A terminal device 7 includes a generally plate-shaped housing 50, an LCD 51 provided on the front side of the housing, analog sticks 53A and 53B, a second L button 54K, and a second R button 54L. The analog sticks 53A and 53B are provided respectively in left and right portions of the LCD 51 above the center of the housing 50. The second L button 54K and the second R button 54L are provided on the back side of the housing 50 so as to generally correspond to the analog sticks 53A and 53B on the front side of the housing 50.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
2.
DISPLAY DEVICE, GAME SYSTEM, AND GAME PROCESS METHOD
A game system includes a home-console type game device, a controller device, and a portable display device. The portable display device includes an infrared light-emitting portion capable of emitting infrared light. The controller device wirelessly transmits to the game device operation data including data representing a detection result by an image-capturing section, data representing a detection result by an inertia sensor, and data representing an operation performed on an operation button. The game device receives the operation data from the controller device, and performs a game process based on the operation data. Moreover, the game device successively compresses a first game image, which is successively generated based on the game process, to generate compressed image data. The compressed image data is successively wirelessly transmitted to the portable display device. The portable display device successively receives the compressed image data from the game device, successively expands the compressed image data to obtain the game image, and successively displays the game image.
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
3.
GAME SYSTEM, CONTROLLER DEVICE, AND GAME PROCESS METHOD
A game system includes a home-console type game device and a terminal device. The terminal device includes a touch panel and an inertia sensor, and wirelessly transmits to the game device operation data including output data of the touch panel and the inertia sensor. The game device receives the operation data from the terminal device, and performs a game process based on the operation data. Moreover, the game device successively generates a first game image and a second game image based on the game process. The first game image is successively compressed, and the compressed image data is successively wirelessly transmitted to the terminal device. The second game image is successively outputted to, and displayed on, an external display device which is separate from the terminal device. The terminal device successively receives the compressed image data from the game device, expands the received compressed image data, and successively displays the first game image on a display section.
An example user network provides information and entertainment for users via handheld information terminals. The "look and feel" and personality of the handheld information terminals can be location-specific so that the most relevant information and entertainment can be provided to users in a useful and appealing manner.
A portable, handheld game console includes a main body incorporating a first display screen, and a cover body incorporating a second display screen. The main body is hingedly connected to the cover body along adjacent forward and rearward edges, respectively, such that the cover body is movable between a closed and open positions. The main body is provided with a plurality of control buttons and a pair of game card slots for receiving game cards of different dimensions. One of the game cards is substantially square and comprises a substantially flat card body having a plurality of electrically conductive terminal strips adjacent the forward edge. One of the side edges of the card has a single continuous step configuration along substantially the entire length dimension of the card. A first notch is formed in a first forward corner of the card where the forward edge meets the other of the pair of side edges and a second notch is formed along the other of the pair of side edges, between the forward and rearward edges.
An optical disk includes a feature forming area 11 and a criterion recording area 12. The feature forming area 22 is an area provided with physical features used for determining whether it is an authorized optical disk or not. The criterion recording area 12 is an area having recorded therein the data of a determination criterion, i.e., a criterion by which it is determined whether the optical disk has been produced in an authorized manner or not on the basis of the physical feature. An optical disk reproduction apparatus detects the physical features provided in the feature forming area 11, and reads the determination criterion recorded in the criterion recording area 12. Furthermore, based on the determination criterion which has been read, the optical disk reproduction apparatus determines whether or not the detected physical features are those provided for an authorized optical disk. Thus, the optical disk reproduction apparatus can determine whether or not the optical disk has been copied in an unauthorized manner.
G11B 19/02 - Control of operating function, e.g. switching from recording to reproducing
G11B 7/007 - Arrangement of the information on the record carrier, e.g. form of tracks
G11B 19/12 - Control of operating function, e.g. switching from recording to reproducing by sensing distinguishing features of records, e.g. diameter
G11B 23/28 - Record carriers not specific to the method of recording or reproducing; Accessories, e.g. containers, specially adapted for co-operation with the recording or reproducing apparatus indicating prior or unauthorised use
A coded image on a recording medium (a card) which records desired information as an optically readable coded image (a dot code) contains predetermined record location information indicating a record location at which the image is recorded on the card, as, for example, an element of a physical format of the image. A coded image reading apparatus for reading the coded image from the card has image inputting means (a pickup). The apparatus includes a CPU, which includes and can execute record location determining means (a program) for obtaining record location information from an input image and determining a record location of the image. The card is guided so that the proper read operation can be performed in accordance with this function of determination.
G06K 19/06 - Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code
G06K 7/00 - Methods or arrangements for sensing record carriers
8.
CODE READING APPARATUS, ENTERTAINMENT SYSTEM AND RECORDING MEDIUM
A code reading apparatus main body optically reads a code from a recording medium, recording it as optically readable code, and stores the outcome of the reading operation and the parameters acquired during the reading operation in the data RAM of an application program storing cartridge. When a program processing apparatus reads the outcome of the reading operation as stored in the data RAM, it provides randomness to the outcome of the reading operation according to the parameters stored in the data RAM.
G06K 7/10 - Methods or arrangements for sensing record carriers by corpuscular radiation
A63F 9/24 - Games using electronic circuits not otherwise provided for
G06K 9/18 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints using printed characters having additional code marks or containing code marks, e.g. the character being composed of individual strokes of different shape, each representing a different code value
9.
INFORMATION PROCESSING APPARATUS, INFORMATION STORING MEDIUM AND PROGRAM THEREOF, AND OPERATING DEVICE FOR GAME MACHINE
An information processing apparatus includes a controller (1), and a game machine (2) to which the controller (1) is connected, and from at least one of a plurality of switches provided on the controller (1), a digital output or an analog output is obtained in accordance with an operating state of the switches thereof. A CPU of the game machine (2) carries out a first processing operation of game information in response to the analog output, and also carries out a second processing operation associated with the first processing operation in response to the digital output.
A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. To achieve multi-texturing, conventional graphics rendering systems typically rely on multiple rendering passes or require multiple serial/parallel texture-retrieval/processing circuits which occupy additional chip real-estate and exacerbate memory arbitration problems. To solve this problem and to provide an enhanced repertoire of multi-texturing capabilities, a relatively low chip-footprint, versatile texture environment (TEV) processing subsystem is implemented in a pipelined graphics system by utilizing a flexible API and a hardware-accelerated programmable texture blender/shader arrangement that circulates computed color and alpha data over multiple texture blending/shading cycles (stages). The texture-environment subsystem combines per-vertex lighting, textures and constant (rasterized) colors to form computed pixel color prior to fogging and final pixel blending. Blending operations for color (RGB) and alpha components are independently processed within the TEV subsystem by a single sub-blend unit consisting of a set of color/alpha-combiner (shader) hardware that is reused over multiple processing stages to combine multiple textures. A set of four selectable current-color input/output registers which are shared among all stages is provided at the output of the sub-blend unit to temporarily store computed color results and to pass computed color between stages. Arguments for blending stage operations can be selected from: the four current-color registers, rasterized color (diffuse or specular), texture, the alpha components of the above colors, and 0 or 1. Up to sixteen independently programmable consecutive stages, forming a chain of 78 blending operations, are supported for applying multiple textures to a single object in a single rendering pass.
A video game system includes an audio digital signal processor, a main memory and an audio memory separate from the main memory and storing audio-related data for processing by the audio digital signal processor. Memory access circuitry reads non-audio-related data stored on a mass storage device and writes the non-audio-related data to the audio memory. The non-audio-related data is later read from the audio memory and written to the main memory.
G06F 12/00 - Accessing, addressing or allocating within memory systems or architectures
G06F 12/08 - Addressing or allocation; Relocation in hierarchically structured memory systems, e.g. virtual memory systems
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
12.
INFORMATION PROCESSING DEVICE AND STORAGE DEVICE USED THEREFOR
In an information processing device 30 having engaged in a detachable manner with, for processing, via an external bus 37, 47 in a second data width, a first game cartridge 20 housing first memory 22 in a first data width, or a second game cartridge 40 being partially different in shape from the first game cartridge 20 and housing second memory 42 in the second data width, a shape discriminator 35 discriminates between the first and second game cartridges 20, 40, and a central processing unit accesses the second memory 42 in a multiplex bus mode and the first memory 22 in a normal mode. A second storage device 48 housed in the second game cartridge 40 includes the memory 42 for recording data which causes the information processing device 30 to execute processing, and a multiaccess control part 44 for controlling address and data exchange in a time-sharing manner. The second memory 42 is driven by a first voltage of 3.3V, while the first memory 22 by a second voltage of 5V. The information processing device 30 supplies either of 5V or 3.3V to the memory 22, 42 depending on the cartridge type currently engaged. The central processing unit 360 is activated in a mode corresponding to the voltage whichever supplied.
G06F 15/00 - Digital computers in general; Data processing equipment in general
A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
G06F 1/16 - Constructional details or arrangements
G06F 13/14 - Handling requests for interconnection or transfer
A portable handheld computing device includes a housing capable of being operated while being held in and supported by the hand. The housing is adapted to receive an interchangeable memory cartridge. The device further includes a graphical liquid crystal display disposed on the housing, a processor disposed within the housing and coupled to control the graphical information displayed on the display, a communications port coupled to the processor, and a boot ROM disposed within the housing and coupled to the processor. The boot ROM includes a routine for execution by the processor that allows the processor to receive and execute code blocks when no memory cartridge is received by the housing.
A game system includes a portable game machine. When power is on, the CPU of the portable game machine executes a startup program and, in step S3, detects a cartridge. When no cartridge is inserted but communication is possible to another game machine (step S5, S9), according to the startup program the other game machine in step S11 is requested to transfer a program. In response to the transfer request, the other game machine reads out a program and transfers it to the portable game machine. The portable game machine in step S13 writes the transferred program into a work RAM according to the startup program. After authentication process in step S15, if authentication OK (step S17), in step S21 the program written on the work RAM is started and executed.
A television game machine includes a housing. The housing has an air intake and air exit in side surfaces, and forms an air flow passage in a space of air flow on a line connecting between the air intake and the air exit. A heat-radiating member formed with heat-radiating fins is attached in a state electrically insulated from a semiconductor device mounted on the printed board in order to transfer heat generated from the semiconductor device. The heat-radiating member is arranged related to the semiconductor device and printed board such that the heat-radiating fins are along the air flow passage. A heat-radiating fan is arranged between at least one of the air intake and the air exit and one end of the heat-radiating member. The heat-radiating fan, when ambient air is taken through the air intake and caused to flow through the grooves between the heat-radiating fins of the heat-radiating member to be released outside through the air exit, releases the heat dissipated from the heat-radiating fins together with flowing air to an outside. Thus, the heat generated by the semiconductor device is released to the outside of the housing.
An image-display game system which can attract players for a long time to play a game can be implemented by presenting helping data of a0 to a63, and b1 to b5 beneficial in the course of a game to friends, and accordingly communications accompanying therewith can be stimulated and activated thereamong, and the game can be effectively utilized as a communications tool. Such image-display game system is so structured that the players' ID data IDn is communicable or exchangeable therein. With the other player's ID received, items beneficial in the course of the game or the helping data of 10 to 163, and b1 to b5 is generated based on the ID data, and is presented to the player. As a result, exchanging of the ID data IDn is activated among the players. The items presented based on the ID data IDn are determined by operating the ID data using an equation in FIG. 17 which is based on a predetermined rule, or in an operation processing by combining the ID data IDn and a random number R.
A game machine GBP of a type that a player object is moved on a map to encounter with a character R includes a program storage 11 storing a game program, a clock 14 at least clocking a time, an operation device 22 for operating the player object, and an image processor 23, 26 for varying a display image based on the operation of the operation device 22. The game program storage 11 stores a program for varying an appearance condition of the character PN appearing on the game map based on time information H of the clock 14.
A video game apparatus includes a CPU that detects a program control code included in a land object in the vicinity of a player object, and then, the CPU determines a kind of the land object. If the land object is "hole", the CPU executes a "hole operation" subroutine. Similarly, if the land object is "wall", "door" or "ladder", the CPU performs "wall operation", "door operation" or "ladder" subroutine.
A video game apparatus includes a CPU. The CPU detects an action code of a land object existing in front of a hole. If detecting "jump" set as an action code, a height (or depth) of the hole is calculated. When the hole height is greater than a predetermined height, a jump distance is calculated for the player object. The player object is caused to jump in accordance with that distance.
A video game apparatus includes a CPU. The CPU detects a camera code of a land object at a foot of a player object. According to the camera code, any one is selected of a first virtual camera, a second virtual camera, ..., a fifth virtual camera. A selected virtual camera is controlled according to a corresponding camera control program. That is, the plurality of virtual cameras provided in a virtual three dimensional space are to be selected by the camera codes contained in the land objects.
When any of push-button switches on a controller 40 is pressed in a sound input mode, a video game machine body 10 generates and temporarily stores frequency data of a tone corresponding to the pressed switch. At this time, when a joystick 45 on the controller 40 is tilted to a predetermined direction, the video game machine body 10 changes the generated frequency data according to the amount of tilt of the joystick 45 . It is therefore possible to input various sounds in tone using a limited number of switches . The frequency data stored in the video game machine body 10 is read later to be converted into audio signals, and outputted from a speaker incorporated in a CRT display 30. When a melody based on the inputted sound coincides with a melody set in advance, the video game machine body 10 makes various changes in the progress of the game. For example , a hero character is warped to a position that is different from the present position, or provided with various items.
G10H 1/053 - Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation during execution only
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/10 - Control of the course of the game, e.g. start, progress, end
G10H 1/00 - ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE - Details of electrophonic musical instruments
A video game apparatus including a CPU. The CPU determines straight lines respectively connecting the player object and a North Pole, target and marker, and determines respective directions of a direction pointing mark, target pointing mark and marker pointing mark to point directions parallel to their respective straight lines. The player object or other objects are combined with these pointing marks, and displayed on a display.
A63F 13/10 - Control of the course of the game, e.g. start, progress, end
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
23.
VIDEO GAME APPARATUS AND MEMORY MEDIUM USED THEREFOR
A video game apparatus includes an external ROM. This external ROM is previously memorized with player object data, basic shadow object data and light object data. A direction in which a shadow is thrown is determined according to the player object data and the light object data, to thereby determine a length of each leg of the player object. Based on the length of the leg and the height of the light, a length of the shadow is determined. Based on the height of each leg, a depth of the shadow is determined. A shape of a displaying shadow object is determined from a state of a ground object to which the shadow is thrown.
A video game apparatus includes an RCP. The RCP performs a conversion process on image data to display a player object or non-player object according to image data transferred from an external ROM to a RAM, and supplies the image signal through the display. The RCP detects whether or not there exists a non-player object at around the player object on the display in response to an operation of a Z button. If a non-player object is detected, the RCP selects the non-player object as an attention non- player object. At this time, the hypothetical camera is changed in position and photographing direction such that photographing can be made for the player object directly facing the non-player object.
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/10 - Control of the course of the game, e.g. start, progress, end
A video game system includes a video game machine, a memory medium and a controller. A CPU included in the video game machine detects a vibration generating condition that a player object comes into collision or contact with an enemy object or a stationary object. If the vibration generating condition is detected, the CPU drives a vibration source included in the controller, thereby generating vibration on the controller.
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
A video game system includes a game machine and a memory medium. The game machine is connected with a controller to be operated by a player and a display device for displaying game images. The memory medium generates player object image data and influencing object image data, as well as generates message data. The message data is a message to teach the player how to operate the controller. A player object and an influencing object are displayed on the display device. Also, the display device displays a message of how to operate the controller.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/10 - Control of the course of the game, e.g. start, progress, end
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
A video game system including a video game machine and a controller connected thereto, wherein the game machine is further connected with a display device. A video-game memory medium, detachably attached to the game machine, generates image data for displaying a player object, a plurality of courses, and objects other than the player object. A player chooses a course of play by operating the controller. A score-giving condition is detected according to a relation of the player object to another object. Depending on the detection, a first score is counted for the course. When the player object comes under a condition satisfying a course clear, the first score is memorized in a score-register area of a RAM. If the user chooses to play a same course, an initial value is written to the score-register area.
A video game system including a video game machine and a controller connected thereto, wherein the game machine is further connected with a display device. A video-game memory medium, detachably attached to the game machine, generates image data for displaying a player object, a plurality of courses, and objects other than the player object. A player chooses a course of play by operating the controller. A score-giving condition is detected according to a relation of the player object to another object. Depending on the detection, a first score is counted for the course. When the player object comes under a condition satisfying a course clear, the first score is memorized in a score-register area of a RAM. If the user chooses to play a same course, an initial value is written to the score-register area.
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
A61F 13/00 - Bandages or dressings; Absorbent pads
A63F 9/24 - Games using electronic circuits not otherwise provided for
29.
IMAGE CREATING APPARATUS AND IMAGE DISPLAY APPARATUS
An image creating apparatus, adapted to create an image constituted by of a plurality of dots for each of a plurality of background scenes that are visually perceived as viewed in different two or more directions from a certain view point existing in a three-dimensional space, is provided with a memory which stores polygon image data composed of three-dimensional coordinate data and texture data for each of a plurality of polygons representative of an object, color data for each dot of the plurality of background scenes and depth data for each dot of the plurality of background scenes. In converting the polygon image data into dot image data, the color data and the depth data are, for each dot, written in the memory on the basis of the texture data and the three- dimensional coordinate data, respectively.
Digital sound source data is stored in a sound source data memory 22. When a first display object (an enemy character, a waterfall, or the like) so defined as to generate a sound is displayed in a three-dimensional manner on a display screen 41 of a television 40, a audio processing unit 12 reads out the corresponding sound source data from the sound source data memory 22, to produce first and second sound source data. The first and second sound source data are converted into analog audio signals by digital-to-analog converters 16a and 16b, and are then fed to left and right speakers 42L and 42R. At this time, the audio processing unit 12 calculates delay tame on the basis of a direction to the first display object as viewed from a virtual camera (or a hero character), and changes delay time of the second sound source data from the first sound source data. Further, the audio processing unit 12 individually controls the sound volume levels of the first and second sound source data depending on the distance between the first display object and the virtual camera (or the hero character). Consequently, sounds having a spatial extent corresponding to the change of a three-dimensional image can be respectively generated from the left and right speakers 42L and 42R.
H04S 5/00 - Pseudo-stereo systems, e.g. in which additional channel signals are derived from monophonic signals by means of phase shifting, time delay or reverberation
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A joystick device includes a case so that first and second rocking members are respectively supported in a overlapped manner by first and second bearings formed in the case with their first and second elongate holes positioned perpendicular to each other. The operation of the lever inserted through the first and second elongate holes causes tilt movement in at least one of the rocking members so that the movement of the rocking member is supplied as a pulse signal by a detecting device. The lever includes an engaging portion engaged with the rocking member on the upper side, and a spherical portion formed at a position above the same rocking member. The cover has a hole having an inner peripheral edge with which contacted is an outer peripheral surface of the spherical portion so that the lever is supported operable in every direction. A spring is provided with the case, which acts to press down the rocking member thereby returning the lever to a neutral position.
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
A video game system has a main console with a video game processing system, a video game display to display a moving object, and a player's controller with one or more control keys. The controller is tilted by an operator to control movement of an object displayed, and circuitry within the controller generates data indicative of the direction and rate of movement of the displayed object. An interface circuit sends and receives data between the controller and the console. Processing circuitry coupled to the interface circuitry is adapted to receive commands from the video game processing system and for transferring data as to the state of at least one control key to the system in response to a command. The controller, when not manipulated by an operator, stops at a desired position which defines a point of origin. The controller circuitry generates data for controlling movement of a displayed object with respect to a co-ordinate reference frame defined by the point of origin.
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
G06F 3/033 - Pointing devices displaced or positioned by the user; Accessories therefor
G06F 11/20 - Error detection or correction of the data by redundancy in hardware using active fault-masking, e.g. by switching out faulty elements or by switching in spare elements
A three-dimension image processing apparatus includes a CPU. When the CPU detects by collision determination that another object, e.g., a wall, is existent between an operable object and a camera, it calculates such a moving angle of the camera that an eye of the camera to the operable object is not obstructed by the other object. The camera is moved in accordance with the moving angle to a position where the operable object and the other object existing in a photographed three-dimensional space are displayed on a display.
G06F 3/033 - Pointing devices displaced or positioned by the user; Accessories therefor
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
A63F 13/10 - Control of the course of the game, e.g. start, progress, end
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
G06F 11/20 - Error detection or correction of the data by redundancy in hardware using active fault-masking, e.g. by switching out faulty elements or by switching in spare elements
G06T 15/00 - 3D [Three Dimensional] image rendering
Three-dimensional image display game system and method for use with a display for displaying an object in a three-dimensional space, including an operation controlling device including an operating member having a base end rotatably supported and a free end operable by an operator. The operation controlling device includes an inclination amount data output detector which detects and inclination amount of the operating member to output inclination amount data. The system further includes direction determining circuitry operable to determine a direction that corresponds to an inclination direction of the operating member based on the inclination amount data, and moving object direction determining circuitry which determines a moving direction of the object in three-dimensional space based upon the direction determined by the direction determining circuitry and a point of view angle at which the object is being viewed by the operator in three-dimensional space. A direction in which the operating member must be moved to cause forward movement of the object is offset from a forward direction of the operation controlling device by an angle corresponding to the point of view angle.
G06F 3/033 - Pointing devices displaced or positioned by the user; Accessories therefor
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
G06F 11/20 - Error detection or correction of the data by redundancy in hardware using active fault-masking, e.g. by switching out faulty elements or by switching in spare elements
G06T 15/00 - 3D [Three Dimensional] image rendering
An image processing system includes an image processor (10) which generates image data of an image to be displayed on a monitor, and an analog joystick (45) which modifies the image data, the image processor generates the image data on the basis of joystick data from the analog joystick. An inclinable range of a lever (474) of the analog joystick is restricted by a guide ring (486), and an inclined amount of the lever is counted by counters (444X, 444Y). The joystick data is output by correcting counter data in a specific area (a central area and/or peripheral area) set at a portion of the inclinable range.
G06F 3/033 - Pointing devices displaced or positioned by the user; Accessories therefor
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
G06F 11/20 - Error detection or correction of the data by redundancy in hardware using active fault-masking, e.g. by switching out faulty elements or by switching in spare elements
An operating device is, while in use, connected to an image processor which generates image data of an image to be displayed on a monitor on the basis of a program. The operating device is provided with an analog joystick in addition to a plurality of switches, and outputs operation signals by which the image data can be modified according to an operation by an operator. The analog joystick includes a lever having a tip end which is protruded from a housing and inclined in an arbitrary direction including North, South, East and West. There is provided with a guide ring which includes a guide wall having an octagonal outer edge around the lever, and the guide wall guides the lever to eight corners, that is, upper, lower, left, right, right-upper, right-lower, left-upper and left-lower corners.
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
A63F 13/02 - Accessories (input or output arrangements for electrical digital computers G06F 3/00)
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
37.
BACKGROUND PICTURE DISPLAY APPARATUS AND EXTERNAL STORAGE UNIT USED THEREFOR
A background picture display apparatus includes a microprocessor and an external storage unit, and dot data, character designating data and mode data are programmed in advance in a ROM in the external storage unit. Character designating data constituting background screens designated by the mode data and dot data of the respective characters used in the background screens are loaded in a RAM, that is, a screen RAM and a character RAM by a microprocessor. The character designating data is read from the screen RAM, and the dot data of the character is read from the character RAM. The dot data is converted into serial data by a parallel-serial conversion circuit, and a dot data combination circuit generates a color code for each background screen by combining the dot data and applies the same to a color generation circuit.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G09G 5/22 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual characters or indicia using display control signals derived from coded signals representing the characters or indicia with a character-code memory
H04N 5/262 - Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects
H04N 9/74 - Circuits for processing colour signals for obtaining special effects
38.
MOSAIC PICTURE DISPLAY APPARATUS AND EXTERNAL STORAGE UNIT USED THEREFOR
A mosaic picture display apparatus includes a picture processing unit and an external storage unit connected thereto. Mosaic size data is programmed in the external storage unit. In response to a control signal which is generated for each mosaic having a mosaic size determined by the mosaic size data at timing of the start thereof, a latch latches still picture character data outputted from a register. Therefore, each of dots in the mosaic is displayed by the same latched character data.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G09G 5/42 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of patterns using a display memory without fixed position correspondence between the display memory contents and the display position on the screen
39.
IMAGE PROCESSING APPARATUS AND EXTERNAL STORAGE UNIT
An image processing apparatus includes a CPU which executes a program read from an external storage unit, and a video processor. In the video processor, color data of moving picture characters and color data of still picture characters are respectively outputted from a moving picture data generating circuit and a still picture data generating circuit. Both the color data are applied to a main/subsidiary data selection circuit which outputs the color data as main image data and subsidiary image data. An arithmetic circuit executes an arithmetic operation to obtain a mean value of both the color data. A video signal producing circuit converts the mean value of the color data from the arithmetic circuit into a video signal which is then applied to a display.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 9/24 - Games using electronic circuits not otherwise provided for
H04N 9/76 - Circuits for processing colour signals for obtaining special effects for mixing of colour signals
40.
DISPLAY RANGE CONTROL APPARATUS AND EXTERNAL STORAGE UNIT FOR USE THEREWITH
A display range control apparatus includes an external storage unit in which position data representative of two points in a horizontal direction on a screen of a raster scan monitor are stored in advance together with a still picture pattern data and character data. A counter is incremented for each dot or pixel on the screen. In a range where each of the position data is coincident with a count value of the counter, a masking signal is obtained. The masking signal is used for gating picture data, by a gate circuit. The picture data which outputted from the gate circuit is converted into a video signal which is then applied to the monitor.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A still picture display apparatus displays a still picture in which characters each composed of combination of a predetermined number of dots on a raster scan monitor in accordance with character data and program data both stored in an external storage device in advance. Offset data of at least one of a horizontal direction and a vertical direction correspondingly to each character is stored in an offset table formed in the external storage device. A picture processing unit determines an address on the basis of the offset data and at least one of a horizontal position and a vertical position, and reads video data from a video data memory according to the address to apply to the raster scan monitor.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06T 3/20 - Linear translation of a whole image or part thereof, e.g. panning
G09G 5/34 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators for rolling or scrolling
H04N 5/262 - Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects
H04N 5/272 - Means for inserting a foreground image in a background image, i.e. inlay, outlay
42.
VIDEO DISPLAY APPARATUS AND EXTERNAL STORAGE DEVICE USED THEREIN
A video display apparatus includes a video data generator which generates video data of a still picture and a moving picture (graphic data) on the basis of still picture pattern, still picture character code, moving picture character code and etc. programmed in an external storage unit in advance. A microprocessor applies, in accordance with priority data for the still picture and the moving picture and mode data both programmed in the external storage unit in advance, first priority data to the video data of the still picture character and second priority data to the video data of the moving picture character, respectively. A priority encoder selects a still picture character or a moving picture character having the highest priority on the basis of the first and second priority data, and applies the number of that character to a decoder. The decoder outputs a gate control signal in accordance with the number. In response to the gate control signal, the video data of the character having the highest priority among the respective still picture character and the moving picture character is outputted from a gate.
A direct memory access apparatus includes a CPU, and data of one byte or more to be transferred is stored in a working RAM of the CPU or an external storage unit. The external storage unit includes a memory cartridge or a CD-ROM, and stores parameter data including the number of data to be transferred, a first address and second address for direct memory access, and etc. Prior to a start of the direct memory access, the parameter data is read and, when a horizontal blanking signal is generated from a counter included in a video processor, the data is read from the working RAM or the external storage unit in accordance with the first address value and the data is transferred to an internal memory of the video processor in accordance with the second address value.
G06F 13/28 - Handling requests for interconnection or transfer for access to input/output bus using burst mode transfer, e.g. direct memory access, cycle steal
G06F 13/30 - Handling requests for interconnection or transfer for access to input/output bus using burst mode transfer, e.g. direct memory access, cycle steal with priority control
G09G 1/16 - Control arrangements or circuits, of interest only in connection with cathode-ray tube indicators using single beam tubes the beam tracing a pattern independent of the information to be displayed, this latter determining the parts of the pattern rendered respectively visible and invisible the pattern of rectangular co-ordinates extending over the whole area of the screen, i.e. television type raster
ABSTRACT OF THE DISCLOSURE A controller for a game machine includes a flat shaped housing. A direction designating operator is formed on the left side of upper surface of housing, and operation designating operator is formed on the right side. An operation designating operator is provided on a front side surface of the housing. The operation designating operator includes a key switch formed on the left side of a front side surface of housing, and a key switch 14b formed on the right side. Left and right ends of the controller for a game machine are held between left and right palms to be used. While holding controller for a game machine, a player operates direction designating operator by his left thumb, operates operation designating operator by his right thumb. Further, player operates key switch by his left index finger or middle finger placed on the front side surface of housing, and operates key switch by his right index finger or middle finger. In this manner, various and many switches of the controller for a game machine of the present invention can be operated, with very little movement of hands of a player holding the controller.
H01H 13/70 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard
A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colours or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as "falling" in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed display area. When all second objects are erased, the game is successfully completed.
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
46.
ANIMATION DISPLAY UNIT AND EXTERNAL MEMORY USED THEREFOR
A moving picture display apparatus comprises a main body and an external memory detachably mounted on the main body. The main body of the moving picture display apparatus is provided with a video data memory for storing therein graphic data of characters which constitute objects. A program data memory of the external memory has object data of an object to be displayed on a raster-scan type monitor, i.e., color pallet data, object name data, vertical position data, horizontal position data, object size selection data and size designation data and etc., all of which have previously been stored therein. Object data of an object to be displayed during the next vertical period is read from the program data memory so as to be stored in an object attribute memory. An inrange detection circuit makes a decision as to whether or not an object is in an inranged state, based on the vertical position data, the size selection data and the size designation data, and also makes a decision as to whether or not the object is in the inranged state, based on the vertical position data, the size selection data and the size designation data.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G09G 5/42 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of patterns using a display memory without fixed position correspondence between the display memory contents and the display position on the screen
ABSTRACT A video processing apparatus includes a VRAM in which image data of an original background picture is stored. An address of the VRAM in a case where the original background picture is rotated and enlarged or reduced is calculated by a background picture address control circuit on the basis of constants set by a CPU. Color data of the background picture at the time of rotation processing and enlargement or reduction processing is read from the address of the VRAM, and a video signal is generated by the color data.
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
G06T 3/00 - Geometric image transformation in the plane of the image
G09G 5/391 - Resolution modifying circuits, e.g. variable screen formats
G09G 5/395 - Arrangements specially adapted for transferring the contents of the bit-mapped memory to the screen
A memory cartridge which may be loaded in an attachable/detachable manner to a data processing apparatus, such as a hand-held electronic game machine, includes logic control circuitry, a program read only memory (ROM), a bank changing circuit, and external random access memory (RAM). The external RAM is backed-up by a battery. First key data and second key data are prestored in the program ROM. After the data processing power source is turned-on and the power source voltagereaches a predetermined value, a reset signal is provided to the memory cartridge. Only when the first key data read from the program ROM and the reset signal are both detected is the external RAM accessible by the data processing apparatus. When second key data are detected, the data processing apparatus is inhibited from accessing the external RAM.
G11C 7/22 - Read-write [R-W] timing or clocking circuits; Read-write [R-W] control signal generators or management
G11C 7/24 - Memory cell safety or protection circuits, e.g. arrangements for preventing inadvertent reading or writing; Status cells; Test cells
G11C 8/18 - Address timing or clocking circuits; Address control signal generation or management, e.g. for row address strobe [RAS] or column address strobe [CAS] signals
A portable power supply has a body case, an attaching portion, an input portion, a voltage lowering portion, a storage battery, an output portion and heat radiating means. The body case has two opposing major surfaces and two sections divided by a prescribed reference line. The attaching portion is provided on one of the major surfaces for detachably attaching the power supply to a human body. The input portion and the output portion are positioned in one of the sections to be exposed from the body case. The input portion is connected to a commercial power source, and the output portion is connected to a prescribed electronic device. The voltage lowering portion lowers power from the input portion. The storage battery is charged by the output from the voltage lowering portion. The heating radiating means is provided on the other one of the major surfaces of the body case and makes the heat radiation of the other one of the major surfaces higher than that of the one of the major surfaces. Center of gravity of the portable power supply is positioned in the other one of the two sections.
A hand-held electronic game machine (10) includes a computer (22) accommodated in a case (12) and a liquid crystal display (LCD) panel (14) provided at an upper portion of a front surface of the case. When an external memory (16) is inserted to a receiving port (68) formed on a rear surface of the case at a portion opposite to the LCD panel, a first character data being set in advance in the computer (22) is compared with a second character data stored in a predetermined area of the external memory (16). Prior to such comparison, the computer displays the characters represented by the second character data on the LCD panel. If the first and second character data are coincident with each other, the computer (22) can access to the external memory (16). During the progression of the game in accordance with a game program of the external memory, the game character can be moved by operating a direction designating key (18) provided at the left side in a portion below the LCD panel (14) of the front surface of the case, and the action manner of the game character can be determined by operating an action key (70) provided at the right side in the portion below the LCD panel. A start key (72) and select key (74) are arranged between the direction designating key (18) and the action key (70).
ABSTRACT OF THE DISCLOSURE A hand-held game apparatus includes two housings coupled together in a foldable manner. Each housing is pro- vided with a liquid crystal display panel. Game characters which are able to move to different positions for playing a game are formed on the respective display panels. There are two actuators on one housing for operation by a player. A control unit is housed in one of the housings and is able to control movements of the game characters on the respective panel in response to operation of the actuators.
ABSTRACT OF THE DISCLOSURE A game apparatus for a video game has a mirror in a housing and forming a viewing surface, the housing having a light transmitting portion for the entry of light from above. A liquid crystal plate below and close to the light transmitting portion inside the housing transmits light from the light transmitting portion to display characters on the viewing surface and has display segments which become transparent when driven, with color filters facing a surface of the plate. The filters include regions facing the display segments, at least two of the regions of the color filters being of different colors. The mirror reflects light from the viewing surface to a viewer in an outgoing direction after transmission through the plate to the mirror. Display control circuitry in the housing drives the liquid crystal plate for playing a game and operating devices located forward of the mirror below the light transmitted in the outgoing direction are connected to the display control circuitry for providing operation signals for the display control circuitry.
G09F 9/00 - Indicating arrangements for variable information in which the information is built-up on a support by selection or combination of individual elements