3..n picture sequence 34 showing-hands 36 prying open the car door with pipe 35. The flowchart shown-in FTC. i11» Crates the 1S distinction between branching~dialog and branching scenes. Eor example, in ' scene 6~ br~.nchw point 60 .a,s disphyed t~the player showing two ,alternati~re verba3.., responses 6I or 6~. Either ~rerbal response results in a different answer from an animated character, but not a;scene change.~0 Howe~rer, the alts atives at branch po:i.nt 63 w~.ll =esu~.t in a scene change, either to soene :65 or to scene.66. Branch point 62 may result in either a scene change to scene 67 or a dial~oe~ brahch depending on a-player's choice.2~ To allow each background.seene to tae used with different a~aymat~d characters who can move around against the bacleground scene, the digital animatian data for the background scene should be stored sepa:~ateiy,.from the digital an° tion data for each character~ S' 'I.arly, to.3i~ allow each character to say many di-fferent ~sentences%without a scene chs~age, . the digitised ~~ao~:c~ data should be independent of the animation data. In the preferred exn~odiment, animated charade= video, void sound sequences and guidance word sequences are generated 35~ independently from separately . stored d.~gita,l data, Dialog data that is not_used in one~scene may be used Zater in.a different scene ~~ait~~ the ~ ~ a or different characters~ ~~~-the vo.lce date stay consist of sequences of codes or compressed digital recordings of words, phrases, word segments or phonemes in several. distinctive voices so that each character can speak thousands of preprogrammed.:~rords or sentences. Sim~.l~.riy, the digital data for each animated character's body may be stored separately from sprite dada for m~ving zips, facial expre~s~,.ons, and gestures, so that ea~:h character and its~di~tinctive voice can be lip-synchronized with different :youth movements depending on the dialog ~ T'he digital data for each animated, character tztsy also cc ine bod:g ' ,ges, lips, facial expressions,.hand ~qestuses andwoic~ founds. Referring to FICA. 9, video game system 42 is Connected by cable 4 to a tele~f~.sion 1~. or video monitor l~ and by cable 45 to one or more hand-held control units 44 and 47 or portable game system 4&, each having three push buttons 14 next to a liquid-crystal display 13. Infra-red or radio signals may be used instead of cables. System 42 includes a disk reader that reads digital data from a CI~-ROM disk 43, or write-once disk or card or other medium containing digital data from which system 42 generates animated picture sequences, compressed audio for voice and other sounds, synchronizing data, and words to display on units 44, 46 and 4'7. Portable game system 46 with appropriate ROM progrf~.m cartridge 3~ may substitute for 2h units 44 and 47. Cable 4~ connects game system 42 to controllers 44, 46 or 47 and transmits alternative guidance words or other verbal expressa.o~as far display on displays 13. Cable 45 also transmits push-button 14 responses to game system 42. If portable game system 46 has onl~~ one or two available push-buttons, selection from aYnong responses shown on' display T3 may be done as showrn in v'IG. '~- by pressing p~.sh-button I4 multiple times i~o position a po~.nter 49, cusso=, or dtl~er such ~iaadicator next to {or 3~ one a selected sentence. Then a hu~rsan p~.~.y~r presses a butts~n ~4 _ (FIG. ~y 5, 6, or 7),.the game system y generate ~~. voice sound speaking the selected sentence as a substitute for the player°s side of the dialog. The animated character. then "responds" as if the generated voice sounds had been.spoken by tine human player. because the player selects the wo=ds which are actually sounded, he will quickly adjust to the fact that the spoken words he hears for his side of tie dialog ale initiated by-his finders rather 3.n, than his vocal cords. Ti~is echo voice is important for games with multiple,I:~uman players s~ that mach player will hear what each ~ of the gather players has "sa.~.d" to on-screen characters : Pushing a button: l4 selects both a simulated ver-bal response to the previous words_spoken by an ania~ted charadter and sled selects a new dialog sequence that corresponds to the simulated verbal response shown on display 13. The selected dialog sequence includes the face and voice of the animated character speaking words which are responsive-to the player's ~0 selected.verbal respans~. -Alt~raiatively, sub-titles such as ~.llustrated on video screen 11 in ~'IG. 1 gay be used ~Lnstead of ec~i~-voices and be diaprlayed on a video screen or on a hand-held controller as a substitute for the player~s side 2~ of the dialog. Diga.tized live act~.on ~~i,cture 'sequences..are equivalent to a~yterl cartoon picture sequences .for this a.nvention. The term "verbal expressa.~~" means ~aaiy word, words, phrase, sentence, questio;d, e~epletive, cigr''se, keyword, combination of keywords, sy~nbo.l, sir any-30 meaningful human vo~c~ sound sdch as ":txuh " or " ". or laughter or scream. The word hissing .~.s used herein to mean simulated touching of one animated character's mouth to another anizaated character's-mouth or other body part. No video game yet satisfies the basic huc~an desire 35 for people to speak and respond to us a,s individuals.though the telephone provides a partial satisfaction of our desire to talk with other people, i.t is necessa~iay ~~'~~_~te~ to liv~,ng people ~aho are wa..~.l~.rag to talc with us ~~.storical and imaginafy people cannot talk with us and famous living people do not 'cant t~. Rence, there is is a strong but unfulfilled huanan desire waiting to be satisfied by new technology. Talking animated characters will change the nat~xre of wider' gees as dr=amatically as talkixxg pictures changed silent film. Ta~.~ng video games wall let human players ta~:Jc with ~zages of fam~us people ~ ~.~.ving or historical or iiaaginary ~ and wita~ ani~l-li3ce 30 'characters, and participate in simulated adventures and dramas and conversations with interesting characters and.groups of characters~who will~talk to each player responsively~ Talk:Lng video g~.mes that stir h emotions like dramatic f a.in~s will , have la~t~.ng appeal because ~.Ixey will. satisfy a basic human desire, the desire to talk with other people. Although I have described the preferred embodiments of my .invention with ~ degree of . particularity, it is understood that the gresent,disclosure h~.s been made only by way of example az~d that equivalent r~teps .and components y be substituted and design details changed without departing from the spirit and scope of any invention.
权利要求:
Claims (54)
[1] 1. In an electronic game system for at least two players, a method of using at least two independently operable portable game systems as manually operated display controllers that control a video game apparatus, each of said portable game systems having a discrete display device and a plurality of manually operable control members; the method comprising the steps of:(a) generating a picture signal in said video game apparatus from portions of digital data representing at least two player-controlled objects moving in a simulated game world for display on a picture display device;(b) electronically transferring portions of said digital data from said video game apparatus to said portable game systems through corresponding data transmission links;(c) displaying game images on each of said discrete display devices in accordance with corresponding portions of the transferred digital data;(d) generating control data caused by manual operation of each of said portable game systems to control movement of the corresponding player-controlled objects; and (e) electronically transferring said control data from each of said portable game systems to said video game apparatus to control which portions of said digital data are used by said video game apparatus to generate said movements of the corresponding player-controlled objects in said game world.
[2] 2. Method according to claim 1, wherein said control data from each of said portable game systems control which moving picture sequence is generated for display on said picture display device.
[3] 3. Method according to claim 1, wherein at least one of said transferring steps transfers portions of said digital data through a data transmission link that is partly wireless.
[4] 4. Method according to claim 1, wherein said images comprise at least one of words, verbal expressions, symbols, numbers, lines, and/or pictures of objects.
[5] 5. Method according to claim 1, wherein said picture display device is part of a television apparatus that receives said picture signal from said video game apparatus.
[6] 6. Method according to claim 1, wherein each of said discrete display devices is a liquid crystal display (LCD) device.
[7] 7. Method according to claim 1, wherein at least one of said control members enters words, symbols, numbers, and/or other verbal expressions as control data.
[8] 8. Method according to claim 1, wherein said digital data as stored in a disk shaped computer readable data storage device in read-only form.
[9] 9. Method according to claim 2, wherein said control data from at least one of said portable game systems represents manual selection of actions of at least one player-controlled object displayed on said discrete display devices.
[10] 10. Method according to claim 1, wherein control data from a plurality of portable game systems is transferred to said video game apparatus.
[11] 11. Method according to claim 1, wherein at least two of said portable game systems are operated competitively by respective players and wherein a portion of said transferred digital data is displayed on one portable game system and wherein a different/ portion of said transferred digital data is displayed on another portable game system, thereby mutually depriving each player of information displayed for a competing player.
[12] 12. Method according to claim 3, wherein at least two of said portable game systems are operated cooperatively by respective players and wherein a portion of said transferred digital data is displayed on one portable game system and wherein a different portion of said transferred digital data is displayed on another portable game system, thereby providing each player with different information for mutual player cooperation.
[13] 13. An electronic game system comprising: (a) a video game apparatus operable to generate a picture signal from portions of computer readable game data representing moving pictures of at least two player-controlled objects moving in a simulated game world for display on a picture screen; (b) at least two independently operable portable game systems, each having a discrete display device and a plurality of manipulatable control members: (c) electronic data transmission links that transfer digital data from said video game apparatus to said portable game systems to cause generation of images for display on the corresponding discrete display devices; and (d) at least one of said manipulatable control members operable to generate control data in each of said portable game systems for transmission to said video game apparatus to control which portions of said digital data are used by said video game apparatus.
[14] 14. The game system of claim 13, wherein said discrete display device displays at least one of words, verbal expressions, symbols, numbers, lines and/or pictures of objects.
[15] 15. The game system of claim 13, wherein said control data changes movement of the corresponding player-controlled objects in said simulated game world.
[16] 16. The game system of claim 23, further comprising a disk reader in said video game apparatus for electronically reading portions of digital data from an information storage disk from which said video game apparatus generates animated picture sequences.
[17] 17. The game system of claim 16, wherein said digital data is stored on said information storage disk in read-only form.
[18] 18. The game system of claim 13, wherein said data transmission links are partly wireless.
[19] 19. The game system of claim 13, wherein said picture screen is part of a television apparatus that receives said picture signal from said video game apparatus.
[20] 20. The game system of claim 13, wherein said control members comprise push-button switches and direction switches.
[21] 21. The game system of claim 23, wherein each of said discrete display devices is a liquid crystal display (LCD) device.
[22] 22. Method according to claim 13, wherein said control data from at least one of said portable game systems represents manual selection of actions of at least one player-controlled object displayed on said discrete display devices.
[23] 23. The game system of claim 13, wherein at least one of said control members enters at least one of words, symbols, numbers, and/or other verbal expressions as game data.
[24] 24. The game system of claim 16, wherein said video game apparatus comprises a plurality of connectors that disconnectably connect to said portable game systems through a corresponding plurality of data transmission links, and wherein said plurality of data transmission links transfer digital game data from said video game apparatus to said corresponding plurality of portable game systems.
[25] 25. In an electronic game system, a method of using plural independently operable portable game systems that are digitally linked to a video game apparatus that generates a picture signal representing at least two player-controlled objects moving in a simulated game world for display on a picture screen, said portable game systems each having a discrete display device and a plurality of manually operable control members; the method comprising the steps of: (a) reading digital data into said video game apparatus; (b) electronically transferring portions of said digital data from said video game apparatus to each of said portable game systems through corresponding data transmission links; (c) generating images on the discrete display device in each of said portable game systems in accordance with the corresponding portions of said transferred digital data; (d) generating control data in each of said portable game systems caused by manual operation of said control members;and (e) generating images on the discrete display device in each of said portable game systems in accordance with the corresponding generated control data.
[26] 26. Method according to claim 25, Wherein. said transferring step transfers portions of digital data through data transmission links that are partly wireless.
[27] 27. Method according to claim 25, further comprising the step of electronically transferring said control data through the corresponding data transmission link to said video game apparatus to control movement of at least one of said player-controlled objects.
[28] 28. Method according to claim 25, wherein said images comprise at least one of words, verbal expressions, symbols, numbers, lines, and/or pictures of objects.
[29] 29. An electronic game system comprising: (a) a video game apparatus generating a picture signal from portions of game data for display as pictures of a player-controlled object mowing in a simulated game world. on a picture screen; (b) an independently operable portable game system operated.as a display unit and having a discrete display device and a plurality of manipulatable control members for generating first control data; (c) a handheld controller having a plurality of manipulatable control members for generating second control data; (d) a first electronic data transmission !ink that transfers digital data from said video game apparatus to said portable game system to cause display of images on said discrete display device in accordance with the transferred digital data; and (e) a second electronic data transmission link that transfers said second control data from said handheld controller to said video game apparatus to control which portions of said game data are used by said video game apparatus.
[30] 30. The game system according to claim 29, further comprising a disk reader in said video game apparatus far electronically reading portions of said game data from an information storage disk into said video game apparatus.
[31] 31. The game system according to claim 29r wherein at least one of said data transmission links is partly wireless.
[32] 32. The game system according to claim 29, wherein said picture screen is part of a television apparatus that receives said picture signal from said video game apparatus.
[33] 33. The game system according to claim 29, wherein said displayed images comprise animated picture sequences of said player-controlled object.
[34] 34. The game system according to claim 29, wherein said game data is stored on an information storage disk in computer readable read-only form.
[35] 35. The game system according to claim 29, further comprising a manually changeable program storage device storing a computer readable game program for use in said portable game system.
[36] 36. The game system according to claim 29, wherein said discrete display device is a liquid crystal display (LCD) device.
[37] 37. The game system according to claim 29, wherein at least one of said control members enters at least one of words, symbols, numbers, and/or other verbal expressions as control data.
[38] 38. The game system according to claim 29, wherein said player-controlled object is an a human-like figure with animated body parts.
[39] 39. The game system according to claim 29, wherein said player-controlled object is an inanimate object.
[40] 40. The game system according to claim 29, wherein said control members may comprise push-button switches and direction switches.
[41] 41. The game system according to claim 29, wherein said discrete display device displays guidance words for guiding the human player in operation of the video game.
[42] 42. The game system according to claim 29, wherein said discrete display device displays at least one of words, verbal expressions, symbols, numbers, lines, and/or pictures of objects.
[43] 43. A disk-shaped data storage device containing computer readable digital game data for use in a video game apparatus having a disk reader that reads said digital game data from said disk-shaped devices said disk-shaped device storing digital game data comprising:(a) data from which said video game apparatus generates a picture signal representing at least one player-controlled object moving in a simulated game world for display on a picture screen;(b) data that said video game apparatus transfers to a portable game system to cause display of images on a discrete display device on said portable game system; and (c) data that represents portions of said simulated game world from which said video game apparatus generates said picture signal in response to manipulation of control members on a handheld controller.
[44] 44. The disk-shaped device of claim 43, wherein said images generated for display on said discrete display device represents at least one of words, verbal expressions, symbols, numbers, lines, and/or pictures of objects.
[45] 45. The disk-shaped device of claim 43, wherein said digital game data is stored in read-only form on said disk-shaped device.
[46] 46. An electronic game system comprising:(a) a video game apparatus operable to generate a picture signal from portions of digital data representing moving pictures of a first player-controlled object moving in a simulated game world for display on a picture screen;(b) at least two independently operable portable game systems, each having a discrete display device and a plurality of manipulatable control members;(c) electronic data transmission links that transfers digital data from said video game apparatus to each of said portable game systems to cause generation of images for display on the corresponding discrete display devices;(d) at least one of said manipulatable control members operable to generate first control data in a first of said portable game systems for transmission to said video game apparatus to control which portions of said game data are used by said video game apparatus; and (e) at least one of said manipulatable control members operable to generate second control data it a second of said portable game systems to control movement of a second player-controlled object displayed on the discrete display device of the second portable game system.
[47] 47. The game system of claim 46, wherein said data transmission links are partly wireless.
[48] 48. The game system of claim 46, wherein sand discrete display devices are liquid crystal display (LCD) devices.
[49] 49. The game system of claim 46, wherein said controlled movement of said second player-controlled object indicates one alternative from among selectable alternative actions.
[50] 50. The game system of claim 46, wherein said images comprise at least one of words, verbal expressions, symbols, numbers, lines, and/or pictures of objects.
[51] 51. The game system of claim 46, wherein at least one of said control members enters at lease one of words, symbols, numbers, and/or other verbal expressions as control data.
[52] 52. The game system of claim 46, wherein at least one of said discrete display devices displays guidance words for guiding the human player in operation of the video game.
[53] 53. The game system of claim 46, wherein said picture screen is part of a television apparatus that receives said picture signal from said video game apparatus.
[54] 54. The game system of claim 46, wherein said first control data controls movement of said first player-controlled object in said simulated game world.
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同族专利:
公开号 | 公开日
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
法律状态:
2004-06-25| EEER| Examination request|
2008-01-21| FZDE| Dead|
优先权:
申请号 | 申请日 | 专利标题
US61484390A| true| 1990-11-14|1990-11-14||
US614,843||1990-11-14||
CA002095820A|CA2095820C|1990-11-14|1991-10-07|Linked video game system and portable game system|
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