WO1991006160A1 - Telephone access video game distribution center - Google Patents
Telephone access video game distribution center Download PDFInfo
- Publication number
- WO1991006160A1 WO1991006160A1 PCT/US1990/005850 US9005850W WO9106160A1 WO 1991006160 A1 WO1991006160 A1 WO 1991006160A1 US 9005850 W US9005850 W US 9005850W WO 9106160 A1 WO9106160 A1 WO 9106160A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- home
- subscriber
- game
- software
- television
- Prior art date
Links
Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/16—Analogue secrecy systems; Analogue subscription systems
- H04N7/173—Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/338—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using television networks
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/16—Analogue secrecy systems; Analogue subscription systems
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/16—Analogue secrecy systems; Analogue subscription systems
- H04N7/173—Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
- H04N7/17309—Transmission or handling of upstream communications
- H04N7/17318—Direct or substantially direct transmission and handling of requests
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/16—Analogue secrecy systems; Analogue subscription systems
- H04N7/173—Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
- H04N7/17309—Transmission or handling of upstream communications
- H04N7/17336—Handling of requests in head-ends
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/401—Secure communication, e.g. using encryption or authentication
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/409—Data transfer via television network
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/532—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
Definitions
- This invention relates to a home computing element
- a bi-directional telephone link is established between the home computing element and a remote
- the 20 program material is stored at a library broadcast station in 21 analog form and is digitized and time compressed after readout for transmission to the subscribers along the cable 22 23 paths,
- U.S. Patent to Harrison, 27 4,584,603 discloses an amusement and information system for 28 use in a closed environment such as on airlines wherein an 29 entertainment terminal including a keyboard and video display 30 assembly is available for use by the occupant and is , structured to provide access to video games as well as movies
- Another object is to provide
- 16 a home computing element that provides the means to utilize , ⁇ said software programs, including video games, from within
- any of a plurality of individual subscribers may request a 23 video game stored in a software program library at a remote 24 location utilizing a home computing element or assembly to 25 establish a bi-direc ional telephone communication link with 26 a remote game storage center to access the services offered.
- the remote game storage center acknowledges the request and 8 establishes a bi-directional channel of communica ions.
- the 9 home computing element transmits a unique identi ication 0 code, the game select code, the existence of a previously , loaded game software program and any mode commands.
- the remote game storage center logs the time
- the remote game storage center • transmits an authorization code to the home computing element ,c effectively enabling the software program, and drops the
- a game software program is not transmitted 17 in this case, but if the selection is not in the home 18 computing element memory, the remote game storage center 19 transmits the encoded video game software program and the 20 home computing element identi ication code as a digital bit 21 stream of information over a television broadcast channel.
- the telephone line is maintained active until all tasks have 22 been completed.
- the home computing element requesting the game may 24 receive the video game software program only after 25 identification code validation occurs.- This prevents 26 unauthorized use by others. Once reception of all the 27 software data has been successfully completed, the home 28 computing element acknowledges receipt to the remote game 29 storage center and drops the telephone line. The encoded 30 software program is decoded and is enabled to be used. The ⁇ subscriber is told through the display that the game is ready.
- the home computing element offers the subscriber th
- the game 5 means to interact with the game using contemporary gamin control or input devices.
- the game may be played as man times as desired.
- a telephone link is established with the remote game Cf storage center for billing and au horization for use before
- the game may be used.
- the software program remains in memory
- Figure 1 is a system level block diagram depicting a
- FIG. 2 is a front view of one preferred embodiment of 26 the home computing assembly as represented in block diagram 27 in Figure I. 8
- Figure 3 is a detailed functional block diagram of the 9 home computing assembly shown in Figure 2. 0
- Figure 4 is a functional block diagram of one embodiment of a remote game storage center of the present invention.
- I Figure 5 is a flow chart depicting the operational logic
- Figure 6 is a flow chart that relates the tasks performed by a home computing assembly executive program.
- Figure 8 is a flow chart of the dial-up routine "DIAL" g which is invoked by the command processor whose flow chart is 10 shown in Figure 7.
- Figure 10 is a flow chart of the functions performed by
- Figure 11 is a flow chart of the reset game routine 17 “RST” which is invoked by the command processor whose flow 18 19 chart is shown in Figure 7.
- Figure 12 is a flow chart of the start game routine 21 “STRT” which is invoked by the command processor whose flow chart is shown in Figure 7. 22
- 25 present invention comprises a system including a plurality of 26 remote game storage centers 60 which communicate with a 27 plurality of subscriber locations indicated as such.
- Each of 28 the subscriber locations includes a home computing assembly 29 or element 10, a standard television receiver 23 and one or 30 more gaming control devices 12.
- a digital interactive communications environment is established using a plurality of voice quality telephone lines 74 and a television
- broadcast facility 92 such as a CATV network, defined in
- the subscriber may 14 select any one of a plurality of pre-stored video games or
- the 19 software program representing the selected video game is 20 retrieved from a permanent storage library by a computer _, facility at the remote game storage center 60 and transmitted
- the RF video signal is received from the distribution cable 71, is processed and the resulting, decoded software program stored by the HCE 10 and is then enabled for use by the subscriber in conjunction with display at the conventional television receiver 73.
- the desired gaming control facilities as at 12 are also usable for subscriber interaction with the video game software program. All billing for use of the subscribed video games is performed au omatically by the computer facilities of the remote game storage center 60 and the information is transmitted over the telephone lines 74 to the main office or headquarters 90 (see Fig. 1).
- the headquarters 90 may also request other specific information such as but not limited to diagnostic test results from the remote game storage center 60 and may send commands and/or software programs that may be executed by the computer facilities maintained within the remote game storage center 60.
- a preferred embodiment of the home computing element or assembly 10 encompasses an alphanumeric display 13 to demonstrate or display messages.
- a keyboard for subscriber interaction for example, to enter game selection and commands are represented and includes numerical keys collectively referred to as 24.
- commands may be entered into the system by use and considered a part of the home computing element 10.
- the subscriber first uses the numeric keypad 15 further utilizing any of the numerical keys to enter the code number for the video game programs selected off the aforemen ioned published menu previously provided.
- the clear key 16 is used to correct any data entry errors. Once the entire number is entered the enter key 17 is pressed and the home computing element 10 responds by displaying the selections on the display 13.
- the dial key 18 is then pressed to call the remote game storage center 60 and transmit the proper home computing element 10 identifica ion code and game selection number one by virtue of telephone line 74.
- the game software program is received by the home computing element 10 where it is decoded and stored.
- the display 13 indicates that a game is loaded and ready for play.
- the game is started by pressing the start key 23 and paused at any time by pressing the appropriate pause key 22. Pressing this key again serves to restart the game.
- the TV/game key 21 may be pressed to switch to view standard programming on the television receiver 73 overriding the game display and audio.
- the video game software program may be permanently stored in a removable, non-volatile memory card 25 by ensuring that a card is placed in the ide slot as appears in Figure 2. A one time purchase charge will be billed, but the game may be played as often as subscriber likes using the card 25 without incurring additional costs.
- Figure 5 demonstrates a flow chart depicting the operational logic encompassing the remote game storage center.
- Figure 6 is a flow chart demonstrating the task performed by an executive program encompassed -within the home computing element 10.
- Figure 7 is a flow chart showing the functional aspects of a command processor defining a portion of the home computing element 10 shown in detail in Figure 2.
- Figure 8 and Figure 9 is a flow chart of a dial-up routine (DIAL) which is invoked by the command processor (Fig. 7) of the home computing element 10.
- Figure 10 is a flow chart demonstra ing the functions performed by the game storage card 25 programming routine (PROG) which is invoked by the command processor (Fig. 7) of the home computing element of Figure 2.
- Figure 11 is a flow chart of a reset game routine (RST) which is invoked by the command processor whose flow chart is shown in Figure 7.
- Figure 12 is a flow chart demonstrating the start game routine (STRT) invoked by the command processor (Fig. 7) of the home computing element 10.
- ST start game routine
- the home computing element 10 is based 3 on a micro-processing unit 30 which acts as the overall
- the micro-computer 30 operates as dictated by
- RAM random access memory
- an electrically erasable programmable read only memory (EEPROM) 33 provides 24 non-volatile storage for such data as the telephone number of 25 the remote game storage center 60 serving the subscriber, the 26 home computing element 10 identification code, and other 27 information that must be retained if power is lost.
- FIG. 3 several circuits are provided to 29 interface the micro-controller or micro-processor unit 30 to 30 the outside world referred to herein as peripheral devices.
- H A telephone link is provided by a universal asynchronous receiver/transmitter (UART) 34 whose digital output keys two distinct audio tones that are transmitted to the telephone line, along with "hand-shaking" information by a modem interface 35.
- the modulated outputs are transformer coupled to the telephone line 79. All telephone communications, i nclud ing au tomat ic dial-up are handled by the micro-processing unit 30 utilizing this circuitry.
- the keyboard 42 status is read by the micro-processing unit 30 through a peripheral interface adapter 40 which is capable of interfacing with digital inputs and outputs only.
- a contact based game control adapter is interfaced to the micro-processing unit 30 through the peripheral interface adapter 40, but potentiometer based input devices, such as some joy-sticks and trackballs, are interfaced through an analog to digital converter (ADC) 39 which is capable of converting the analog signals provided by the input device to their numeric or binary representations required by the micro-processing unit 30.
- ADC analog to digital converter
- the display module 13 (see also Figure 2) containing the internal electronics necessary to display alpha/numeric characters, interfaces directly to the micro-processing unit 30 data bus 50. The display is where all the sys em status messages a e displayed to the subscriber. Again with reference to Figure 3, the incoming broadcast channel 51 is monitored for game software programs.
- the signal is demodulated by an RF demodulator 36 and then passed to a digital signal processor 37 which samples the signal, converts it to digital data, processes the information and then makes it available to the micro-processing unit 30.
- the digital signal processor 37 is a single-chip computer 1 tailored to the task of obtaining a digital representation of
- the digital signal processor 37 acts as a co-processor operating
- the remote game stored 23 center 60 (Fig. I) includes a thirty-two bit desk top computer 61 to perform all required processing, storage and 24 control functions. Storage for the dedicated and game 25 software is provided by a hard disk 63 with fast access times. 26
- the computer 61 is initially loaded from the magnetic tape 27 cartridge drive 64 by a utility invoked from the 1.44 28 megabyte floppy drive 62 containing the appropriate disk. 29 The utility reads the software programs from the tape drive 30 64 and stores it on the hard disk 63 for fast, random access I
- the computer 61 is also responsible for controlling
- the software is output by the computer
- VCR recorder/player
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP90916900A EP0667070A1 (en) | 1989-10-19 | 1990-10-17 | Telephone access video game distribution center |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US07/423,946 US5051822A (en) | 1989-10-19 | 1989-10-19 | Telephone access video game distribution center |
US423,946 | 1989-10-19 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1991006160A1 true WO1991006160A1 (en) | 1991-05-02 |
Family
ID=23680835
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US1990/005850 WO1991006160A1 (en) | 1989-10-19 | 1990-10-17 | Telephone access video game distribution center |
Country Status (5)
Country | Link |
---|---|
US (1) | US5051822A (en) |
EP (1) | EP0667070A1 (en) |
JP (1) | JPH05503615A (en) |
CA (1) | CA2067783A1 (en) |
WO (1) | WO1991006160A1 (en) |
Cited By (21)
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Also Published As
Publication number | Publication date |
---|---|
JPH05503615A (en) | 1993-06-10 |
CA2067783A1 (en) | 1991-04-20 |
EP0667070A4 (en) | 1992-09-01 |
US5051822A (en) | 1991-09-24 |
EP0667070A1 (en) | 1995-08-16 |
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