Game machine system
First Claim
1. A game machine system comprising:
- a stationary game machine;
a portable game machine; and
a connector configured for transferring data between the stationary and portable game machines;
wherein said stationary game machine is configured for playing games from a first set of one or more game programs;
wherein said portable game machine is configured for playing games from a second set of one or more game programs, the second set of game programs differing from the first set of game programs;
wherein said stationary game machine is configured to receive game result data from said portable game machine via the connector, the game result data representing the results of one or more games from the second set of game programs that were played on said portable game machine; and
wherein said stationary game machine is configured to play a game, from the first set of game programs, that is based on the received game result data.
2 Assignments
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Accused Products
Abstract
A game system including a stationary game machine requiring an external power supply, such as a coin-operable business-use game machine or a home game machine, and a portable game machine having an internal power supply. Game programs for raising game characters are installed in the stationary and portable game machines. The stationary game machine has more internal resources, and its programs support higher resolution video game data. The portable game machine has a vibration sensor for receiving input during play, resulting in the raising of the character. Each of these game machines are provided with a radio data transfer means through which a game result from a memory in one of the game machines can be transferred to a memory in the other game machine. The game machine receiving the game result can use that result in subsequent processing, such as for a starting point in further play or for creating video data that can be printed on a printer. The game machine receiving the result can include a camera for generating images of a player and an image synthesizing mechanism for combining player images with character images so that the resulting synthesized image can be printed. Further game results can be passed back to the portable game machine, or to another game machine, for further game play.
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Citations
36 Claims
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1. A game machine system comprising:
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a stationary game machine;
a portable game machine; and
a connector configured for transferring data between the stationary and portable game machines;
wherein said stationary game machine is configured for playing games from a first set of one or more game programs;
wherein said portable game machine is configured for playing games from a second set of one or more game programs, the second set of game programs differing from the first set of game programs;
wherein said stationary game machine is configured to receive game result data from said portable game machine via the connector, the game result data representing the results of one or more games from the second set of game programs that were played on said portable game machine; and
wherein said stationary game machine is configured to play a game, from the first set of game programs, that is based on the received game result data. - View Dependent Claims (2, 3, 4)
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5. A game system comprising:
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a first game machine including a first game program configured to simulate raising a character through a first state change from a first initial state to a first raised state, and a state memory configured to store data received from the first game program representing a first raised state of a character that was raised via the first game program;
a second game machine including a second game program configured to simulate raising a character through a second state change from a second initial state to a second raised state, a state memory configured to store data received from the second game program representing a second raised state of a character, and an image memory for storing image data based on at least one of a character'"'"'s first or second raised states; and
a display configured to display an image based on image data stored in said second game machine'"'"'s image memory; and
a connector configured to transfer data between said first game machine and said second game machine, wherein said first and second game machines are configured such that data representing the first raised state of a character can be transferred from said first game machine to said second game machine through said connector; and
wherein said second game machine can use the first raised state of a character transferred from the first game machine as the initial state for the second state change. - View Dependent Claims (6, 7, 8, 9)
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10. A game machine comprising:
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a game program configured to simulate raising a character through a state change from an initial state to a raised state, wherein the game program is configured to produce image data representing an image of a character in a raised state;
a camera configured to generate image data representing a person'"'"'s image;
a circuit configured to combine the image data representing a person'"'"'s image with the image data representing an image of a character in a raised state to form combined image data; and
a display configured to produce an image from the combined image data. - View Dependent Claims (11, 13, 15, 16, 17, 18, 19, 20)
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12. A game machine system comprising:
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a game machine having a game program configured to simulate raising a character through a state change from an initial state to a raised state, wherein the game program is configured to produce image data representing an image of a character in a raised state;
a state memory, wherein the game program is configured to store state data in the state memory, the stored state data representing the raised state of a character that was raised via the game program;
an image memory configured to store image data representing the raised state of a character that was raised via the game program; and
a printer configured to print an image based upon the image data stored in the image memory.
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14. A game machine system comprising:
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a first game machine that is portable, including a game program configured to simulate raising a character through a state change from an initial state to a raised state, and a state memory configured to store state data received from the first game program representing the raised state of a character that was raised via the game program;
a second game machine including an image production unit, and an image memory configured to store image data for an image; and
a data connector configured to transfer state data from said first game machine to said second game machine;
wherein the second game machine is configured to produce image data in the image memory, the image data representing an image of a character in a raised state based on state data transferred to the second game machine via the data connector; and
wherein the second game machine is configured to produce an image on its image production unit from the image data in the image memory.
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21. A game machine comprising:
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an image memory for storing image data for a plurality of images;
a display configured to display image data selected from among the image data stored in said image memory;
a program configured to raise a character that is based on image data displayed on said display, the character being raised in response to an input to the program; and
a vibration sensor configured to provide input to the program, wherein the program is configured to use input from the vibration sensor to raise the character and change the displayed image data. - View Dependent Claims (22, 24, 25, 26, 28, 29)
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23. A method of raising a virtual character through a state change from a first raised state to a second raised state, wherein the virtual character was raised to the first raised state via a first game program in a portable game machine through a state change from a first initial state, and wherein the portable game machine has a state memory, comprising:
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storing data in the portable game machine'"'"'s state memory, the stored data representing the first raised state of the character;
transferring the data representing the first raised state of the character from the portable game machine'"'"'s state memory to a state memory in a stationary game machine, wherein the data is transferred via a connector configured to transfer data between the portable game machine and the stationary game machine, wherein the stationary game machine includes a game program configured to simulate raising a character through a state change from a second initial state to a raised state, and wherein the stationary game machine'"'"'s game program is configured to determine the second initial state of the character from the data stored in the stationary game machine'"'"'s state memory; and
raising the state of the character through a state change from the first raised state to a second raised state using the second game program.
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27. A game machine system comprising:
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a stationary game machine including a game program configured to play a game leading from a stationary-game-machine initial state to a stationary-game-machine game result state; and
at least one portable game machine including a game program configured to play a game leading from a portable-game-machine initial state to a portable-game-machine game result state;
wherein the stationary game machine and the at least one portable game machines are each configured to transmit a game result state to one another;
wherein the stationary game machine and the at least one portable game machines are each configured to receive a game result state transmitted from one another;
wherein the stationary game machine is configured to use a received game result state as a basis for creating the stationary-game-machine initial state for playing its game so as to provide a relationship between a received game result state and the game result state of a subsequently played game on the stationary game machine; and
wherein the at least one portable game machines are each configured to use a received game result state as a basis for creating the portable-game-machine initial state for playing its game so as to provide a relationship between a received game result state and the game result state of a subsequently played game on the portable game machine.
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30. A method for playing a game, comprising:
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raising a virtual game character from an initial state to a raised state according to a game player'"'"'s input to a first game program in a portable game machine, the first game program being configured to play a first game;
storing the raised state of the first game program'"'"'s virtual game character in a memory device; and
playing a second game with a virtual game character that starts from an initial state, the second game being played according to a game player'"'"'s input to a second game program in a second game machine, wherein the second game is different from the first game;
wherein the initial state of the second game program'"'"'s virtual game character is based on the raised state of the first game program'"'"'s virtual game character that is stored in the memory device. - View Dependent Claims (31, 32)
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33. A method for playing interactively, comprising:
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playing a first game on a first game machine that includes a first game program and a state memory, wherein playing the first game program raises a first virtual character through a state change from an initial state to a raised state, and stores data representing the raised state of the first virtual character in the state memory;
transferring data representing the raised state of the first virtual character from the state memory to a second game machine that includes a second game program; and
interactively playing a second game with one or more other players using the second game program, wherein the second game is played with a virtual character based on the data transferred to the second game machine from the state memory, and wherein the one or more other players play with virtual characters based on other data transferred to the second game machine, the other data representing the raised states of other virtual characters that were raised through state changes from initial states to raised states. - View Dependent Claims (34, 35, 36)
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Specification