`
`[19]
`
`[11] Patent Number:
`
`4,521,014
`
`
`
` Sitrick [45] Date of Patent: Jun. 4, 1985
`
`
`
`[54] VIDEO GAME INCLUDING USER VISUAL
`IMAGE
`
`4,324,401
`4,372,558
`
`.
`4/1982 Stubben et a1.
`2/1983 Shimamoto et a1.
`
`................ 273/237
`
`[76]
`
`Inventor: David H. Sitrick, 820 Burchell Ave,
`Highland Park, 111. 60035
`
`Primary Examiner—Richard C- Pinkham
`Asststant Exammer—MaryAnn Stoll Lastova
`
`[21] Appl. No.: 431,153
`
`[22] Filed:
`
`Sep. 30’ 1982
`
`3
`................................................ A63F 9/22
`Int. Cl.
`[51]
`[52] US. Cl. ............................... 273/1 3%2137331 123;
`_
`'
`[58] Fleld 0f Sear2c;13/237DIG 2;§/;4%>;2063’2§57§,;
`’
`'
`’
`’
`_
`[56]
`References Cited
`U.S. PATENT DOCUMENTS
`_
`4137,1613; 11313-7; gfigiow 9‘ 81' """"""" iggig :3
`4,137,541
`1/1979 Mashimo et a1.
`.
`4,139,289
`2/1979 Yamada et a1.
`.
`4,170,410 10/1979 Sekida et a1.
`.
`.
`4,170,411 10/1979 Taguchi et aI.
`4,176,928 12/1979 Nakamura et a1.
`4,183,638
`1/1980 Booth et a1.
`.
`4,183,642
`1/1980 Fukuoka .
`.
`4,183,643
`1/1980 Imura et al.
`.
`4,198,141
`4/1980 Tominega et a1.
`4,200,867 4/ 1980 Hill ............................. 273/DIG. 28
` ...... 273/237
`4,247,106
`1/1981
`Jeffers et al.
`4,283,766
`8/1981 Snyder et a1.
`
`.
`
`.
`
`[57]
`
`ABSTRACT
`
`A video game apparatus is provided, and can function
`either as a stand alone smgle entity game or as a peer
`game communicating in a single identity game system.
`The function of each video game apparatus can then be
`defined at the start of game play. Alternatively, each of
`the video game apparatus can be limited in function to
`a peer game in the system. The video game apparatus
`has a user input device and an associated video display.
`The user selects a distinguishable visual image represen-
`tation by which that user 1S 1dent1fied. For example,
`color, size or shape can be used to distinguish users. In
`one embodiment a digitized image of each user’s face is
`used as the distinguishable representation. Alterna-
`tively, the user can create an original image or select
`one of a predetermined set of visual images as the user’s
`identification for use in the video game audiovisual
`presentation. Where multiple users are playing a single
`identity (global) game, each user can select a unique but
`personal visual representation identify for use in the
`video game audiovisual presentation.
`
`12 Claims, 14 Drawing Figures
`
`
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`MS 1013
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`MS 1013
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`1
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`US. Patent
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`Jun. 4, 1985
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`Sheet 1 of3
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`4,521,014
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`1500
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`1500
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`I
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`2
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`US. Patent
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`Jun. 4, 1985
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`Sheet20f3
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`4,521,014
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`15_o_o
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`jéoo
`'1
`I
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`Jsoo
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` MAST ER
`
`CONTROLLER
`MAST ER VDlA
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`\3100
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` MAST ER
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`3250 common E?
`A PLN
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`DATA IN
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`MASTER
`CONT 120 L1. ER 3200
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` H ARDWAR E
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`3
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`US. Patent
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`Jun. 4, 1985
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`Sheet3of3
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`4,521,014
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`O‘THER
`HARDWARE
`
`lDlSPLAH DATA
`SEQUENCER
`SELEeTs 0N: op GAME
`DATA SETs(eL)
`
`§6cmwMGR.
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`DISPLAH
`CONTROLLER
`AND
`aooabe—
`MEN ATDR
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`4
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`1
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`4,521,014
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`VIDEO GAME INCLUDING USER VISUAL IMAGE
`
`This invention relates to video games and more par-
`ticularly to a distributed system of video games.
`Heretofore, video games have utilized a single entity
`concept, that each game be self-contained and housed in
`its own cabinet. Multiple player games have utilized the
`single entity concept, but have provided for either mul-
`tiple player input apparatus housed in the cabinet, or
`single player input apparatus, where players take alter-
`nating turns. Multiple user interaction is usually nonex-
`istent, and if present is very simplistic, and confined to
`the single entity concept.
`It is therefore an object of the present invention to
`provide a system of distributed video game apparatus
`which are capable of exhibiting an interactive single
`identity game.
`In accordance with one aspect of the present inven—
`tion there is provided a distributed game system com-
`prising a plurality of video game apparatus, selectively
`interlinkable to form a homogeneous single identity
`game system. In one embodiment each of the video
`game apparatus can function either as a standalone
`single entity game or as a peer game in the single iden-
`tity system. The function of each video game apparatus
`can then be defined at the start of game play. Alterna-
`tively, each of the video game apparatus can be limited
`in function to a peer game in the system.
`Each video game apparatus has a user input device.
`Each video game apparatus can have its own video
`display, or a master video display can be provided for
`the system.
`As a single identity game system, each display, or the
`master display, is capable of displaying the composite
`display resulting from the totality of peer game interac—
`tion. In an alternate embodiment, the display is also
`capable of displaying individual peer game information.
`Means are provided for intercommunicating individual
`peer game information, either globally or individually
`to selected one(s) of the peer games. Means are pro-
`vided for generating global and individual peer game
`displays to the selected display device(s).
`In accordance with another aspect of the present
`invention, each user is identified by a distinguishable
`representation. For example, color, size or shape can be
`used to distinguish users. In one embodiment a digitized
`‘ image of each user’s face is used as the distinguishable
`representation.
`These and other aspects of the present invention can
`be better understood by reference to the detailed de-
`scription of the accompanying drawings, wherein:
`FIGS. 1A~1C illustrate various embodiments of user
`consoles in accordance with the present invention;
`FIGS. 2A—2D illustrate various user station and dis-
`play unit architectures and interconnect structures in
`accordance with the present invention;
`FIG. 3 illustrates a detailed structural diagram of the
`hardware/software functional architecture of a distrib-
`uted game system in accordance with the present inven-
`tion such as can be utilized with the systems of FIGS.
`2A—2D;
`FIG. 4 is a detailed structural drawing illustrating the
`hardware/software architecture of an alternate embodi-
`ment of a system as in FIG. 3;
`FIG. 5 is a block diagram illustrating a distributed
`game system having a master controller, a plurality of
`video game user consoles, and a video control and dis-
`
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`play unit, in accordance with one aspect of the present
`invention; FIGS. 6A—6B illustrate a structured layering
`of hardware and software elements such as utilized in
`the system of FIG. 5;
`FIG. 7 illustrates a remote communication capability
`added to a system such as in FIG. 5, in accordance with
`the distributed nature of the system; and
`FIG. 8 illustrates the structure of the hardware/soft-
`ware layering as well as the distributed nature of the
`layering, for an alternate embodiment of the present
`invention.
`
`There are many complex subject areas cooperatively
`intertwined in the present invention, and discussed in
`the description herein.
`Ample textual material documents each of these sub-
`ject areas. Therefore, in the interest of conciseness and
`to aid in more clearly understanding the present inven-
`tion, the following references are disclosed and incor-
`porated herein by reference.
`A good treatment of distributed computing networks
`in general can be found in Computer Networks and Their
`Protocols, D. W. Davies, D. L. A. Barber, W. L. Price,
`C. M. Solomonides, Publ. John Wiley & Sons, Copy-
`right 1979, Reprint 1980; and
`Tutorial—MICROCOMPUTER NETWORKS, Harvey
`A. Freeman and Kenneth J. Thurber, Publ. IEEE
`Computer Society Press, (Catalog No. 395) Copy-
`right 1981; and
`COMPUTER NETWORKS: A Tutorial, Revised and
`Updated 1980, Marshall Abrahms et al., Publ. IEEE
`Computer Society (N.Y.), (Catalog No. 297), Copy-
`right 1980.
`A good treatment of distributed computer systems in
`general can be found in Aspects ofDistributed Computer
`Systems, Harold Lorin, Publ. John Wiley & Sons Copy-
`right 1980; and
`Tutorial: Distributed Processor Communication Architec-
`ture, Kenneth J. Thurber, Publ. IEEE Computer
`Society (N.Y.), (Catalog No. #HO 152—159), Copy-
`right 1979.
`Numerous other areas of electronic video game de-
`sign can be found in the literature and books. For exam-
`ple, see:
`Electronic Pinball Electronics Volumes 1 and 2 R. A.
`Hornick, Publ. Laserscope Ltd., Copyright 1979; and
`Electronic Games, Design Programming and Trouble-
`shooting, Walter H. Buschsbaum and Robert Mauro,
`Publ. McGraw-Hill Book Company; and
`How to Design & Build Your Own Custom TV Games,
`David L. Heiserman, Publ. Tab Books, Copyright
`1978.
`Various electronic and electromechanical embodi-
`ments of video games can be seen in arcades across the
`world. Detailed information is available in the form of
`owner and repair manuals. Video game software listings
`can be found in the US. Copyright Office, TX Registra-
`tion (literary works).
`Referring to FIGS. 1A—1C, various embodiments of
`user interface consoles are illustrated. Referring to FIG.
`1A, a table model user console 900 is shown. The con-
`sole 900 houses the necessary electronic and electrome-
`chanical apparatus to perform all necessary user console
`functions. In one embodiment these functions include
`the entire stand-alone game operation. In another em-
`bodiment, the user console functions simply as an input
`device for interface with the user. The user console can
`perform a number of functions ranging in between or in
`addition to those discussed above. For example, the user
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`interface console can provide for communications be-
`tween user consoles, and/or between a user console and
`a central master controller. As illustrated in FIG. 1A,
`the user console 900 has two user stations mounted
`thereon. Each user station consists of a joy stick 100, a
`communications switch 105, a keyboard 110, a push
`button or other user activated switch means 120, and a
`speaker/microphone 130. Some or all of these elements
`may be optional depending on the particular applica—
`tion. As illustrated, the communication switch 105 al-
`lows for bidirectional voice communication via the
`speaker/microphone 130 to other selected user stations
`and consoles. The keyboard 110 may be utilized for
`providing user coordinate data, communications identi-
`fication data, and other user input data for communica—
`tions to the game system electronics. As illustrated in
`FIG. 1A, the table model user console 900 also contains
`a display 140 mounted for viewing by both users when
`seated at the user station of the console 900.
`Referring to FIG. 1B, an alternate embodiment of a
`user console 1000 is shown. The user console 1000 can
`perform as an arena console, that is a plurality of users
`can sit down, one or more at each console, with a plu—
`rality of consoles 1000 interconnected and with one or
`a plurality of master displays provided, as described
`more fully below with reference to FIGS. 2A—2D. The
`arena console 1000 has a user station mounted there-
`upon which contains equivalent I/O circuitry to that
`discussed with reference to FIG. 1A. Specifically, as
`illustrated, a joy stick 100, a communication switch 105,
`a speaker/microphone 130, a keyboard 110, and
`switches 120 are provided, in part or in total depending
`upon the application. The function that the individual
`input devices perform is again dependent upon the de-
`sired application. The arena console 1000 can be utilized
`as a stand-alone system with the addition of display 140
`as shown in phantom in FIG. 1B. The console 1000 can
`be utilized as either a stand-up or sit-down console, in
`either a stand-alone or multiuser game system.
`Referring to FIG. 1C,'a user console 2000 is illus-
`trated showing a stand-up arcade console. As illus-
`trated, the console 2000 can function as a stand—alone
`game system or may interconnect via communications
`means 2100 to other consoles 2000 to form an interac-
`tive network. The console 2000, as illustrated, is com-
`prised of a display 140, which displays either single
`game action or multigame global action, depending
`upon the application. Similar I/O devices are provided
`as described above with reference to FIGS. 1A—1B.
`Specifically, as illustrated,
`the console 2000 contains
`speaker/microphones 130, a communications switch
`105, a keyboard 110, ajoy stick 100, and switches 120.
`As discussed above with reference to FIGS.
`lA—lB,
`additional or lesser device apparatus can be provided, in
`accordance with the desired application.
`Referring to FIG. 2A, a multiconsole multidisplay
`global game network is illustrated. A plurality of user
`consoles 1060 A—F are interconnected and configured
`as a multiuser game system. Each of the user consoles
`1060 can be comprised of a user console as described
`with reference to FIGS. 1A—1C. In the illustrated em-
`bodiment, an arena console 1000 is utilized in the system
`of FIG. 2A. A plurality of displays 1100A—E are pro-
`vided for providing graphical illustration of game play
`action. The display 1100 can be any sort of video dis-
`play, and is preferably a color video cathode ray tube.
`The number of user consoles 1060 and the number of
`displays 1100 can vary up or dowu from the system
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`illustrated in FIG. 2A, depending upon the application.
`The visuals associated with the global game action can
`be displayed piecemeal, that is, with each subdisplay
`unit 1100A to 1100B displaying a portion of the total
`global display so that
`the totality of display units
`1100A—E provides a total global display. Alternatively,
`one or more of the subdisplays can provide a display
`associated with a respective individual game apparatus.
`Alternatively, some of the subdisplays can provide
`game action imagery, while others of said subdisplays
`provide a radar function display for tracking of other
`user consoles responsive to an overall system controller
`or responsive to a particular user request. In a like man-
`ner, some of the displays can provide exploded views of
`selected quadrants of previously displayed imagery
`responsive to a system controller or to a particular
`user’s input data request. As shown in FIG. 2A,
`the
`display apparatus 1100 is comprised of a plurality of
`subdisplays, each subdisplay having a separate and dis-
`tinguishable viewing area. The plurality of subdisplays
`can provide in combination a coherent total display, or
`a plurality of interrelated displays. In one embodiment,
`where the global display is provided by the totality of
`subdisplays, a single user’s video representation can be
`caused to move graphically from one subdisplay unit to
`another. The use of multiple subdisplays provides an
`added dimension of excitement and realism to the game
`play.
`Referring to FIG. 2B, an alternate multiuser system is
`illustrated having a plurality of user consoles intercon-
`nected to a central display unit 1200. As illustrated in
`FIG. 2B, the user consoles 1000 all interconnect to a
`display apparatus 1200 which provides a single coher-
`ent display of the global game action, as well as selec—
`tively providing radar functional displays and exploded
`quadrant displays on portions of the display area. The
`user console 1000 can be of any user console type (900,
`1000, 1100) as discussed above with reference to FIGS.
`1A—1C. The display apparatus 1200 can include a con-
`troller apparatus for coordinating data received from
`the plurality of user stations interconnected thereto.
`Alternatively, each of the user consoles 1000 can con-
`tain control circuitry for coordinating global action,
`and the display apparatus 1200 can contain only a mini-
`mum of interface circuitry. Additionally,
`the display
`apparatus 1200 contains a video display for providing
`graphical illustrations of game actions.
`Referring to FIG. 2C, a multiuser game system is
`illustrated having a plurality of video game user stations
`such as user console 1000 or 2000, interconnected to
`each other and/or to a master controller 3000 by inter-
`connection means 2100.
`Referring to FIGS. 2C and 2D, different embodi-
`ments of a multigame apparatus system in accordance
`with the teachings of the present invention are shown.
`Referring to FIG. 2C, a game system is shown compris—
`ing a plurality of individual game apparatus, V.G.l to
`V.G.N., having associated user responsive inputs as
`discussed with reference to FIGS. 1A—1C. Interconnec-
`tion means 2100 provide for coupling together of se-
`lected ones of the game apparatus V.G.l to V.G.N. and
`the master controller 3000. Alternatively, or addition-
`ally, the individual game apparatus V.G.1 to V.G.N.
`and master controller 3000 are interconnected via a
`coupling bus 2200. Other interconnect structures can
`also be used, such as ring, daisy-chain, etc. The visuals
`associated with selected ones of the game apparatus
`V.G.l to V.G.N. are displayed on a display screen. As
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`illustrated in FIG. 2C, each game apparatus has an
`associated video display unit, V.D.U., associated physi-
`cally with the game apparatus. However, as discussed
`with reference to FIG. 2D, a single master controller
`can be provided and a single master video display asso-
`ciated therewith, or multiple video display units can be
`provided in an associated or a non—associated manner, as
`discussed with reference to FIG. 2A. The master con-
`troller 3000 provides means for controlling the dis—
`played visuals of selected game apparatus on the video
`display unit responsive to respective user responsive
`inputs of the selected game apparatus V.G.1 to V.G.N.,
`and according to one of a plurality of predetermined
`logical sequences.
`The master controller function can be separated into
`a single system master controller 3000, or can be par-
`tially distributed in function among the individual game
`apparatus. The choice is one based on design and cost
`restraints, and performance goals. The discussion herein
`regarding the master controller 3000 should therefore
`be interpreted in a functional rather than physical sense,
`with physical distribution of the function being left to
`the designer.
`In the illustrated embodiment of FIG. 2C a master
`controller 3000 can additionally provide means for peri—
`odically transferring data for storage in the individual
`game apparatus V.G.1 to V.G.N., or selected individual
`ones of the game apparatus which are activated for
`play. Means of activation of this system include coins,
`tokens, or other control access means, such as on/off
`switches, etc. The master controller 3000 additionally
`comprises a memory for providing a data output, and
`means for sequencing through one of a plurality of
`predetermined audiovisual works responsive to the data
`output and the plurality of user control signals from the
`user game apparatus inputs of V.G.1 to V.G.N. The
`master controller can provide unique user activated
`selection of audiovisual imagery responsive to the users
`selected control signals. For example, means can be
`provided for displaying a radar function for tracking
`other selected users’ movements and actions, or alterna—
`tively for providing an exploded view of a selected
`quadrant or subquadrant of previously or presently
`displayed imagery.
`Referring to FIG. 2D, an alternate embodiment of a
`game system having multiple game apparatus V.G.1 to
`V.G.N. and a master controller 3000 is shown, wherein
`the master controller 3000 has a master video display
`V.D.U. associated physically therewith. The master
`controller functions are those as discussed above with
`reference to FIG. 2C. The master controller 3000 is
`interconnected to the game apparatus V.G.1 to V.G.N.
`via interconnection bus 2200, and can alternatively, or
`additionally, be connected to the game apparatus V.G.1
`to V.G.N. via interconnection bus 2100. With reference
`to FIGS. 2A—2D, it should be understood that various
`combinations of user input circuitry, game apparatus,
`interconnection structures, and video display physical
`and logical placement can be structured according to
`the needs of the application.
`A great deal of flexibility exists in choosing between
`hardware and software boundaries for functions to be
`performed in the game system. It should be understood
`that distribution of system functions is a multidimen-
`sional concept as discussed herein. Thus, not only can
`there be physical distribution of apparatus, but also
`distribution of function implementation between hard-
`ware and software embodiments. Various examples of
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`the multidimensional aspect of distribution are provided
`in the various figures herein.
`Referring to FIG. 3, a video game system is illus-
`trated comprising a plurality of user consoles V.G.1 to
`V.G.N., a display apparatus, or a plurality of display
`apparatus (V.D.U.’s), a memory, and logical sequencing
`means. The user consoles are as described above with
`reference to FIGS. 1A—1C, and can provide at least one
`user control for providing signals responsive to activa—
`tion by the user of the user control. The display appara-
`tus, V.D.U., are as described above with reference to
`FIGS. 2A—2D, and provide means for producing game
`imagery representative of at least some of the user con—
`trol signals and responsive to the logical sequencing
`means. As shown in FIG. 3,
`the logical sequencing
`means is distributed between the master controller and
`the game apparatus user consoles V.G.1 to V.G.N. The
`amount of centralized or distributed allocation of this
`function is again a design variable. The logical sequenc-
`ing means sequences through one of a plurality of audio—
`visual works responsive to the data output of the mem-
`ory and to the plurality of user control signals, thereby
`producing game action on the display apparatus accord—
`ing to a predetermined set of game rules as stored in the
`memory. As discussed above with reference to FIGS.
`2C and 2D,
`the master controller and/or distributed
`logic sequencing means can provide one of the plurality
`of display functions responsive to user activation of a
`respective function control within the game consoles
`V.G.1 to V.G.N. Thus, audiovisual imagery providing
`a radar function, exploded quadrant views, and so forth
`can be provided.
`FIG. 3 also illustrates the functional layering of the
`individual user console apparatus V.G.1 to V.G.N. and
`of the master controller. Each layer is directly related
`to adjacent layers and can provide for communication
`between those layers. Communication to nonadjacent
`layers is via adjacent layers.
`The different layers of the individual player consoles
`and master controller console can be further sublayered
`or can be alternately combined to reduce the total num-
`ber of layers. The following functional description of
`each of the layers is general, applicable to both the
`individual console units 3100 and the master controller
`3200. The bottom layer of each unit (3001 [3201]) com-
`prises the central processing unit, memory, and various
`support logic circuitry. Nonvolatile memory and/or
`magneticstorage medium may also be provided at this
`layer. The operating system (3010 or 3210) functionally
`maps the hardware to function translation, and provides
`an executive program, and monitor program, for over-
`all coordination of the unit (3100 or 3200). The commu-
`nications management layer (3020, 3220) performs in-
`formation format translation, packing and unpacking of
`data, error correction and checking, and other utility
`functions necessary to support communications. As
`illustrated, the communications management unit com-
`municates with the operating system and data manage-
`ment layers adjacent to it, as well as communicating
`with the communications management units of other
`consoles. The data management layer (3030 or 3230)
`performs the functions of file management, data base
`management, disk access and decode management, and
`can alternatively or additionally perform other disk
`access and data management functions. A local storage
`area (3040 or 3240) provides a data buffer for temporar-
`ily storing data for communications to adjacent layers,
`and in the case of the master controller 3200 for com-
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`munications to the disk 3110. The next layer is an appli-
`cations program layer (3060 in the individual consoles,
`and 3260 in the master controller 3200) which performs
`the function of game logic definition, data input and
`output manipulation and translation, and video output
`generation. In the master controller 3200, the applica-
`tions layer 3250 further includes the functions of disk
`allocation, and interuser coordination, and may include
`other global and special functions. The video manage-
`ment layer (3060, 3260) functions as a display composer.
`For example, video management layer 3260 of the mas-
`ter controller 3200 can act as a display composer per—
`forming global and special functions while leaving local
`display composing functions to the local video manage-
`ment layers 3060 of the consoles 3100. Alternatively,
`special and global functions may be dispersed among
`the video management units of the various consoles
`3100 as well as or instead of the master controller 3200.
`The output of the video management layer provides
`display output to the video display unit (3070, 3270),
`providing the game(s) audiovisual presentation. As de-
`scribed above herein, the video display unit function
`can be dispersed among a plurality of display units, or
`may be provided by a single master display unit.
`Referring to FIG. 4, an alternate embodiment of the
`system of FIG. 3 is shown, illustrating an interleaved
`communications controller embodiment. The master
`controller is comprised of hardware 3401, operating
`system 3410 and communications management layers
`CAM 3420, functionally corresponding to the corre—
`spondingly numbered elements of FIG. 3. The CAM
`communicates with the adjacent functional layer 3421
`comprising the individual games data sets. This layer,
`3421, can include all data relating to all games active
`within the master system, and may include other data
`sets. The data sets functional layer also communicates
`with the adjacent display data sequencer functional
`layer 3422, which selects one of N game data sets to be
`passed to the display generator 3423 of the adjacent
`functional layer. The display generator 3423 composes
`the selected data set into a corresponding audiovisual
`presentation for providing the game presentation. The
`game presentation output is coupled to the adjacent
`layer of the master display coordinator 3424 which
`controls what type of display is used (local, global,
`special [such as expanded]), as well as where to send the
`display data. In one embodiment the display data can be
`sent to the video manager 3460 for display on the video
`display unit 3470 of the master controller 3200A. Alter-
`natively, the display generated data can be output from
`the master display controller 3424 to the adjacent man-
`agement layer 3430 which can either pass data to the
`communications controller 3480 of the adjacent layer or
`store and retrieve data to and from the disk drive 3110.
`Data passed through the communications management
`layer 3480 is, in the illustrated embodiment of FIG. 4,
`selectively passed to one of the individual game con-
`soles 3290. The communications controller 3480 is cou-
`pled via a bus or gateway to corresponding communica-
`tions management controllers 3285 in each of the at-
`tached individual consoles 3290. Individual consoles
`3290 can also include data management
`layers 3286,
`memory buffers 3287, and other hardware layers desig-
`nated 3288. The other hardware can include a separate
`central processing unit, additional video display capa-
`bility, and other logic. Thus, in operation, the output
`from the master controller 3200A is interleaved for
`local storage in buffers in each of the individual con-
`
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`soles. Thus, communications between the master con-
`troller 3200A and each of the individual consoles 3290
`can be limited to changed data only, and either a single
`global game or a plurality of individual games can be
`coordinated via a single master controller 3200A. Com-
`munication can be bidirectional, such that each game
`can provide data back to the master controller 3200A,
`and such that each game can request special viewing,
`such as quadrant, exploded, global, local, etc. By utiliz—
`ing multiple frame memories 3287 and associated other
`hardware 3288 in each of the individual consoles 3290,
`all viewing functions could be handled by each individ-
`ual game console based on a single inter—leaved data set.
`This description of the interleaved embodiment is but
`one embodiment which the system can form. In another
`embodiment, each game individual console has its own
`computer and communications management controller.
`Each game individual console then periodically com-
`municates signals representing, for example, game I.D.,
`game type, game data, etc., representing changes to its
`l/O structure affecting game visuals, score, game play,
`etc. Each individual game console can communicate
`with all others, by any of the above described communi-
`cations schemes, or other communications schemes.
`Thus, all games individual consoles simultaneously
`adapt to the changed data, and the need for a master
`controller can be functionally distributed back to each
`of the individual game consoles.
`Referring to FIG. 5, a block diagram illustrating one
`embodiment of a distributed game system communica-
`tions interconnect circuit is shown. A master controller
`3380 is coupled to an operational Data In communica-
`tions bus, and an operational Data Out communication
`bus. Each of the individual video game consoles 3385,
`etc., is likewise coupled to the Operational Data In bus
`and has a separate coupling to the Operational Data Out
`bus. Thus, the master controller and individual video
`game consoles communicate among each other by
`means of the common bus structure. Each of the indi-
`vidual video game consoles, 3385, 3386 and 3389 as
`illustrated in FIG. 5, is also coupled to a Video Data
`bus. The video data corresponding to the individual
`games play action is coupled via the Video Data bus to
`the video controller unit 3390 which transforms the
`video data to an audiovisual display presentation for
`viewing upon the video display unit 3395.
`Referring to FIGS. GA—B, a structured layering of
`the hardware and software elements, such as can be
`utilized in the system of FIG. 5,
`is shown. Referring
`now to FIG. 6A, the functional layering is depicted as
`a plurality of concentric circles. The innermost circle
`3301 represents the core hardware, including the cen-
`tral processing unit, memory, and I/O logic. The next
`layer is the operating system 3310 which includes moni-
`tor, executive, basic input-output system, and can fur-
`ther include the basic disk operating system, and so
`forth. The next layer comprises the data management
`layer comprising two parts, 3321 and 3322. Each sub-
`part communicates only with the adjacent layers di-
`rectly. Thus, data management layer 3321 communi-
`cates with the communication layer 3331 which com-
`municates with the game master logic layer 3341, which
`in turn communicates with each of the game applica-
`tions layers 3351-3355. The data management layer 3322
`communicates with a communications management
`layer 3332 which in turn communicates with applica-
`tions control programs 3342 and other programs 3343,
`
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`which each respectively communicate with user input
`interface 3356 and user output interface 3357.
`Referring to FIG. 6B, a detailed structural and func-
`tional layering of one embodiment of the hardware 3300
`is shown. The hardware 3300 is comprised of a central
`processing unit, memory manager, memory, storage
`means such as disk or tape, user control input/output
`interface, a display controller and coordinator, and can
`include from one to a plurality of display apparatus.
`Referring to FIG. 7, a remote communications capa-
`bility system, similar to that of FIG. 3, illustrating an-
`other aspect of the distributed nature of the present
`invention is shown. A master controller 3200 such as
`that in FIG. 3, having an associated disk drive 3110, is
`illustrated coupling to a gateway multiplexer 3800
`which selectively couples the signal output from the
`master controller 3200 to each of the remote video
`game consoles 3100, V.G.l. to V.G.N., as illustrated in
`FIG. 7. Thus, the master controller can interact with
`and/or control a plurality of remotely located video
`game units in any of the manners described above, ei-
`ther by remote control, or via direct interface.
`Referring now to FIG. 8, still another embodiment of
`a distributed game system, as taught in the present in-
`vention, is shown, detailing the hardware-software lay-
`ering as well as the distributed nature of the layering.
`The master controller 5101 is comprised of hardware
`5140, including central pro