System, method and handheld controller for multi-player gaming
38 claims: 3 independent, 35 dependent
- 1多人数参加型ゲームシステムであって、 多人数参加型ゲームを表示する表示信号を提供するように構成されるゲームサーバと、 1次表示手段を有する表示システムであり、前記表示信号に応答して前記1次表示手段上に前記多人数参加型ゲームの1次ゲーム表示を提供するように構成される前記表示システムと、 それぞれが、2次表示手段および入力手段を有する複数の手持ち式ゲームコントローラと、 前記ゲームサーバと各手持ち式ゲームコントローラとの間の通信を可能にする通信手段と、を備え、 前記複数の手持ち式ゲームコントローラは、前記1次表示手段が個々のゲームコントローラを操作するゲームプレーヤから見えるように、前記1次表示手段に近接して位置し、 前記ゲームサーバは、前記多人数参加型ゲームを開始する前に通信手段を用いて、ゲームソフトウェアモジュールを各手持ち式ゲームコントローラにダウンロードするように構成され、ダウンロードされた各ゲームソフトウェアモジュールは、対応する手持ち式ゲームコントローラの前記入力手段においてプレーヤ入力を受け取ったことに応じて、前記2次表示手段に、前記1次ゲーム表示を補完する2次ゲーム表示を提供し、前記対応する手持ち式ゲームコントローラにより前記多人数参加型ゲームへの参加を可能にするよう、前記対応する手持ち式ゲームコントローラで実行可能であり、 前記多人数参加型ゲームにおいてプレーヤが個々のアバタによって表現され、各手持ち式ゲームコントローラは、前記個々のプレーヤに感覚出力を提供する出力手段を備え、前記入力手段は、プレーヤからアバタ識別要求を受け取る手段を含み、各手持ち式ゲームコントローラは、前記アバタ識別要求に対応する通信信号を前記ゲームサーバに送信するように構成されており、前記通信信号に応答して、前記ゲームサーバは、前記個々のアバタの強調視覚的表示を、前記アバタ識別要求に応答して提供される前記個々のプレーヤへの前記感覚出力と実質的に同時に、前記1次表示手段上に提供させる、 システム。
- 2多人数参加型ゲームシステムであって、 多人数参加型ゲームを支援するゲームソフトウェアを実行し、前記多人数参加型ゲームを表示する表示信号を提供するように構成されるゲームサーバと、 1次表示手段を有する表示システムであり、前記表示信号に応答して前記1次表示手段上に前記多人数参加型ゲームの1次ゲーム表示を提供するように構成される前記表示システムと、 それぞれが、2次表示手段および入力手段を有する複数の手持ち式ゲームコントローラと、 前記ゲームサーバと各手持ち式ゲームコントローラとの間の通信を可能にする通信手段と、を備え、 前記複数の手持ち式ゲームコントローラは、前記1次表示手段が個々のゲームコントローラを操作するゲームプレーヤから見えるように、前記1次表示手段に近接して位置し、 前記ゲームサーバは、前記多人数参加型ゲームを開始する前に通信手段を用いて、ゲームソフトウェアモジュールを各手持ち式ゲームコントローラにダウンロードするように構成され、ダウンロードされた各ゲームソフトウェアモジュールは、対応する手持ち式ゲームコントローラの前記入力手段においてプレーヤ入力を受け取ったことに応じて、前記2次表示手段に、前記1次ゲーム表示を補完する2次ゲーム表示を提供し、前記対応する手持ち式ゲームコントローラにより前記多人数参加型ゲームへの参加を可能にすることで、前記多人数参加型ゲームのゲームアクティビティを支援するよう、前記対応する手持ち式ゲームコントローラで実行可能であり、 前記多人数参加型ゲームにおいてプレーヤが個々のアバタによって表現され、各手持ち式ゲームコントローラは、前記個々のプレーヤに感覚出力を提供する出力手段を備え、前記入力手段は、プレーヤからアバタ識別要求を受け取る手段を含み、各手持ち式ゲームコントローラは、前記アバタ識別要求に対応する通信信号を前記ゲームサーバに送信するように構成されており、前記通信信号に応答して、前記ゲームサーバは、前記個々のアバタの強調視覚的表示を、前記アバタ識別要求に応答して提供される前記個々のプレーヤへの前記感覚出力と実質的に同時に、前記1次表示手段上に提供させる、 システム。
- 3前記1次表示手段は大型表示画面を備える請求項1又は2に記載のシステム。
- 4前記2次表示手段は小型表示画面を備える請求項1~3のいずれか一項に記載のシステム。
- 5前記1次表示手段および前記複数の手持ち式ゲームコントローラはゲーム場内に位置する請求項1~4のいずれか一項に記載のシステム。
- 6前記2次ゲーム表示は、少なくとも部分的に視覚的に前記1次ゲーム表示に関連する請求項1~5のいずれか一項に記載のシステム。
- 7前記1次ゲーム表示は、個々の手持ち式ゲームコントローラを操作する前記ゲームプレーヤに対応するゲームアバタのグラフィック表現を含む請求項1~6のいずれか一項に記載のシステム。
- 8前記ゲーム場は大規模な閉鎖空間を含む請求項5に記載のシステム。
- 9前記2次表示手段に表示される2次ゲーム画像が前記1次表示手段に表示される1次ゲーム画像と異なる請求項6に記載のシステム。
- 10前記2次ゲーム表示は1人プレーアクティビティに関連する請求項1~9のいずれか一項に記載のシステム。
- 11前記1人プレーアクティビティは資格認定アクティビティを含み、前記資格認定アクティビティを行う各ゲームプレーヤの前記手持ち式ゲームコントローラは、前記ゲームサーバと通信して前記資格認定アクティビティの実行に成功したことを提示し、前記提示に応答して、前記ゲームサーバは、前記多人数参加型ゲームへの参加のために前記個々の手持ち式ゲームコントローラを使用可能にする、請求項10に記載のシステム。
- 12前記通信手段は、前記ゲームサーバおよび前記複数の手持ち式ゲームコントローラと通信する通信コントローラを備える請求項1~11のいずれか一項に記載のシステム。
- 13前記通信手段は無線通信手段を備える請求項12に記載のシステム。
- 14前記無線通信手段は、無線送信機と、少なくとも1つの無線受信機と、個々の手持ち式ゲームコントローラ内に設けられる複数の無線送受信機とを備える請求項13に記載のシステム。
- 15前記無線送信機、前記少なくとも1つの無線受信機および前記複数の手持ち式ゲームコントローラは、ゲーム場内に、またはゲーム場に隣接して位置し、前記ゲーム場が、前記ゲーム場内に位置する前記1次表示手段を有する請求項14に記載のシステム。
- 16前記無線送信機は、ゲーム場内の前記手持ち式ゲームコントローラに向けてゲームデータ信号を特定の方向に送信する請求項14又は15に記載のシステム。
- 17前記少なくとも1つの無線受信機は少なくとも2つの無線受信機を備え、前記少なくとも2つの無線受信機は、ゲーム場の周りに間隔を置いて配置され、前記無線送信機の送信方向から離れて位置する請求項14~16のいずれか一項に記載のシステム。
- 18前記出力手段は、振動、視覚および聴覚出力の少なくとも1つを提供する請求項1に記載のシステム。
- 19前記出力手段は、振動モジュールと、少なくとも1つのスピーカと、前記2次表示手段とを備える請求項1に記載のシステム。
- 20前記入力手段はタッチセンサ式スクリーンを備える請求項1~19のいずれか一項に記載のシステム。
- 21前記入力手段は、動き選択部材と複数のボタンとを備える請求項1~20のいずれか一項に記載のシステム。
- 22前記動き選択部材がジョイスティックである請求項21に記載のシステム。
- 23前記入力手段は、プレーヤ認証データを受け取るカード読取装置を備える請求項1~22のいずれか一項に記載のシステム。
- 24各手持ち式ゲームコントローラは、前記手持ち式ゲームコントローラとは別の場所に位置する電源を有する請求項1~23のいずれか一項に記載のシステム。
- 25前記電源は充電式電池を備える請求項24に記載のシステム。
- 26各ゲームコントローラは前記ゲーム場内の個々の固定構造に接続される請求項5に記載のシステム。
- 27各手持ち式ゲームコントローラは、前記手持ち式ゲームコントローラとは別の場所に位置する電源を有し、前記電源は、電源ケーブルを介して前記手持ち式ゲームコントローラに電気的に接続され、前記固定構造に取り付けられる請求項26に記載のシステム。
- 28各手持ち式ゲームコントローラを係留部材で前記個々の固定構造に接続する請求項27に記載のシステム。
- 29前記係留部材は、前記固定構造に対して移動可能な剛性の可動接続手段を備える請求項28に記載のシステム。
- 30前記係留部材は柔軟な巻取可能なケーブルを備える請求項28に記載のシステム。
- 31前記係留部材は、少なくとも部分的に前記電源ケーブルを収容する請求項28に記載のシステム。
- 32各手持ち式ゲームコントローラは、前記入力手段によって受け取られるプレーヤ入力を処理し、前記プレーヤ入力に応答して、前記通信手段を介して前記ゲームサーバに送信するためのプレーヤコマンドを生成し、前記通信手段を介して前記ゲームサーバから受け取られるゲームデータに応答して前記2次ゲーム表示を生成する処理手段を備える請求項1~31のいずれか一項に記載のシステム。
- 33各手持ち式ゲームコントローラは送受信機をさらに含み、前記個々の処理手段は、前記プレーヤコマンドを送信し、前記ゲームデータを受信するように前記送受信機を制御する請求項32に記載のシステム。
- 34前記送受信機は無線送受信機であり、前記通信手段は無線通信手段を含む請求項33に記載のシステム。
- 35前記1人プレーアクティビティは、前記2次表示手段上に表示されるコンテンツをブラウズすることを含む請求項10に記載のシステム。
- 36前記ゲームサーバは、ゲームプレーヤ間のメッセージの送信を支援し、前記メッセージは前記2次表示手段上に表示可能であり、前記入力手段を使って書込み可能である請求項1~35のいずれか一項に記載のシステム。
- 37前記入力手段は、前記2次表示手段上に重ね合わされたタッチセンサ式スクリーンを備え、前記ゲームコントローラは、前記タッチセンサ式スクリーンと前記2次表示手段を使って個々のプレーヤにメッセージングインターフェースを提供する請求項36に記載のシステム。
- 38前記メッセージングインターフェースは、メッセージ内容を選択するための選択ボタンを含む請求項37に記載のシステム。
Independent claims38
183 paragraphs, as filed
The present invention relates to systems, methods and devices for multiplayer games. In particular, this multiplayer game has a common view that can be seen by multiple players while each of the multiple game controllers is controlled by an individual player (participant) associated with a particular game character. Including display.
In a multiplayer gaming environment where a large number of users can play interactive action-based games on a single large display screen, such as in a movie, one of a large number of players It can be difficult for a person to identify a character (or avatar) on his screen from all the characters of other players on the screen. This difficulty should increase if the game characters selected by the various players look similar to each other.
If a player cannot easily (or immediately) identify his or her game character on a large screen, it can weaken the enjoyment of the game for that player, that is, the motivation to play the game. ..
Another problem in such a multiplayer gaming environment arises in connection with receiving game input commands from all of a large number of players. For example, in existing cinemas and other large venues, providing cables and wiring to a large number of player input terminals to receive player input commands is not always cost-effective or practical. Absent.
<p num="0005"> There is a need to address or improve one or more of the shortcomings of existing multiplayer gaming systems, or at least provide useful alternatives to prior art.</p>
<p num="0006"> Aspects of the present invention relate to systems and methods of multiplayer games. Some aspects relate to improved communication infrastructure and improved handheld game controllers, while others allow for easy identification of characters (or avatars) on the player's screen, for example. It relates to improvements in handling a large number of players in a multiplayer game, either by or by providing pre-game activity on a handheld game controller before the player enters the multiplayer game. Yet another aspect relates to a method of a multiplayer game and a method of player registration in a multiplayer game.</p><p num="0007"> In one aspect, the present invention is a multiplayer game system. A game server configured to provide a display signal to display a multiplayer game, A display system having a primary display means, the display system configured to provide the primary display means with a primary game display of a multiplayer game in response to a display signal. A plurality of game controllers, each having a secondary display means that provides a secondary game display and an input means that receives player input. With communication means that enable communication between the game server and each of the multiple game controllers With It relates to a system in which a plurality of game controllers are located close to the primary display means so that the primary display means can be seen by a game player operating each game controller.</p><p num="0008"> The secondary game display may be different from the multiplayer game related to the multiplayer game, has nothing to do with the multiplayer game, or as a predecessor or preamble to the multiplayer game. May be related to another game or activity. In one preferred embodiment, the secondary game display may display a one-player game that is directly related to the multiplayer game.</p><p num="0009"> The primary display means preferably includes, for example, a large display screen of the size used in a movie. The large display screen can also be a projection (projector) screen, in which case the display system includes a projector that projects an image of a multiplayer game onto the display screen. The display system may use a projection device normally used for projecting a movie, if the device is configured to project a digital image.</p><p num="0010"> The game controller is preferably a small handheld computer device including wireless transmission means that communicates with the game server. Alternatively, the handheld computer device may perform wired communication with the game server via a network such as Ethernet (registered trademark).</p><p num="0011"> In one embodiment, each handheld computer device receives power from an external power source, such as an external battery pack. The handheld computer devices are preferably connected to the arm of the seat in the game hall, or other fixed structure, respectively.</p><p num="0012"> The battery pack is preferably detachably attached to the seat arm or other fixation structure, and the handheld computer equipment is connected to the seat arm or other fixation structure by a mooring member (cord). The mooring member comprises a movable connecting means that allows the handheld computer device to be moved with respect to a seat arm or other structure and houses a power cable that powers the handheld computer device from the battery pack. The mooring member may be provided with a rigid connecting arm or may be provided with a flexible retractable cable.</p><p num="0013"> The game hall may be a closed theater such as a movie theater, an outdoor amphitheater, a conference hall, a conference room, an appropriate display system, and a communication infrastructure that enables communication between the game controller and the game server. It may be another type of venue, such as another place of a suitable size.</p><p num="0014"> The arcade preferably faces the display screen while the player is seated in a seat in the arcade so that the secondary display of the game controller can be kept in the field of view. It has a large number of seats (for example, about 50 to several hundred seats).</p><p num="0015"> The gaming system is preferably in a game arcade with a capacity of hundreds of people, and if desired or allowed, up to hundreds so that almost everyone can participate in a multiplayer game. Supports up to one game controller. In such an environment, if each of the hundreds of players controls the corresponding game character or avatar on the primary display, any means that helps each player identify or find his or her game character or avatar. Alternatively, it is understood that without some means of limiting the number of avatars on the primary display, it can be difficult for each player to identify his or her corresponding game character or avatar from among the many displayed. Should be.</p><p num="0016"> In a preferred environment, the display screen and game controller allow the player to control his or her game character or avatar on the large display screen by manipulating the game controller held in front of him or her. Located in the hall. This allows the player to easily switch his or her eyes from the large screen to the secondary display on the game controller and vice versa. In one embodiment, the secondary display may provide a simplified representation of a player's game character or avatar in the game environment. In this way, the secondary display allows each player to easily find his or her game character within the display game environment.</p><p num="0017"> Each game controller preferably comprises player input means. The player input means preferably includes at least a joystick, an action button, and a location location button that triggers a character location identification function. The display screen of the game controller is preferably formed as a touch screen for the user to provide input by touching a portion of the display screen. The game controller may also include a card reader, for example in the form of a smart card slot or magnetic strip reader, to authenticate the player's participation in the game.</p><p num="0018"> The game controller also preferably includes means of providing sensory output to the player, including, for example, a vibration module and an audio output (speaker) that provide vibration and auditory output, respectively. The display screen of the game controller may also be used to provide sensory (visual) output to the player, corresponding to vibration or audio output.</p><p num="0019"> The communication means preferably includes a communication controller that communicates with the game server via a high speed interface and has a wireless transmitter and at least one wireless receiver. Each game controller also has a wireless transmit / receive module that forms part of a communication means for receiving a signal from the wireless transmitter and sending the signal back to the game server via at least one wireless receiver. To enable effective communication between the game controller and the game server, the wireless transmitter and wireless receiver are located in the game field. The game server and communication controller do not have to be located in the game field.</p><p num="0020"> The transmitter is preferably located on the ceiling or upper wall of the arcade, generally facing the display screen. Preferably, the transmitter is oriented in a particular direction to send a communication signal to the game controller in a direction that is generally away from the display screen.</p><p num="0021"> The arcade preferably has several receivers spaced around the arcade. The receiver is preferably located on the ceiling or side wall or rear wall of the arcade, generally away from the display screen.</p><p num="0022"> In another aspect of the present invention, it is a multiplayer game system. A game server configured to provide a display signal for the player to display a multiplayer game represented by an individual avatar, A display system having a visual display means for displaying a multiplayer game in response to a display signal, A game that is a plurality of game controllers that communicate with a game server, each having an input means for receiving game commands from individual players in connection with a multiplayer game, and an output means for providing sensory output to individual players. With the controller With The input means include means for receiving the avatar identification request, each game controller is configured to send a communication signal corresponding to the avatar identification request to the game server, and the game server responds to the avatar identification request and individual players. A system is provided that allows the individual avatars to provide emphasized visual markings on the visual display means substantially at the same time as the sensory output to.</p><p num="0023"> A related aspect of the present invention is a method of identifying avatars in a multiplayer game. Provides a display of multiplayer games that include multiple avatars, Multiple game controllers that communicate with the game server, each with a game controller configured to send command data to the game server to control one of the avatars in a multiplayer game. In the game server, the step of receiving the command data corresponding to the avatar identification request of the avatar corresponding to one of the plurality of game controllers, and In response to the avatar identification request, the enhanced visual representation of the avatar is displayed on the display. Providing sensory output from one game controller to a player operating one game controller, substantially at the same time as displaying the highlighted visual representation, Provide a method including.</p><p num="0024"> The sensory output can be one or more of auditory, vibrational or visual output. To provide such sensory output, each of the game controllers preferably comprises a speaker, a vibration generator and a display screen. Preferably, the sensory output of each game controller has its own output sequence or pattern.</p><p num="0025"> Another aspect of the present invention is an entertainment system. A game server configured to process multiplayer games and provide display signals to display multiplayer games, and A display system having a primary display means that provides a primary display of a multiplayer game in response to a display signal, A plurality of game controllers, each having a processing means, a secondary display means for providing a secondary display, and a player input means, Communication means that enable communication between the game server and the game controller, With The processing means of each game controller is such that the player operating the player input means of the game controller controls the avatar on the primary display, and the secondary display means provides a display related to the play of a multiplayer game. It is configured to operate in a multiplayer game mode, or in a one-player mode in which the player performs a one-player activity on the game controller and the secondary display means provides a display of the one-player activity. It is about the system that is being used.</p><p num="0026"> In one embodiment, the one-player activity is a one-player game that is directly related to a multiplayer game. Alternatively, the one-player activity may be a game not related to the multiplayer game, or may be an activity other than the game, such as browsing an Internet or intranet site. In one embodiment, one-player play can also be a pre-qualification game that allows players to qualify for participation in multiplayer games.</p><p num="0027"> The visual display means and the game controller are preferably located within the game field, as described in connection with the first aspect. The game controller preferably communicates with the game server, at least in part, via communication means located within the game field. Such communication means preferably include a wireless transmitter / receiver in the game controller, a wireless transmitter communicating with the game server, and at least one wireless receiver.</p><p num="0028"> In another aspect, it is a multiplayer game system A game server configured to provide a display signal to display a multiplayer game, It's a game arcade A display system having a visual display means for displaying a multiplayer game in response to a display signal, A wireless transmitter that communicates with the game server to transmit game data signals in the game hall, Multiple game controllers configured to receive game data signals from wireless transmitters and transmit command data signals corresponding to player input commands. With at least one wireless receiver that receives command data signals from multiple game controllers and communicates with the game server to transmit the command data signals to the game server. With a game arcade With The wireless transmitter is located at the top of the game field, and the transmission direction of the game data signal from the wireless transmitter faces the game controller as a whole. A system is provided in which at least one radio receiver is generally located in the game hall away from the radio transmitter.</p><p num="0029"> A related aspect of the present invention provides a multi-venue game system including a plurality of multiplayer game systems as described above.</p><p num="0030"> Each of the plurality of game controllers may include a display screen and player input means such as a joystick, an action or command button, and a touch screen. The reception of game data and the transmission of command data are performed by the wireless transmitter / receiver in each game controller. Each game controller may also include vibration modules and speakers that provide vibration and auditory output to the player during the game. This sensory output may be reinforced by a display screen on each game controller.</p><p num="0031"> The display screen on each game controller may be used to provide a secondary display of the multiplayer game, or to provide game information such as player statistics related to the multiplayer game. Alternatively, the secondary screen on each game controller performs activities unrelated to or indirectly related to the multiplayer game, such as qualification and preparatory work for entering the multiplayer game. May be used for.</p><p num="0032"> In another aspect, it is a handheld game controller for multiplayer games. A display screen that displays the first display related to multiplayer games, A player input means that receives game control input from a player of a multiplayer game and a player input means in relation to the corresponding avatar of the multiplayer game. A processing means that processes the game control input to generate a first game signal and generates a first display based at least in part on the received second game signal. A first game signal is sent to a game server that supports a multiplayer game, causing the game server to generate a second display of the multiplayer game that is at least partially based on the first game signal. , A transmitter / receiver that receives a second game signal from the game server, With A second display includes an avatar, and a game controller is provided in which the player input means can be used by the player to control the avatar in a multiplayer game.</p><p num="0033"> Preferably, the player input means includes a joystick, action buttons, command buttons and a touch screen. The handheld game controller may also include a card reader that reads a smart card or magnetic strip card in order to receive payment from a player in a multiplayer game. Preferably, the handheld game controller also includes a vibration module and a speaker that generate vibration and sound, respectively.</p><p num="0034"> Preferably, the handheld game controller may be operated in landscape or longitudinal (vertical) orientation, and the display screen has the corresponding landscape or portrait orientation in such modes.</p><p num="0035"> The transmitter / receiver is preferably a wireless transmitter / receiver. Providing a wireless communication infrastructure between the game server and the handheld game controller eliminates the need for a dedicated wired connection between each handheld game controller and the game server, resulting in a multiplayer game system. It saves time and money on installation, and is advantageous because it makes the design more concise and sophisticated.</p><p num="0036"> Providing a screen on the handheld game controller is advantageous because it enables a wider variety of changes when operating a multiplayer game. This is because the player can experience the multiplayer game not only on the large display screen of the arcade but also on the small screen of the handheld game controller. In addition, the display screen of the handheld game controller acts as a user interface to the multiplayer game system, allowing the player to make choices and provide input in response to choices or instructions provided on the game controller screen. To be able to. In addition, the display screen of the handheld game controller is a network to which players who are not directly participating in multiplayer games perform pre-game activities, independent one-player games, or game servers are connected. It may be used to engage in activities that are not related to multiplayer games, such as browsing content provided by. Further, the display screen of the handheld game controller may be used to help the player locate his or her game avatar in the multiplayer game environment displayed on the large display screen.</p><p num="0037"> The handheld game controller provides a sensory output to the player at the same time as providing an enhanced visual indication of the player's avatar on a large display screen, making it easier for the player to identify the player's avatar. It is advantageous to have a sensory output means such as. The multiplayer game system also enables new multiplayer games and player registration methods.</p><p num="0038"> In yet another aspect, the present invention relates to a method of player registration for playing a multiplayer game. Player registration is initiated by each prospective player in a multiplayer game entering a payment authorization (approval) code, which can be an account number, into the handheld game controller. The payment authorization code may be received from being passed through or plugged into a built-in card reader, or may be received by manual input. The handheld game controller attempts to verify the payment authorization code, encrypts the code if it is valid, and sends the encrypted code to a game server that supports multiplayer games. The game server decrypts the code and attempts to recognize the decrypted code as relating to an existing (pre-registered) account that can be used to pay for multiplayer games. If the game server recognizes the decrypted code, it checks that the account has enough funds to get the player to play the multiplayer game. If the account has sufficient funds, the account will be charged the appropriate amount and the player will be registered to play the multiplayer game. The handheld game controller is then unlocked for use by the player to play a multiplayer game (or perform another activity), and the relevant game software is downloaded from the game server to the handheld game controller. Then, the player can participate in the multiplayer game by operating the handheld game controller.</p><p num="0039"> The player registration method is preferably performed in conjunction with a multiplayer game system arranged in a game field having a display system. The arcade includes a plurality of handheld game controllers, a display system, and wireless communication means that allow the handheld game controller to communicate with the game server.</p><p num="0040"> In another aspect, the invention relates to a method of performing a multiplayer game. This method involves receiving a plurality of registration requests from individual game controllers operated by prospective players in a multiplayer game on the game server. The registration request is processed to register a qualified prospective player as a registered player in a multiplayer game. A number of registered players are added to the multiplayer game up to a predetermined number of players, and then the game is started. While playing a multiplayer game, one or more registered players previously added to the game are excluded from the game in response to one or more predetermined game exclusion events. When a registered player is excluded from the game, a corresponding number of registered players are added to the game so that the number of registered players playing the multiplayer game does not exceed a predetermined number of players. When a predetermined game end event occurs, the multiplayer game ends. After the end of the game, one or more players may be declared a winner, depending on the performance of the registered player playing the multiplayer game.</p><p num="0041"> The multiplayer game is preferably displayed on a large display screen in the game hall that accommodates the game controller and registered players. One or more predetermined game end events may include the expiration of a predetermined game time, the achievement of a game purpose by one or more players, or the exclusion of all registered players from a multiplayer game.</p><p num="0042"> Following the registration of eligible prospective players (eligibility is at least partially based on successful payments for multiplayer games), the game server preferably plays multiplayer games. Download game modules to each game controller to assist. Alternatively, the game module may be preloaded in the game controller and made available after registration is complete.</p><p num="0043"> Yet another aspect of the invention, when executed by one or more processors, stores computer program instructions that cause the one or more processors to perform any one of the methods described herein. It relates to a computer-readable storage medium.</p><p num="0044"> Another aspect of the present invention relates to a method of supporting team play in a multiplayer game. In this aspect, a plurality of handheld game controllers are provided in the arcade. Each handheld game controller has an input means for receiving player input from individual players and a first display screen for displaying game-related images. In addition, a game server that communicates with the handheld game controller is also provided in order to receive the first signal from each handheld game controller and transmit the second signal to the handheld game controller. The first signal corresponds, at least in part, to the player input received by the individual handheld game controllers.</p><p num="0045"> In response to player input from the first player, the game server receives a team creation request from the first handheld game controller. In response to the team creation request, the game server creates a team entry in the team table maintained by the game server. The game server then adds the player entry of the first player to the team entry. In response to player input from the second player, the game server receives a team entry request from the second handheld game controller. In response to the team entry request, the game server adds the player entry of the second player to the team entry. Teams can then be formed based on team entries, and then a multiplayer game can be started. When the multiplayer game is started, the game server displays the game image of the multiplayer game on the second display screen. The game image contains multiple avatars, at least one of which corresponds to the team and can be controlled in response to player input from the first and second players.</p><p num="0046"> The game receives multiple team entry requests from multiple players and optionally adds a player entry to the team entry only if the first player agrees that multiple players will join the team. obtain. Teams preferably have positions in a limited number of teams, for example 4, 6, and at least some of these positions play different roles or functions within the team. Accompany. Preferably, the players may exchange positions during the game.</p><p num="0047"> In another aspect, the present invention is a multiplayer game system, the display system having a game server configured to provide a display signal for displaying the multiplayer game, and a primary display means. A display system configured to provide a primary game display for a multiplayer game on the primary display means in response to a display signal, and player input associated with each multiplayer game. A plurality of game controllers having input means for receiving, and a plurality of game controllers located close to the primary display means and a game server so that the primary game display can be seen by a game player operating each game controller. A communication means that enables communication between and a plurality of game controllers, and a secondary display means that is located away from the primary display means and displays the secondary game display of a multiplayer game. It relates to a system comprising at least one remote game controller having an input means for receiving player input related to a multiplayer game, and at least one game controller communicating with a game server over a network.</p><p num="0048"> Hereinafter, examples of embodiments of the present invention, which are merely examples, will be described in more detail with reference to the accompanying drawings.</p>
<figref num="1">It is a block diagram which shows the multiplayer game system by embodiment of this invention.</figref><figref num="2">It is a block diagram which shows the multiplayer game system by another embodiment of this invention.</figref><figref num="3">It is a block diagram which shows the game server by another embodiment of this invention.</figref><figref num="4">It is a side schematic diagram which shows the game arcade by another embodiment of this invention.</figref><figref num="5">It is a process flow diagram which shows the method of the multiplayer game by another embodiment of this invention.</figref><figref num="6">It is a block diagram which shows the handheld game controller by another embodiment of this invention.</figref><figref num="7">It is a perspective view which shows the handheld game controller.</figref><figref num="8">It is a process flow diagram which shows the method of avatar identification by another embodiment of this invention.</figref><figref num="9">It is a figure which shows the screen display example of the primary display.</figref><figref num="10">It is a figure which shows the screen display example of the secondary display.</figref><figref num="11A">It is a figure which shows another example of the game display of the multiplayer game displayed in the primary display and the secondary display.</figref><figref num="11B">It is a figure which shows another example of the game display of the multiplayer game displayed in the primary display and the secondary display.</figref><figref num="11C">It is a figure which shows another example of the game display of the multiplayer game displayed in the primary display and the secondary display.</figref><figref num="12">It is a process flow diagram which shows the method of player registration.</figref><figref num="13">It is a block diagram which shows the multiplayer game system by another embodiment of this invention.</figref><figref num="14">It is a process flow diagram which shows the method of supporting the team play in the multiplayer game by another embodiment of this invention.</figref><figref num="15">It is a figure which shows the display example on the handheld game controller which is displayed at the time of team formation.</figref><figref num="16">It is a figure which shows the display example on the handheld game controller which is displayed at the time of team formation.</figref><figref num="17">It is a figure which shows the display example on the handheld game controller which is displayed at the time of team formation.</figref><figref num="18">It is a figure which shows the display example on the handheld game controller which is displayed at the time of team formation.</figref><figref num="19">It is a block diagram which shows the multiplayer game system by another embodiment of this invention.</figref>
Hereinafter, embodiments of the present invention, which are merely examples, will be described in more detail with reference to the accompanying drawings. In the following description, similar reference numbers are used to indicate similar, equivalent, or corresponding features, functions, or elements between drawings and embodiments shown in the drawings.
Embodiments of the present invention relate to methods and systems of multiplayer games. In the following description of these embodiments, some aspects of the embodiments will be described separately. For example, the system architecture will be described separately for a game implementation example and a game software example. However, it should be understood that each of these embodiments forms at least a portion of the embodiments described.
<Multiplayer game system architecture> Next, the system architecture aspect of the multiplayer game system will be described with reference to FIGS. 1, 2, 3 and 4. FIG. 1 shows a multiplayer game system 100 according to one aspect of the present invention, which includes a game server 110, a communication controller 115, and a game arcade 120.
The game server 110 stores and executes the game software 310 that smoothly plays (supports) a multiplayer game. The game server 110 interfaces with the game field 120 via the communication controller 115, and the communication controller 115 controls high-speed wireless (radio frequency) communication in the game field 120 and high-speed wired communication with the game server 110. To do. The arcade 120 includes a display system 125, a wireless transmitter 130, a plurality of handheld game controllers 135, and at least one (up to, for example, six) wireless receivers 140.
The arcade 120 is preferably a large indoor projection area 400, such as a movie theater, theater, conference hall, lecture hall, or the like. Alternatively, the arcade 120 may be an outdoor facility such as an open-air theater, an outdoor stadium, or other outdoor area where the attention of participants can be focused on a large central display.
The display system 125 is arranged in the game arcade 120 and includes a projector and a large display screen on which an image of a multiplayer game is displayed when the game is being played. The projector is preferably of the type normally used for digital screening of movies. An example of a suitable projector is the Sanyo wide XGA digital multimedia projector, model PLV-WF10.
The display screen (indicated by reference number 425 in Figure 4) is any suitable screen for displaying the image, such as a projection curtain or other flat or substantial reflectance suitable for viewing a video image. It can be an upper flat surface. The display screen may include a wall or a part of the wall, depending on the physical characteristics of the arcade 120.
The arcade 120 is intended to accommodate a relatively large number of handheld game controllers 135, for example, about 20 to 250 handheld game controllers 135. Each handheld game controller 135 is used while an individual player of a multiplayer game is seated or somehow located within the arcade 120. For example, in each handheld game controller 135, a player of a multiplayer game sits in a seat in the arcade 120, and while watching the display of the multiplayer game on the display screen 425, the handheld game controller 135 is used. It may be combined with a seat facing the large display screen 425 for operation. The components and operations of the handheld game controller 135 are described in more detail below.
The game system 100 shown in FIG. 1 is an embodiment in which a multiplayer game can be played in a single arcade 120. In another embodiment, such as that shown in FIG. 2, some multiplayer games may be played in separate arcades 120 that are located relatively close to each other or far from each other. Good.
In the embodiment shown in FIG. 2, each multiplayer game system 100 has a game server 110, a communication controller 115, and a game arcade 120, as described above with respect to FIG. Each of these multiplayer game systems 100 may be contained within a larger multi-venue game system 200. The multi-venue game system 200 includes a management server system 210 that communicates with each game server 110 of the multiplayer game system 100, and a payment / authentication system 220 for player authentication and payment processing.
The management server system 210 implements the general system management function and facilitates communication between the game servers 110 of different multiplayer game systems 100. For example, the management server system 210 may retain the registration of a player who has selected to provide registration information before playing the game and / or as part of providing payment information. The management server system 210 is also configured to perform functions other than specific functions in the game. For example, the management server system 210 records statistics such as average number of players, average playing time, and average spending for each player to help analyze system performance and customer usage.
In one embodiment, the game arcade 120 in the multi-venue game system 200 can be an adjacent movie theater in a complex movie facility. In such a case, wireless communication from one arcade 120 may cross the adjacent arcade 120 and cause interference or interruption to a multiplayer game.
In order to avoid simultaneous transmission of game data in adjacent arcades 120, the communication clock signal 230 is used to synchronize the communication controllers 115 of all multiplayer game systems 100 in the multi-venue game system 200. Be done. Therefore, the adjacent game arcades 120 are controlled so as not to transmit game data at the same time. Instead, a transmission period of 12.5 ms is allocated to communications within one or more arcades 120, for example using a clock cycle of around 40 Hz. After that 12.5 ms period, adjacent arcades 120 are allowed to transmit over the next 12.5 ms period. If significantly fewer than the maximum limit (256), eg, less than 128 handheld game controllers 135, are used, the transmission period may be doubled or more.
For clock control, the management server system 210 specifies that one communication controller 115 provides the master communication clock signal 230 followed by the other communication controller 115 to coordinate transmission timing. A dedicated clock cable such as a twisted pair is provided to transmit the master communication clock signal 230.
Depending on the number and physical arrangement of multiple arcades 120 in the multi-venue game system 200, using the communication clock 230, directly adjacent arcades 120 do not transmit data at the same time, and games that are sufficiently separated from each other. The fields 120 can be made to transmit at the same time (because there is little possibility of interference in this case). Alternatively, if each arcade 120 has sufficient electromagnetic shielding to sufficiently reduce the possibility of interference from adjacent arcades 120, the communication clock 230 may not be required and each game There is no need to reduce the data communication speed in the field 120.
FIG. 2 shows a multi-venue game system 200 having three multiplayer game systems 100. However, it should be understood that there may be any number of multiplayer game systems 100 within the multi-venue game system 200. For example, a complex movie facility may hold 10 multiplayer games in 10 different theaters, where each theater is the arcade 120 of the multiplayer game system 100 across the multi-venue game system 200. .. Further, complex movie facilities in different locations may be controlled by the same multiplayer gaming system 200 that shares a single management server system 210.
A multi-venue game system 200 with a plurality of multiplayer game systems 100 is shown, but in an alternative embodiment, a single operating with a proprietary management server system 210 and a payment / authentication system 220. We provide a multiplayer game system 100. This embodiment may be more suitable when a location can accommodate only one arcade 120.
Next, the game server 110 will be described in more detail with reference to FIG. The game server 110 accesses computer program instructions in the form of game software 310 stored in memory 312. The game software 310 is loaded from memory 312 and processed by a computer processor (not shown). The game server 110 also includes a display driver 314 that provides a display command to the display system 125 in response to a command from the game software 310. The game server 110 further includes a game controller driver 316 that provides game data to the handheld game controller 135 via the communication controller 115 and receives player command data from the handheld game controller 135.
The game software 310 running on the game server 110 may vary depending on the desired game to be played on the multiplayer game system 100. Suitable software may be loaded from memory 312 in response to a vote by the player when initiating a multiplayer game, or in response to a selection by the management operator of the game server 110 or management server system 210.
When the game to be played has been selected and the game software 310 is loaded from memory 312, the game server 110 will use each handheld game controller 135 via the communication controller 115 before the start of the multiplayer game. Download the game software module to. This download may take a few minutes, but is required to enable the complementary display provided on the display screen of the handheld game controller 135 while the multiplayer game is running.
The game software module thus downloaded from the game server 110 to the handheld game controller 135 should include software that allows activities not directly related to multiplayer games to be performed, such as pre-game qualification activities. There is also. Alternatively, in response to a request from the player, the game server 110 downloads to the handheld game controller 135 a game software module for a non-multiplayer game that is played as a one-player game by the player. , The player may be able to get out of the multiplayer game when he is not interested in the multiplayer game.
Each handheld game controller 135 includes suitable software stored in memory to accomplish some basic functions, such as processing payment authorization information (including encryption) received from the player prior to the start of the game. The preload software may also include a browser application that allows browsing of more limited networks such as the Internet and intra-theatre intranets. Such intranet browsing is advantageous because it allows viewers to see in advance the upcoming movies, games, promotions and other forms of product or service sales activities. The handheld game controller 135 also contains, for example, advertisements for movies, games, or other products or services that will be released by the person operating one of the handheld game controllers 135 (on the display screen 640). Video or still images may be preloaded in memory for viewing.
Returning to FIG. 1, the radio transmitter 130 and the radio receiver 140 include hardware and / or software suitable for wireless communication with the handheld game controller 135 at radio frequencies. The communication controller 115 includes a high-speed serial interface for sending data to the transmitter 130 for transmission to the handheld game controller 135 and receiving command data from the handheld game controller 135 via the wireless receiver 140.
The communication controller 115 uses a transmission frequency of approximately 2.4 GHz and is configured to transmit data packets via the wireless transmitter 130 to the handheld game controller 135 at speeds of up to 1 megabit per second.
It is understood that the transmission speeds and communication infrastructures described herein are for illustration purposes only and that improved transmission speeds and communication infrastructures are expected to be available in the future. I want to. Thus, as described herein, it is currently considered to provide high speed communications, but such infrastructure may not be considered high speed by future standards.
The communication controller 115 preferably sends the received command data to the game server 110 and receives the game data from the game server 110 over a high speed wired connection having a transmission rate of 10 megabits per second, at least bidirectionally. One suitable connection between the game server 110 and the communication controller 115 is an Ethernet® connection.
The radio transmitter 130 includes suitable RF transmitter / receiver, controller, amplifier and antenna hardware modules (not shown) for high speed radio data transmission. An example of an RF module is a radio frequency RFW-D100 link manager with an RFW112-M transmitter / receiver. The transmitting antenna of the radio transmitter 130 provides a directional broadcast of the data signal to the arcade 120.
Each radio receiver 140 includes a similar RF receiver module, including an antenna, amplifier, controller and transmit / receive hardware module. The command data sent by the handheld game controller 135 is received by the receiving antenna of each wireless receiver 140. Depending on the location of each wireless receiver 140 relative to the handheld game controller 135 within the arcade 120, one wireless receiver 140 may also receive a stronger signal from the individual handheld game controller 135, which signal is In that radio receiver 140, it may be received slightly earlier than other radio receivers 140.
The command data transmitted from the handheld game controller 135 is received by the wireless receiver 140, which then outputs the command data to the high-speed serial interface in the communication controller 115, which in turn causes the communication controller 115 to further output the command data. Provide the data to the game server 110.
Data is exchanged in the form of packets between the handheld game controller 135 and the game server 110. The number of bytes in each packet can vary depending on the purpose of the communication. The packet types are at least a standard handheld game controller 135 to game server 110 that provides poll packets from the game server 110 to individual handheld game controllers 135 and data corresponding to any input received from the player. A response packet and an inquiry response packet provided from the handheld game controller 135 to the game server 110, which is sent in response to the inquiry packet received from the game server 110, are included. Other data packet structures may be used to send registration-related information and game / command data and information not particularly relevant to multiplayer games, such as data or software downloads.
Because wireless data transmission is attenuated and affected by noise, all data communication between the game server 110 and the handheld game controller 135 has some form of error detection code, such as a checksum byte or cyclic redundancy check code. And so on.
The game controller driver 316 (shown in FIG. 3) includes an input buffer (not shown) and an output buffer (not shown) for receiving and transmitting data to and from each handheld game controller 135, respectively. Separate input and output buffers are dedicated for communication with each handheld game controller 135 with which the player is registered. Tables 1 to 3 below show examples of packet structures for polling packets, standard response packets, and query response packets.
The polling packets illustrated in Table 1 are transmitted by the game server 110 within the transmission period allowed by the master communication clock 230 (eg, 12.5 milliseconds). The polling packet contains a 6-byte, 2- or 3-byte data payload and checksum bytes for sending commands, venue identifiers, game controller identifiers.
<tables num="1"><img id="000002" he="98" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
The handheld game controller 135 ignores polling packets if the checksum is incorrect. If the checksum bytes are correct, the handheld game controller 135 responds with a 5-byte standard response packet indicating the current state of the handheld game controller 135. If the current state of the handheld game controller 135 is normal, the controller ID is added to the checksum. Otherwise, an error code such as 0x0FF (decimal 255) is added to the checksum.
<tables num="2"><img id="000003" he="88" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
The inquiry response packet (exemplified in Table 3) is a 5-byte packet that provides the status information of the handheld game controller 135 in response to the status request (query packet) from the game server 110.
<tables num="3"><img id="000004" he="83" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
Processor 605 (shown in Figure 6) of the handheld game controller 135 is configured to parse polled packets received via RF transmitter / receiver 615 to determine which commands are encoded in the polled packets. ing. Processor 605 responds according to the commands it receives, including configuring standard response packets or query response packets, if necessary. When the handheld game controller 135 receives a data download from the game server 110, the processor 605 parses the downloaded packet and stores the software received in this way, but with a simple receipt confirmation of the received packet ( Do not provide any response other than acknowledgement).
The game controller driver 316 holds an input buffer and an output buffer (illustrated in Tables 4 and 5, respectively) for each handheld game controller 135. The input buffer holds the last (latest) data received from the handheld game controller 135, as well as newly received data that has not yet been parsed. The input buffer also tracks the current state of various inputs and changes in the state of those inputs. The output buffer holds the next data packet to be sent to the controller. Each input and output buffer is replicated so that one buffer can transmit or receive while the other buffer is being accessed by the game server 110.
<tables num="4"><img id="000005" he="226" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
<tables num="5"><img id="000006" he="74" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
As shown in FIG. 4, the game arcade 120 is located with a wireless transmitter 130, a wireless receiver 140, a plurality of handheld game controllers 135, and a display system 125 (including a projector 428 and a display screen 425). These arcade 120 components are located at various locations around the projection area 400.
The radio transmitter 130 is preferably located at or near the ceiling of the projection area, and generally the seating area of the projection area 400, where the player is likely to be located during multiplayer gameplay. Has a targeted directional broadcast 430 directed at. The beam angle θ of the directional broadcast 430 is preferably about 45 to 90 degrees, depending on the physical configuration of the projection area 400 and the location of the radio transmitter 130. Wider or narrower broadcast angles may be used to accommodate the more uniquely configured projection area 400.
The radio receiver 140 is preferably spaced at several locations along the ceiling of the projection area 400 to receive output signals from the radio transmitter / receiver of the handheld game controller 135. Also, one or more radio receivers 140 may be located on the rear wall or side wall of the projection area 400 if deemed desirable for optimizing the signal-to-noise characteristics of the radio receiver 140. ..
The projection area 400 illustrated in FIG. 4 can be in the form of a cinema, auditorium, or another type of large enclosed space. In such a projection area, the projector 428 is generally arranged on the rear wall side or the rear side of the projection area 400 so that the image projected from the projector 428 is directed to the display screen 425 in front of the projection area 400. Is the target. However, another projector 428 location may be used to fit the physical layout of projection area 400. For example, the projector 428 may be suspended from the ceiling or installed in a structure protruding from the floor.
In one embodiment, the radio transmitter 130 is generally located on the display screen 425 side, the directional broadcast 430 is directed slightly away from the display screen 425, and the beam angle θ is generally downward. Moreover, it is preferable that the projection area 400 is directed to the rear. In this arrangement, the radio receiver 140 is placed behind the projection area 400 so that it is outside the direct viewing direction of the directional broadcast 430 from the radio transmitter 130. In this arrangement, the wireless transmitter 130 is preferably located within one-third of the ceiling area of the projection area 400 closest to the display screen 425, and the wireless receiver 140 is preferably the projector 428 of the projection area 400. Located within half of the side ceiling or side wall area.
In an alternative embodiment, the radio transmitter 130 is located behind the projection area 400 and is generally directed forward and downward (although in the seating area where the handheld game controller will also be located during play). It may have a directional broadcast 430 (directed). In such an arrangement, the wireless receiver 140 is located closer to the display screen 425 and generally away from the wireless transmitter 130.
In various embodiments, the exact location of the radio transmitter 130 and radio receiver 140 within the projection area 400 depends on the physical configuration of the projection area 400 used in the multiplayer game system 100. For the need for direct and efficient communication from the wireless transmitter 130 to the handheld game controller 135 located within the projection area 400, and for fast and efficient communication from the handheld game controller 135 to the wireless receiver 140. Keeping in mind, some modifications and changes may be made to the positioning of the radio transmitter 130 and the radio receiver 140.
In an alternative embodiment of the multiplayer game system shown by reference number 1300, the handheld game controller may communicate with the game server 110 in a wired manner, as shown in FIG. Communication between the handheld game controller and the game server 110 may take place over a wired network 1350 such as Ethernet®.
The multiplayer game system 1300 is substantially the same as the multiplayer game system 100 and operates substantially in the same manner. However, the multiplayer game system 1300 uses a wired system architecture rather than the wireless architecture of the multiplayer game system 100. In the multiplayer game system 1300, since the game server 110 is interconnected with the handheld game controller via the network 1350, it is not necessary to arrange the wireless transmitter and the receiver in the game arcade 120.
The handheld game controller differs slightly from the handheld game controller 135 (discussed in detail in connection with FIGS. 6 and 7) in that it does not require a wireless transmitter / receiver, and is referenced in Figure 13. Shown in 1335. Instead, the handheld game controller 1335 utilizes a wired connection, such as an Ethernet® connection to the network 1350. A wired connection between the network 1350 and each handheld game controller 1335 is established, in a preferred embodiment, via wiring laid to each play position, which is a seat with at least one armrest. The Ethernet® connection cable preferably penetrates the armrest and the mechanical connection that connects the handheld game controller 1335 to the armrest. The mechanical connection may be rigid or flexible.
An Ethernet® connection over network 1350 uses the handheld game controller 1335 to provide an inappropriate voltage to power the handheld game controller 1335 when operating multiplayer games. In that case, use battery power. When the handheld game controller is not in use, the battery is trick-charged via an Ethernet® connection.
The multiplayer game system 1300 replaces the multiplayer game system 100 in connection with the various embodiments described herein without affecting any of the multiplayer game operations. Please understand that it can be used. The main impact is on the communication between the game server 110 and the handheld game controller, which is primarily a communication architecture and hardware issue.
Since the multiplayer game system 1300 does not use wireless communication, it is advantageous in that it does not need to be protected from interference between adjacent arcades 120. On the other hand, the multiplayer game system 1300 requires a larger structural obstacle to install the wired communication infrastructure than the wireless infrastructure of the multiplayer game system 100. It can be more expensive if installed in an existing venue.
Next, with reference to FIG. 5, a method 500 for playing a multiplayer game will be described. Method 500 begins at step 510, where player registration is received. Player registration is received as a result of instructing the player to play a particular multiplayer game (ie, via the appropriate input command on the handheld game controller 135). Player registration also involves receiving or permitting payment, or other means of receiving payment from the player. Player registration will be described in more detail below in connection with FIG.
When the player registers to play the multiplayer game, in step 515, the game software module is downloaded from the game server 110 to the handheld game controller in which the player is registered. This game software module facilitates the corresponding game activity on the handheld game controller 135 while playing a multiplayer game, or the activity performed before the player enters the multiplayer game. used. In an alternative embodiment, step 515 may be performed prior to step 510 to preload the game software module on all handheld game controllers 135 before initiating the player registration procedure.
When the player registration is completed and the game software download is completed, the registered player is added to the game in step 520. Depending on the number of registrations received and any predetermined limit on the number of players who can participate in the multiplayer game being played, a first registered player up to a predetermined number of truncations (capacity) Added to the game. Players registered after the truncation count may be offered an alternative activity while waiting for entry into the game. The number of truncations can be, for example, 20 to 100, depending on the type of game and the number of registered players.
Once a sufficient number of registered players have been added to the game in step 520, the game begins in step 530 and only the players added to the game in step 520 are allowed to participate in the multiplayer game.
In the course of the game, player-controlled avatars typically suffer some kind of benefit or loss, depending on their in-game experience, due to the influence of other player avatars or instructions from the game software 310. Become. If an avatar suffers a certain amount of loss or experiences a given event, the avatar may "die" or be otherwise excluded from the multiplayer game. If the player is no longer an active player in a multiplayer game, the player's avatar is no longer visible on the large screen 425.
When a player is added to and removed from the game in step 540, thereby removing the player from the game, another player may be added to the game at that player's location. Players who are registered to play but have not yet been added to the multiplayer game are queued so that they will be added to the multiplayer game after other players have been excluded from the multiplayer game. Can be put in. Players excluded from the game may enter the end of the queue. The first player in the queue is allowed to enter the game at the next opportunity. If there is no other player in front of the player in the queue, that player can enter or re-enter the game. In this way, players are continually added to or excluded from the game, which creates interest in multiplayer games while limiting the number of players in multiplayer games and overcrowding them. Prevents the avatar of each player from becoming difficult to distinguish.
When a player is removed from the game in step 540, the player queues to re-enter the game at the next opportunity, for example by selecting the corresponding option presented on the handheld game controller 135. You may decide. Alternatively, the player may perform other activities, such as playing a one-player game or using a browser application available on the handheld game controller 135.
In one embodiment, while waiting for a player to re-enter a multiplayer game in a queue, a game-related activity is performed to keep the player interested in the multiplayer game. Provided. For example, this game-related activity may include performing avatar maintenance, exchanging or purchasing player avatar equipment and tools. Alternatively, game-related activities may include training activities such as missions and shooting exercises, and teaming activities such as selection of positions within a team (discussed in relation to FIGS. 14-18).
At step 550, the game software 310 determines whether the game has ended or whether the period allotted for playing the multiplayer game has expired. If the game is over or the time has expired, step 560 ends the game and declares the winner. If not, the game continues and steps 540 and 550 are repeated until the game ends or the period expires.
A game can be determined to be over if one of the players reaches a certain goal, or otherwise achieves a win in a multiplayer game, and that player is the winner. Can be declared to be. Alternatively, the winner of the game may be declared, for example, according to the cumulative score or score. If the game ends due to the expiration of the game's allotment period, the player with the highest cumulative score or other score may be declared the winner. If the game is over but there is still time to play the game, a new game may be started.
<Handheld game controller> Next, the handheld game controller 135 will be described in more detail with reference to FIGS. 6 and 7. The handheld game controller 135 includes a processor 605 that controls the operation of the handheld game controller 135. The handheld game controller 135 includes a player input means 610, a wireless RF transmitter / receiver 615, a card reader 620, a vibration module 625, a memory 630, a power supply module 635, a display screen 640, and an audio output means 645. Further prepare. These components are housed in controller housing 710 (shown in FIG. 7).
The processor 605 is preferably a high-speed processor capable of performing image processing, audio processing, and high-speed software algorithm execution, and also having a control function and a high-speed input / output function. One suitable processor is the Sunplus SPG200 processor, which has an image processing unit and an audio processing unit (supporting NTSC and PAL data formats), which allows data input from various player-operated input means and card reading. It can be configured to receive other inputs such as device 620 and RF transmitter / receiver 615.
The player input means 610 includes a joystick, at least four action buttons, and six to eight other command buttons. The commands and actions associated with these buttons can be configured according to the multiplayer game being played. Some of the command buttons have the functionality shown in the adjacent display section on the display screen 640 so that the command buttons can effectively be used to select the menu choices shown on the display screen 640. May be good.
The player input means 610 preferably has a touch superimposed on the display screen 640 for the player to select a command or choice associated with a particular part of the display screen 640 by touching that part of the touch screen overlay. Also includes a formula transparent screen.
Operations of various player input means, including joystick movements, pressing actions or command buttons, and touching the touch screen, cause signals to be sent to processor 605, which are as command signals or other types of input signals. Can be interpreted. If the player is currently playing a multiplayer game, the processor 605 processes these input command signals as needed and sends the commands to the game server 110 via the RF transmitter / receiver 615. Encode as a packet.
The RF transmitter / receiver 615 includes a suitable transmit / receive module (not shown) with signal conditioning and amplification functions, and an antenna (not shown). The RF transmitter / receiver 615 is arranged within the handheld game controller 135 so that transmission and reception of radio signals is carried out in the peripheral portion of the controller housing 710. This minimizes interference between the radio signal and the action of other components within the handheld game controller 135. One suitable RF transmitter / receiver is manufactured by RF Waves using the RFW-D100 link manager for the RFW112-M transmitter / receiver and the dedicated Atmel89c52 embedded processor.
The card reader 620 is preferably a magnetic strip card reader that reads a paper or plastic card having a coded magnetic strip on its surface. When the card is passed through or inserted into the card reader 620 to read the stored data, the data read from the card is sent to processor 605 for verification. Alternatively, the card reader 620 may be adapted to read smart cards with or instead of magnetic strip cards.
If the coded data read from the card does not constitute a valid code, the processor 605 instructs the player to reinsert the card into the card reader 620 on the display screen 640, or the code read from the card. Display an error message stating that is an invalid code.
If the code read from the card by the card reader 620 is determined by processor 605 to be a valid code, this code is encrypted using the encryption algorithm performed by processor 605 and RF transmitter / receiver 615. And is transmitted to the game server 110 via the wireless receiver 140. The encryption algorithm can be, for example, a 128-bit WEP, 3DES, RSA algorithm, or the like.
The vibration module 625 includes an offset weight driven by a small DC motor (not shown). The DC motor receives power from the power supply module 635 and drives the offset weight to rotate in response to receiving an ON signal from processor 605. The on-signal from processor 605 is preferably applied to the base terminal of the driver transistor in response to the on-signal, effectively switching power to the DC motor. When the motor drives the offset weight, the placement and rotation of the offset weight within the handheld game controller 135 causes the entire handheld game controller 135 to vibrate as the offset weight rotates.
Processor 605 displays the on-state vibration module 625 as part of a player character identification process (discussed in more detail below) that is activated by the player pressing one of the command buttons on the player input means 610. It is configured to drive the vibration module 625 according to a specific repetitive sequence in synchronization with the highlighted visual display of the on-screen avatar on the screen 425.
The memory 630 stores computer program instructions, including game software modules downloaded by the processor 605 (in step 515 above) into the handheld game controller 135, for certain games such as browser applications, instant messaging and chat applications. It is used to store application information, including player interface software that is not specific to, game variables and data received from the game server 110 while playing a multiplayer game. Memory 630 includes both volatile and non-volatile memory, including random access memory (RAM) and flash memory. Processor 605 controls various communication, data processing displays and user interface functions by executing computer program instructions stored in memory 630.
The power supply module 635 may include, for example, a battery power source in the form of an AA nickel metal hydride (NiMH) rechargeable battery and a power supply conditioning circuit that powers the processor 605 and other modules. The power from the power supply module 635 is controlled by the processor 605 to power other modules in the handheld game controller 135 as needed. For example, the processor 605 is powered by a power supply module 635 that provides lighting for the display screen 640, power to the audio output 645 that causes the audio output 645 to produce audio energy, power to drive a DC motor in the vibration module 625, and a card. The power to the magnetic strip reader in the reader 620 and the transmission power of the RF transmitter / receiver 615 are switched. Further, the power supply module 635 may include a charging circuit for recharging the battery from an external power source.
In an alternative embodiment, each handheld game controller 135 receives power from an external power source, such as an external battery pack (not shown). In such an embodiment, an external power source powers the power supply module 635. Each handheld game controller 135 may be connected to a seat arm or other fixed structure within the game hall.
The battery pack is preferably detachably attached to the seat arm or other fixed structure, and the handheld game controller 135 is connected to the seat arm or other structure by a tether. .. The mooring means includes a movable connecting means that allows the handheld game controller 135 to move with respect to the seat arm or other structure, and houses a power cable that powers the handheld game controller 135 from the battery pack. .. The mooring means may be provided with a rigid connecting arm or may be provided with a flexible retractable cable.
The display screen 640 receives output from the processor 605 to provide a display image. The display screen 640 is preferably a color super twisted nematic (CSTN) screen with a light emitting diode (LED) backlight having a screen resolution of 320 x 240 pixels.
As described above in connection with the player input means 610, the touch screen is on the outer surface of the display screen 640 and the liquid crystal display unit of the display screen 640 is separated from the touch layer by an appropriate split layer such as glass or transparent plastic. It is superposed so that it is done. The "touch screen" thus formed by the touch layers overlaid on the display screen 640 is configured to generate electrical output corresponding to the portion of the touch screen that is touched by the player. The touch screen may include a preprocessor (not shown) that adjusts the electrical signals, for example by analog-to-digital conversion, before receiving the electrical signals and outputting the corresponding signals to the processor 605. The electrical output from the touch screen is received by processor 605 and processed to determine if the player has made a valid selection of choices or game commands.
Not all areas of the touch screen correspond to valid choices or commands, and some parts of the touch screen are active at various times, depending on the application being run by processor 605 at any time. Or it can be inactive. If the selected choice or game command is valid, the selected choice or command is processed by processor 605 according to the game software module (stored in memory 630) running on the handheld game controller 135. .. Such processing may include generating one or more packets corresponding to the selected choice or command and sending them to the game server 110, displaying another graphic or text stored in memory 630. May be accompanied by doing.
The touch screen overlaid on the display screen 640 may optionally be combined with the appropriate software application executed by the processor 605 to enable instant messaging between the handheld game controllers 135 or 1335. This may be done by providing a user interface that includes buttons on the display screen 640 that correspond to a keyboard that allows input of message text. The touch screen causes the buttons corresponding to the keyboard keys to be pressed. Such a user interface can also be used for text messaging or for entering other text strings (strings) such as player names and team names.
If a player indicates that he or she intends to send an instant message to another player, for example by selecting a menu option, the processor 605 launches an instant messaging application or otherwise displays the display screen. Provides an instant messaging user interface for the 640. When the player identifies one or more desired recipients by entering a text string to be sent, selecting a recipient from the list, or selecting a team of players to be recipients, the processor 605 can do that. Encode the text string as one or more packets and send the packet to the game server 110. The game server 110 then identifies the handheld game controller 135 that corresponds to the target recipient of the text message and prepares one or more packets containing that text string along with any other relevant information such as sender name, subject, and so on. It then sends the packet to the associated handheld game controller 135 for display on the individual display screens 640. In this way, the player may interact with any other player in the multiplayer game, including enemies, allies, or potential allies.
In an alternative embodiment, the processor 605 is a chat room that allows players or others who are not participating in a multiplayer game to chat, for example, about a game or about an upcoming movie. You may run the application. Chat room applications use a user interface similar to that of instant messaging applications. In particular, chat room applications require a display screen 640 to display a keyboard that can be used to enter text strings via a touch screen.
The display screen 640 is also used by the processor 605 in the player character identification process (discussed in more detail below in connection with FIGS. 8-11), which causes the processor 605 to display the display screen 640 or a portion thereof. Blinks in synchronization with the vibration generated by the vibration module 625 and the sound emitted by the audio output 645.
The audio output 645 includes at least one speaker that outputs audio corresponding to a certain game event. The sound emitted from the audio output 645 depends on the game and the individual game events that occur during the play of the multiplayer game. The audio may be emitted, for example, to warn the player that the game time is about to expire, that the player's avatar is in poor health, or that the player is informed of another scenario. One or more standard 8 ohm 250 mW computer speakers may be used for the audio output 645.
FIG. 7 shows a perspective view of an embodiment of the handheld game controller 135. The handheld game controller 135 has a housing 710 in the form of a rigid casing that houses electrical and electronic components including a processor 605, RF transmitter / receiver 615, card reader 620, vibration module 625, memory 630 and power supply module 635. Have. The housing 710 is preferably a molded plastic and is small enough to be lightly and easily supported by both hands of the player.
Housing 710 has a front (or top) 712 and a back (or bottom) (not shown). The display screen 640 is located on the front 712, generally in the center of the housing 710, with the front 712 generally facing up when the player holds the handheld game controller 135 in normal play orientation (sideways). The display screen 640 is made visible to the player.
The housing 710 includes a left grip 730 and a right grip 732 at the left and right ends of the housing 710. The left grip 730 is preferably made of a soft, yet frictional material, such as rubber, so that it can be easily gripped by the player's hand when using the handheld game controller 135. The right grip 732 is also made of the same material but is arranged in the opposite direction so that it can be gripped by the player's right hand. The front 712 remains virtually unobscured, while the left and right grips 730 and 732 cover the left and right edges of the housing 710, at least if the handheld game controller 135 is impacted or dropped. Provides partial shock absorption function.
The player input means 610 is provided in the form of a motion selection member, such as a joystick 720, a command (or select) button 722, an action button 724, and a touch-sensitive screen overlaid on the display screen 640. The joystick 720 is placed next to the left grip 730, in a position suitable for operation by the thumb of the left hand when the left hand is placed on the grip 730, with fingers other than the thumb supporting the underside of the housing 710 and the thumb on the front. It is designed so that you can touch the 712.
The joystick 720 is preferably secured to the housing 710 so that it can be moved in any direction over 360 degrees on the XY plane. Alternatively, the joystick 720 may be fixed so that it can be moved only to predetermined different positions on the XY plane, for example, positions corresponding to 45 degree divisions within the maximum possible 360 degrees. The joystick 720 is preferably spring-loaded so that it returns to a vertical position after the player has tilted it in the desired direction. In addition, the joystick 720 preferably has a soft, yet frictional material placed on or covering the top surface so that the player can comfortably grip and operate it.
The action button 724 is preferably adjacent to the right grip 732 and is easily pushed down with the right thumb when the player's right palm is placed on the right grip 732 and fingers other than the thumb of the right hand support the back of the housing 710. It is placed in a position where it can be used. Although FIG. 7 shows four action buttons 724, it should be understood that the handheld game controller 135 may have more or fewer action buttons 724. However, as a minimum feature, at least two action buttons 724 should be provided. Each action button 724 generally provides different player input commands while playing a multiplayer game.
The command (or select) button 722 is preferably located between the left grip 730 and the right grip 732, adjacent to the display screen 640, as shown in FIG. The command button 722 is preferably located along the outer edge (top / front edge) of the housing 710. Preferably, six command buttons 722 are provided adjacent to the bottom edge of the display screen 640, and the proximity of these buttons to the display screen 640 provides menu options along the lower portion of the display screen 640. It is designed to correspond visually to. Rather than being placed adjacent to the bottom edge of the display screen 640, the command button 722 may be placed along the top edge of the display screen 640, or along the right or left edge of the display screen 640.
In FIG. 7, the command button 722 is located on the opposite side of the housing 710 where the action button 724 and the joystick 720 are located, while the command button 722 is located closer to the center of the housing 710 and takes action. Button 724 and joystick 720 are located closer to the end of housing 710.
In the illustrated embodiment, the right grip 732 has a slot 740 for receiving the card in the card reader 620. The card slot 740 is configured such that the magnetic strip card is accepted by passing it through the slot 740 and the card reader 620 can read the data encoded on the magnetic strip on the card. Alternatively, Ro Tsu DOO 740, the other side of the hand-held game controller 135, for example, may be arranged in such front side or the other side between the left and right side ends.
In the illustrated embodiment, the left grip 730 has a connector section 750 for receiving a battery charger or other form of external power supply. The connector portion 750 may be located in another portion of the handheld game controller 135, according to a particular desired casing design. For example, the connector portion 750 may be located above, below, to the right, or below the handheld game controller 135.
A speaker 760 is provided within the housing 710 to provide audio output 645. The location of the speaker 760 on the housing 710 may vary depending on design requirements, but is located on the front 712, where the player's hands are not covered by the player's hands when placed on or around the grips 730 and 732. Is preferable.
The handheld game controller 135 is advantageous in that it can be operated in landscape orientation with the player's left and right hands placed around the left and right grips 730, 732 as described above, or in portrait orientation. is there. In portrait orientation, the handheld game controller 135 has the left grip 730 and right grip 732 oriented vertically by the player, with the left grip 730 facing forward when viewed from the player and the right grip 732 facing away from the player. It is held so that it becomes. In this orientation, the player's left hand is generally left on the left grip 730, the player's right hand supports the back of the housing 710 under the display screen 640, and the player's right thumb presses the command button 722. It is moved closer to the center so that it can be pushed. The player's left hand is still placed to operate the joystick 720 with the left thumb. In the portrait orientation, the display screen 640 is also portrait orientation.
Depending on the individual game or other functions to be performed by the handheld game controller 135, it may be preferable to operate the handheld game controller 135 in portrait orientation rather than landscape orientation. However, the handheld game controller 135 is generally intended for sideways use.
<Player avatar identification> Next, the method 800 for identifying the player character (or avatar) will be described with reference to FIG. The avatar identification is initiated by the player pressing one of the command buttons 722 in step 810. Alternatively, a dedicated action button 724 for activating the avatar identification request may be provided. Advantageously, the player may activate the avatar identification request at any time of the player's choice. This feature can be confusing when there are a large number of avatars on the primary display of a multiplayer game, or when, for example, a player's avatar is in combat with another avatar, whichever player controls. It is especially useful for players in situations such as
In response to the player activating the avatar identification request on the handheld game controller 135, processor 605 sends an avatar identification request packet to the game server 110 in step 815. In response to receiving an avatar identification request packet from the handheld game controller 135, the game server 110 synchronizes the display of the avatar's highlighted visual representation on the large display screen 425 with the sensory output from the handheld game controller 135. To send back a sync packet to the handheld game controller 135. The sync packet specifies the vibration by the vibration module 625, the audio from the audio output 645, and the specific iterative sequence that should be output as a repetitive visual display (eg, one or more blinking icons) on the display screen 425. To do.
At step 820, the game server sets a period of time at step 825 to provide visual instructions and a corresponding synchronized sensory output for the player to recognize his or her corresponding avatar on the display screen. This period is notified to the handheld game controller 135 by including the appropriate data in the sync packet.
At step 830, the avatar highlighting visual marking (corresponding to the handheld game controller 135 from which the avatar identification request packet was issued) is displayed on the display screen 425. This emphasized visual indication includes, for example, scaling the avatar's image according to a particular iterative sequence, or providing a blinking pointer, halo, or icon above, below, or elsewhere adjacent to the avatar. It can be provided in any of several ways. In another example, if the player has registered a username or team name, even if that name appears or flashes temporarily above, below, or elsewhere adjacent to the avatar on display screen 425. Good.
At the same time as step 830, step 835 is executed and a synchronized sensory output is provided to the player from the handheld game controller 135. This sensory output includes a repetitive vibration sequence corresponding to repetitive blinking or other highlighted visual markings on the display screen 425. In addition, the sensory output also includes a vibration sequence and a repetitive audio sequence corresponding to a blinking visual indication on the display screen 425. Optionally, the display screen 640 on the handheld game controller 135 may flash as the corresponding repeating sequence.
The sensory output as a particular iterative sequence from the handheld game controller 135 helps the player identify the appropriate avatar on the display screen 425. This is because the player can match the iteration sequence received from the handheld game controller 135 with the visual iteration sequence on the display screen 425.
Both the game server 110 and the processor 605 repeatedly cause the display screen 425 and the handheld game controller 135 to provide highlighted visual markings and sensory output until the period expires in step 840. At the end of this period, at step 845, if the enhanced visual marking and sensory output are discontinued and the player intends to continue receiving the enhanced visual marking and sensory output, the player is at the handheld game controller 135, step 810. The avatar identification request must be reactivated.
In one embodiment of the avatar identification method 800, the display screen 640 indicates a low resolution version of the game environment in which the player's avatar is located to indicate the location of the player's avatar to the game environment and the opponent's player's avatar. Can be displayed as. In such a low resolution display, the player's avatar may be represented by a simple icon, such as a colored block, which is shown in contrast to other avatars represented by blocks of other colors. Alternatively, the low resolution display on the display screen 640 provides the player with other graphics that surround the player's avatar above it with a halo, point to it with an arrow, or indicate the location of the avatar in the gaming environment. It may be pointed out by providing.
The low resolution display also preferably indicates the game environment as another view of the game environment provided on the display screen 425. For example, the low-resolution display on the display screen 640 of the handheld game controller 135 is a view from above the game environment, and the display screen 425 in the arcade 120 provides a view of the game environment from a field of view on the ground. Good.
In this alternative embodiment, the handheld game controller 135 is preloaded with the appropriate low resolution graphics to display at the right time in order for the handheld game controller 135 to display a low resolution version of the gaming environment. There must be. Such low resolution graphics may be retrieved from memory 630 at the appropriate time, or specifically in response to receiving a synchronization packet from game server 110 in step 820. An example of such a low resolution display on screen 640 is shown in Figure 11C.
<Example of game display> Next, an example of a game display of a multiplayer game will be described in more detail with reference to FIGS. 9, 10 and 11A to 11C. FIG. 9 shows an example 900 of a game environment displayed on the large display screen 425 while playing a multiplayer game. Within the game environment 900, an avatar 910 controlled by a player of a multiplayer game is shown.
Game environment example 900 shows many player avatars 910 in a sports game situation. In order for the player to identify his or her own avatar from the many avatars displayed, the player may attempt to activate the avatar identification request button or option (optional) provided on the handheld game controller 135. (The process described in the context of Figure 8). In Game Environment Example 900, one of these players chooses to activate the avatar identification request, and the character of that player is highlighted by taking the shape of the halo icon 920 that surrounds the player's avatar 910 in this example. Signs are provided.
In one embodiment of the multiplayer game system 100, players may choose to form a team, whereby the player avatars 910 of those players may unite and compete with other teams. .. In such an embodiment, the highlighted visual display provided in response to the avatar identification request may also be extended to display the player avatar belonging to the team to which the requesting player is a member. In Game Environment Example 900, a player avatar of the same team as the requesting player is indicated by a sign icon 925 located adjacent to the associated player avatar (including the avatar of the player making the avatar identification request).
It should be understood that the methods and systems described herein can create a wide variety of gaming environments to facilitate multiplayer games. Therefore, the present invention is not limited to any of the specific examples illustrated and described herein.
Next, with reference to FIG. 10, the one-player activity display 1000 provided by the display screen 640 of the handheld game controller 135 is shown. The one-player activity display 1000 has a game action display portion 1052 and a game information display portion 1054. The game action display portion 1052 shows a player avatar 1070 (which may be different from the player avatar shown in a multiplayer game) that performs an action controlled by player input to the handheld game controller 135. The player activity display portion also includes other active display elements such as game statistics and metrics 1072. The game information display portion 1054 includes a score display 1060 and instructions 1062 for performing a one-player activity, preferably including graphics and appropriate icons. The score display 1060 may be an individual score, and the score display 1060 may indicate the team score if the player is playing as a member of the team.
A player chooses to be performed while waiting for entry (or re-entry) into a multiplayer game, or as one of several tasks to be completed to achieve the goals of a multiplayer game. As the auxiliary activity, for example, a one-player activity as shown in FIG. 10 may be performed.
Next, another game scenario example having a game environment 1100 is shown with reference to FIGS. 11A, 11B and 11C. Each player avatar 1110 moves around in the game environment 1100, competing with each other, for example, destroying each other, passing through the game environment in a certain way, earning points, etc., and one or more of the games. Achieve the purpose of. In game environment example 1100, each player controls a vehicle-shaped avatar. Each vehicle has certain equipment, resources and parameters (such as life / health / condition points).
A secondary game display 1150 of the player's vehicle avatar's relevant equipment, statistics and conditions may be provided on the display screen 640 of the handheld game controller 135. If the player is part of a team, team information is provided along with the equipment, statistics and conditions of the avatar 1110 as part of the information display portion 1154 of the secondary display 1150. In this example, the activity display portion (such as the activity display portion 1052 in FIG. 10) is not provided, but in an alternative game scenario, such a display may be provided as part of the secondary display 1150.
Referring to FIG. 11C, as described above, the low resolution display 1180 may be displayed on the display screen 640 of the handheld game controller 135 in response to the player's operation of the avatar identification request. In this game environment example 1100, the low resolution display 1180 corresponding to the player's avatar 1110 is located in the center of the display 1180 and provides a low resolution icon 1185 with a view from above in the game environment. A highlighted visual sign 1190 is displayed around the icon 1185 corresponding to the player avatar 1110. Simultaneously with the display of the low resolution display 1180 on the display screen 640, the player avatar 1110 is shown as having a highlighted visual appearance such as halos, blinking pointers and icons in the game environment 1100 on the large display screen 425.
<Payment processing> In a preferred embodiment, payment is received from each participating player in a multiplayer game before that player is allowed to play the game. In an alternative embodiment, the multiplayer game may be played for free. For example, if a new movie is to be released in a movie theater, a multiplayer game with a theme similar to that of the new movie will be released in the movie theater prior to the movie's release or screening for promotional purposes. May be provided.
According to a preferred embodiment, a player who intends to play a multiplayer game must either create a personal or credit account or pre-register to purchase a prepaid account (prepaid account). The exception to this is that a player may provide credit card details to a handheld game controller 135 after entering arcade 120, and if credit card payments are allowed, that player's temporary account (account). ) May be created. Alternatively, credit card information may be provided by players with personal or prepaid accounts to continue or re-enter the multiplayer game after the initial credits of those players have been used up. If necessary, the payment / authentication system 220 is used to interact with the credit card institution to enable billing to the credit card account.
Next, a method of player registration including player payment processing will be described with reference to FIG. The method of player registration is indicated by reference number 1200, starting with step 1205 prompting the player to enter a payment authorization (approval / authentication) code. This prompt is provided on the display screen 640 of the handheld game controller 135 and prompts the player to manually enter the payment authorization code (for example, on the display screen 640 so that the player can enter numbers via the touch screen. (By providing a numeric keypad), or have the card containing the payment authorization code inserted into the card reader 620. Manual payment authorization code is used, for example, to enter a credit card number if the card reader 620 cannot read the credit card, or to enter another unique number such as a player account number. obtain.
The multiplayer game system 100 preferably allows the player to pre-register an account as a credit or debit account (via the management server system 210) and has his or her account number when the player is at arcade 120. It is set up so that you can register for the game by entering (or other identifying information such as a PIN) into the handheld game controller 135 to allow billing for your player account.
As an alternative to having a pre-configured registered player account, new players purchase a certain amount of play credit or play time by entering valid credit card details or by purchasing a prepaid general account. You may. For example, a prepaid account may have 10 play credits or an associated dollar value that any player with account details (in the name) can use to play a multiplayer game. This prepayment account has a magnetic strip card associated with it, or a unique identification code that the player must enter into the handheld game controller 135 as a payment authorization code to register for multiplayer games. You may be doing it.
Step 1205 is for the player to operate the handheld game controller 135 by pressing a button, moving the joystick, inserting the card into the card reader 620, swinging on the touch screen, or otherwise playing the game. It can be executed in response to an attempt to provide input to the controller. Following the prompt display on the display screen 640 in step 1205, the handheld game controller 135 waits for receipt of the payment authorization code in step 1210.
When the payment authorization code is received in step 1210, it is checked in step 1215 to see if the code is valid. This validity check can be used, for example, to check the number of digits in the code and make the code internally consistent (ie, if the code allows error detection), or other parseable errors. It is verified that the payment authorization code is a valid code or a possible type by checking the existence of the code.
If the code received from the player is determined to be invalid in step 1215, the handheld game controller 135 displays an error message on the display screen 640 in step 1220 and gives the player another valid payment authorization in step 1205. Prompt for code. If the code is determined to be valid in step 1215, processor 605 continues to encrypt the code in step 1225 using an encryption algorithm stored in memory 630. Encryption is used to protect the confidentiality of payment authorization codes, which may include credit card information and other sensitive information, from interception during transmission from the handheld game controller 135 to the game server 110.
At step 1230, the encryption code is transmitted to the game server 110 via the RF transmitter / receiver 615, wireless receiver 140 and communication controller 115. At step 1235, the game server 110 decrypts (decrypts) the payment authorization code using the decryption algorithm corresponding to the encryption algorithm used by the handheld game controller 135 in step 1225.
At step 1240, the game server 110 checks to see if the code decrypted at step 1235 corresponds to the registered account (account). This check puts the decrypted code in the database of existing accounts (accounts) for both accounts for which prepaid accounts have been purchased by anonymous users and full player registration accounts with billing or credit account accounts. It is done by comparing.
In step 1240, if the decrypted code is not recognized by Game Server 110 (as a corresponding personal account or prepaid account), Game Server 110 will say that the code resembles a credit card number, for example. In some cases, you may refer to an external credit institution to carry out the withdrawal transaction. If it is determined in step 1250 that neither the credit card account nor the multiplayer game account has sufficient funds, in step 1255 the game server 110 sends a message back to the handheld game controller 135. Display an error message to the player in step 1220. Then in step 1205, the player is prompted to enter a valid payment authorization code.
If it is determined in step 1250 that the player's account has sufficient funds, then in step 1260 the associated account will be charged a predetermined amount. When the player's account is charged, the game server 110 sends a message to the handheld game controller 135 that received the encryption code from it in step 1265 to the effect that the payment transaction is complete, and the handheld game controller 135. Unlock the input means of. Prior to step 1265, if the player operates the handheld game controller 135 or otherwise attempts to enter it into the game controller 135, that input is associated with a prompt prompting for the payment authorization code in step 1205. Unless it is a thing, it will not be processed. In this sense, the control of the handheld game controller 135 is "locked" before step 1265. After step 1265, those controls are "unlocked".
At step 1260, when the player's account is charged, the player is effectively registered to play a multiplayer game (or perform other selected activity). Thus, steps 1260 to 1270 generally correspond to steps 510 and 515 described above with respect to FIG.
After unlocking the handheld game controller in step 1265, the game server 110 subsequently downloads one or more software modules to the handheld game controller 135 in step 1270. The one or more software modules thus downloaded generally include a game module, but may include other software modules as needed. In one embodiment, a game module is requested by the player in a selection step (not shown), in which case at least one one-player game may be selected by the player in addition to at least one multiplayer game.
In another embodiment where the player is only allowed to play a particular preselected multiplayer game, the step of allowing the player to select the desired game is omitted. In this embodiment, the software module is downloaded before the player registration starts. In this way, the download simultaneously broadcasts the data that makes up the game and other software modules to all handheld game controllers 135 to avoid unnecessarily using valuable bandwidth during the player registration process. Can be done by
In an alternative embodiment, various decryption, account registration and billing functions may be performed by the management server system 210 instead of the game server 110. In yet another alternative, some of those features may be shared between the game server 110 and the management server system 210 to distribute the processing load.
In a preferred embodiment, the multiplayer game system 110 is configured to allow the player to choose from several activities performed using the handheld game controller 135. One of these activities is to play multiplayer games, which is the main purpose of the system. However, the system is advantageous in that it also allows players to select and enjoy alternative activities in multiplayer games. This allows the system to gain greater popularity than those that only offer a single activity.
In addition, the multiplayer game system 100 and the multi-venue game system 200 are configured to allow registered players to vote which of the multiple available multiplayer games should be played in arcade 120. May be good. Such a voting process can take place between steps 1265 and 1270, as described above in connection with FIG.
<Team play> Next, with reference to FIGS. 14 to 18, another embodiment of the game that facilitates team play of the multiplayer game will be described. In a team play embodiment, several players share a single avatar on the main display screen 425. For example, the avatar can be a vehicle, which can also be steered and operated by various members of the team, each using their own handheld game controller 135.
FIG. 14 is a flow chart showing a method 1400 for facilitating (supporting) team play among players of a multiplayer game. Examples of screen displays related to the team play embodiment of the present invention are shown in FIGS. 15-18. These screen display examples are displayed to individual players on the display screen 640 of each handheld game controller 135 during the team formation stage of a multiplayer game.
Following registration with the multiplayer gaming system 100 (or 1300), players may be offered the option of playing as part of a team or playing alone. If a player chooses to participate in team play, that player is presented with an initial selection display 1500 as shown in FIG. View 1500 is a button to create a new team for the player or join an existing team (by touching the touch screen or using the joystick 720 to move the cursor over the desired button and function button 724. Can be selected or pressed by pressing one) is provided. When selected, the team creation button 1510 causes the handheld game controller 135 to display yet another screen corresponding to the steps of the team formation process as shown in FIGS. 16, 17 and 18. When the team entry button 1520 is selected, the display screen 640 displays a list of already created teams that are ready to accept new team members and that players can select from there to request entry. ..
The team formation method 1400 starts when the player selects the team creation button 1510 in step 1410. The player who creates the team is automatically nominated as the captain of that team and is given control over the membership and the type of avatar that will represent the team on the large display screen 425. The player who creates the team is also a member of the team and can select a certain position or role within the team.
In response to the selection of the team creation button 1510, the handheld game controller 135 prompts the player for a team name, after which the handheld game controller 135 sends a team creation request containing the team name to the game server 110. The game server 100 then uses its team name to create a new team entry in the team table (table) according to a predetermined data structure described in more detail below. The team name entered in the team table is stored and maintained by the game server 110 and is provided by the game server 110 when a player attempting to join the team selects the team entry button 1520.
When the player requests team entry by selecting from a list of available teams in step 1420, the team captain is notified of the team entry request and the team captain displays the team formation display 1600. The display 1600 is related to team formation and provides information and selection buttons for that purpose.
The display 1600 includes a display description field 1605, a team name field 1610 indicating the team name, a team list 1620, and an entry request 1630 if the player has requested entry to the team. The display 1600 also includes a start button 1670 that allows the team captain to indicate that team formation is complete.
The team list 1620 includes a list showing the player names of players who are already team members and the vacant team positions (positions). For each player shown in Team List 1620, there is a Corresponding Player Exclusion Button 1625 that, when selected by the Team Captain, excludes the corresponding player from the team. When removed from the team, the excluded player will be notified of the exclusion and that player will return to display 1500.
Team List 1620 may also indicate the player's experience level as a registered player in a multiplayer game and the rank associated with the player, indicating previous performance. Higher ranks may be associated with better game-related avatar attributes, thereby motivating players to play the game repeatedly and reach higher ranks.
The entry request 1630 includes a text field notifying the team captain of the entry request, a text field 1640 indicating the player's name and rank, an accept button 1650, and a reject button 1660. If the team captain selects the accept button 1650 in step 1430, the entry request is accepted and the requesting player is added to the team in step 1450. If the team captain selects the reject button 1660 in step 1430, the player requesting entry to the team will be notified in step 1440 that the request has been rejected and will be returned to display 1500.
The team captain will see display 1600 during the team formation in step 1420, where there is an entry request 1630 that should be accepted or rejected by the team captain. Otherwise, the team captain may select the team's avatar by looking at the avatar selection display 1700 shown in FIG. The display 1700 includes a description or instruction field 1705, a team name field 1710, an avatar image 1715, a team list 1720, and an avatar attribute description 1730. Team list 1720 shows the team members currently included in the team and the roles or positions within the team currently assigned or selected for the team members. The avatar attribute description 1730 lists, describes, or graphically represents an avatar game-related attribute that includes the avatar name and corresponds to the avatar image 1715 currently displayed on display 1700. For example, avatars may have certain attributes related to speed, offensive ability, defensive ability, agility, or special ability.
The display 1700 further comprises a back button 1750, a forward button 1760, and a selection button 1770 for scrolling through a wide variety of avatar images 1715 and selecting avatars with the desired attributes. The select button 1770 may be selected by the team captain in step 1460 when the avatar image 1715 of that avatar appears on the display 1700.
Once the team avatar is selected, each team member can look at the role selection display 1800, an example of which is shown in FIG. 18, and in step 1470 select the desired role or position 1820 for the team. Display 1800 is a text description or instruction field 1805, a team name field 1810, an avatar image 1815, some positions or roles 1820 of the avatar image 1815, or related to the avatar image 1815, and their positions or roles 1820. It has several text fields 1830 and corresponding to. Each role or position 1820 may be used by one team member, but there must be no members beyond the provided role or position 1820. On the other hand, not all roles or positions 1820 need to be used by team members. Team members may attempt to change roles or positions 1820 at any time during the game, but team avatars selected by the captain may not change after the game has started. The text field 1830 contains a description of the role or position 1820 and the name of the player occupying the role 1820 at that position, if any.
The display 1800 also includes a back button 1850 that allows the player to return to the previous display and a start button 1870 that is visible only to the team captain and indicates that the team is ready to play the game. When the team captain selects the start button 1870 or another game start event occurs, such as the expiration of a given period, the team enters the game in step 1480.
The avatar image 1815 generally corresponds to the avatar selected on display 1700. Depending on the avatar selected on display 1700, the avatar image 1815 may vary and may provide different roles or positions 1820, including the functions of different locations or roles associated with the avatar.
As mentioned above in connection with FIG. 6, the handheld game controller 135 or 1335 can be used to perform instant messaging between players. This is especially advantageous in team situations where a team member may want to send comments or instructions to other team members. As mentioned above, instant messaging is assisted through an instant messaging application run by processor 605. In this way, players can use instant messaging applications to send messages to other players, such as teammates or potential teammates, enemies, or potential allies.
Also, in one embodiment, the processor 605 may run software that facilitates voting among team members, for example, to select team avatars. Voting may be initiated by the team captain or by another team member. Such a voting process is similar to instant messaging, in which the player initiating the vote effectively initiates sending an instant message to each of the other team members.
When the game server 110 receives a voting start request from a player (via that player's handheld game controller 135), the game server 110 formats each of the targeted recipients (ie, the starting player's teammates). A voting display is displayed on the display screen 640, which sends the message and requests the player to cast a vote. The voting display provides several selection buttons that allow the player to make a selection and initiate a response message to the game server 110 containing that selection.
The game server 110 collates the voting response and notifies the team members of the voting result. If the game server 110 does not receive a response from each player within a predetermined period of time, the game server 110 can determine the voting result without any input from the players. If there is a tie, the captain's vote may determine the result.
If a team avatar dies or is otherwise removed from the game during the game, the team avatar will no longer appear on the large screen 425. If the team wants to re-enter the game, the captain may choose a different avatar. Alternatively, the team may select a new avatar by the voting process described above. In an embodiment using a single team avatar, the teams are the same or new, assuming that when the team avatar dies, all team members are removed from the game and all players are trying to remain members of the team. Re-enter the game with the selected avatar. As mentioned above in connection with FIG. 5, the game can always display only a limited number of avatars on the large display screen 425. Therefore, teams attempting to re-enter the game may have to wait in queue until they are allowed to re-enter.
In one embodiment of the payment process, each player is charged into his or her account each time the player enters or re-enters the game. Therefore, if you re-enter the game after the team has been excluded, each player on the team will be charged a predetermined amount corresponding to the withdrawal amount to re-enter the game or a discounted amount to re-enter the game. To.
Figures 15 to 18 show display examples related to the team formation mode of the multiplayer game, but if necessary, in order to make the team formation and the avatar selection of the team member role smoother. Please understand that different indications may be provided. In addition, the display examples in Figures 15-18 are shown in relation to the pirate game motif, in which case the team members are on a pirate ship, a single team avatar visible on the large display screen 425. Occupy. It should be understood that other motifs and themes can be used as the basis for multiplayer games, including team-based participation. For example, tanks, planes, and other forms of vehicles may be used for avatars in corresponding military and other combat-themed games.
Alternatively, team members may act as a team without sharing a single avatar. For example, each team member may have a single avatar that corresponds to a warrior on the battlefield or a competitor on the playground. In such cases, the visual and functional form of the player avatar may be determined by their role in the team.
Once the team has been formed, the avatars have been selected, and the multiplayer game has begun, all avatars on each team will be displayed on the large screen 425 along with the avatars of any player who chooses to play as an individual. Will be done. The avatars that a single player can select may differ from those available to the player's team. For example, a single player avatar may be smaller than a team avatar and may have lower offensive or defensive capabilities.
Regardless of whether the avatar represents an individual or a team, the avatar identification function described above works in the same manner in relation to FIGS. 8 to 11. Further, in team avatars, each player may appear on team avatars according to their position or role within the team. Using the example of a pirate ship shown in Figures 15-18, a player puts a small colored square or halo or other sign at the cannon on the avatar that corresponds to the location of that team member on the team avatar, for example. By showing, it can be shown as being attached to a cannon. During gameplay, team members can see the display 1800 on the display screen 640 so that they can easily locate themselves on the team avatar and easily swap positions as needed.
During team play, each player's operation of the individual handheld game controller 135 is encoded by processor 605 as one or more packets and sent to the game server 110, which is the action of each player in the team. Are treated separately as a member of the team.
To manage team play, the game server 110 implements a server-side data structure, an example of which is shown in Table 6 below. This data structure includes a team table that tracks all teams and a player table that tracks each player in various teams. Each team and player has their own record in the data structure. Records in the server-side data structure are frequently updated by the game server 110. The corresponding (reduced size) data structure is held by each handheld game controller 135 or 1335 and is used to communicate with the game server 110.
<tables num="6"><img id="000007" he="146" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables>
The game server 110 and the handheld game controller 135 (or 1335) interact with each other to facilitate team formation and control and track the progress of the game in the player. Table 7 below shows an example of the algorithm performed by the game server 110 in pseudo code. In Table 7, the term "node" refers to a handheld game controller operated by a player who is registered to play the game.
<tables num="7"><img id="000008" he="210" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /></tables><img id="000009" he="214" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" /><img id="000010" he="138" wi="159" file="JP6063537B2_D0001.tif" img-format="tif" img-content="drawing" />
In another embodiment of the multiplayer game system, the player can enter the multiplayer game via a remote connection without being located in the game field. Such a multiplayer game system is shown in FIG. 19 with reference number 1900. In the multiplayer game system 1900, the game server 110 communicates with the handheld game controller 135 via a communication controller 115 (not shown) and is a display system, as described above in connection with FIGS. 1 to 4 and 13. Display the primary display of the multiplayer game on 125. In addition to receiving game input from the handheld game controller 135, the game server 110 is from a remote game controller 1910 located away from the game field 120 and the game server 110 via a communication connection 1920 over network 1930. You may receive the game input.
The remote game controller 1910 may be, for example, a desktop or laptop personal computer, or a video game console. The remote game controller 1910 has the game software 1940 installed and running to play multiplayer games. The game software 1940 is downloaded from the game server 110 or management server system 210 and installed on the game controller 1910 by prospective players in multiplayer games.
Each remote game controller 1910 is combined with a display 1950 to view images of multiplayer games, for example, a TV connected to a video game console or part of a desktop or laptop computer system. .. The communication connection 1920 between the game software 1940 and the game server 110 is relatively fast so that the images on the display 1950 are up-to-date enough to enable real-time play of multiplayer games. Need to be.
In response to a game-related user input to the remote game controller 1910, the game software 1940 sends a data packet representing a game-related command resulting from the user input to the game server 110 over the network 1930. The game server 110 updates the game state and data packets in response to the game software 1940 over the network 1930 so that the game software 1940 can generate updated game images for display on the display 1950. I will provide a.
The multiplayer gaming system 1900 allows players to enter multiplayer games from home or from another location away from the arcade 120 where multiplayer games are predominantly played. A player who enters a multiplayer game via the remote game controller 1910 may enter as a single player or join a team. In one embodiment, the player operating the remote game controller 1910 is only allowed to enter the game using a single avatar, not a shared avatar. Such players may form teams or alliances with other players, but do not share team avatars. In such an embodiment, the game image visible to the remote player on display 1950 corresponds to the view from the player's avatar's field of view. This first personal view contrasts with the overall view of the multiplayer game seen on the large display screen 425 of the arcade 120. Optionally, the remote player operating the remote game controller 1910 may be able to switch between the first personal field of view and the overall view.
It should be understood that the game server 110 can be implemented as a server system with a large number of processors that handle a potentially large number of players who may participate in a multiplayer game.
Although several embodiments having various features, functions or characteristics are described separately in the above, many such features, functions or characteristics are individually associated with such features, functions or characteristics. It should be understood that it may be incorporated in various combinations into one or more embodiments other than those described. Thus, any useful and feasible combination of any one or more such features, functions or properties is expressly incorporated herein.
It is believed that engineers in the art will be aware of the various modifications or variants of the aforementioned embodiments, without departing from the spirit and scope of the invention, all such modifications or variants. It is considered to be included within the spirit and scope of the present invention.
30 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22 Sheet 23 Sheet 24 Sheet 25 Sheet 26 Sheet 27 Sheet 28 Sheet 29 Sheet 30
Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP2002278869A | Cites | Japan |
| JP2003135857A | Cites | Japan |
| JP11244528A | Cites | Japan |
| JP10314444A | Cites | Japan |
| JP2001190850A | Cites | Japan |
| JP6138979A | Cites | Japan |
| JP9512401A | Cites | Japan |
| JP8173633A | Cites | Japan |
55 members in 9 offices
Priority claims10
| Document | Office | Kind | Date |
|---|---|---|---|
| 60611945 | United States of America | – | |
| 61194504 | United States of America | P | |
| 61194504 | United States of America | P | |
| 60697037 | United States of America | – | |
| 69703705 | United States of America | P | |
| 69703705 | United States of America | P | |
| 60611945 | – | – | – |
| 60697037 | – | – | – |
| US20040611945P | – | – | – |
| US20050697037P | – | – | – |
Members55
| Document | Office | Kind | |
|---|---|---|---|
| US2006068917A1 | United States of America | A1 | |
| AU2005312283A1 | Australia | A1 | |
| CA2580239A1 | Canada | A1 | |
| WO2006058408A1 | World Intellectual Property Organization (WIPO) | A1 | |
| GB0707713D0 | United Kingdom | D0 | |
| EP1804945A1 | European Patent Office (EPO) | A1 | |
| GB2434109A | United Kingdom | A | |
| US2007270206A1 | United States of America | A1 | |
| CN101119782A | China | A | |
| JP2008513167A | Japan | A | |
| BRPI0515387A | Brazil | A | |
| AU2007345528A1 | Australia | A1 | |
| CA2677117A1 | Canada | A1 | |
| WO2008092233A2 | World Intellectual Property Organization (WIPO) | A2 | |
| US2008214273A1 | United States of America | A1 | |
| WO2008092233A3 | World Intellectual Property Organization (WIPO) | A3 | |
| GB2434109B | United Kingdom | B | |
| EP2117660A2 | European Patent Office (EPO) | A2 | |
| US2010178973A1 | United States of America | A1 | |
| EP2117660A4 | European Patent Office (EPO) | A4 | |
| US2010267448A1 | United States of America | A1 | |
| CN101119782B | China | B | |
| AU2005312283B2 | Australia | B2 | |
| JP2012179376A | Japan | A | |
| EP1804945A4 | European Patent Office (EPO) | A4 | |
| JP2014012193A | Japan | A | |
| JP2014012194A | Japan | A | |
| US2014135129A1 | United States of America | A1 | |
| US2014194203A1 | United States of America | A1 | |
| US2014256441A1 | United States of America | A1 | |
| US8864566B2 | United States of America | B2 | |
| US8951124B2 | United States of America | B2 | |
| JP5718852B2 | Japan | B2 | |
| US2015165315A1 | United States of America | A1 | |
| JP2016052518A | Japan | A | |
| CA2580239C | Canada | C | |
| JP2016093518A | Japan | A | |
| US2016166926A1 | United States of America | A1 | |
| US2016166928A1 | United States of America | A1 | |
| JP6063537B2This record | Japan | B2 | |
| US9643083B2 | United States of America | B2 | |
| US9662570B2 | United States of America | B2 | |
| US9675879B2 | United States of America | B2 | |
| US9675880B2 | United States of America | B2 | |
| US9682317B2 | United States of America | B2 | |
| US9751009B2 | United States of America | B2 | |
| US2018021676A1 | United States of America | A1 | |
| JP6290161B2 | Japan | B2 | |
| BRPI0515387A8 | Brazil | A8 | |
| US10272330B2 | United States of America | B2 | |
| US2019381400A1 | United States of America | A1 | |
| US11040275B2 | United States of America | B2 | |
| US2021308567A1 | United States of America | A1 | |
| EP1804945B1 | European Patent Office (EPO) | B1 | |
| US11633666B2 | United States of America | B2 |
11 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of no payment of annual feesLAPS | LAPS | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 |
Numbers
- Publication
- 6063537
- Publication, DOCDB
- 6063537
- Publication, EPODOC
- JP6063537B
- Application
- 180472
- Application, DOCDB
- 2015180472
- Application, EPODOC
- JP20150180472
Titles2
- Japanese
- 多人数参加型ゲームの手持ち式コントローラ
- English
- Handheld controller for multiplayer games
Classification
- CPC, 34
- G07F17/3211
- A63F13/26
- A63F2300/407
- A63F2300/50
- A63F2300/8023
- G07F17/3223
- G07F17/323
- G07F17/3276
- B60K1/02
- B60K6/365
- B60K6/387
- B60K6/40
- B60K6/445
- F16H3/728
- F16H2037/0866
- F16H2037/102
- F16H2037/104
- F16H2037/106
- F16H2200/2007
- F16H2200/2064
- A63F13/22
- G07F17/32
- Y02T10/62
- A63F2300/8052
- A63F2300/301
- A63F13/2145
- A63F13/285
- A63F13/843
- A63F13/27
- A63F13/235
- A63F13/35
- A63F13/53
- A63F13/24
- A63F13/31
- IPC, 10
- A63F13 35
- A63F13 20
- A63F13 2145
- A63F13 235
- A63F13 26
- A63F13 27
- A63F13 285
- A63F13 327
- A63F13 77
- A63F13 90
