Claims
- 1. A video game synchronizing assembly (310) adaptable to communicate a local video game (311) with a remote video game (320), the local video game (311) including a game microprocessor (322), at least two player ports (312,314), and a set of player controls (316) electrically connected to one (312) of said two player ports (312,314), the set of player controls (316) manipulatable to create local command signals to be incorporated in the local video game (311) to define player parameters, said video game synchronizing assembly (310) comprising:
- a controller (326) for receiving the local command signals from the set of player controls (316) and remote command signals from the remote video game (320) and for transmitting the local and remote command signals to the local video game (311);
- a data link (324) for transmitting the local command signals to the remote video game (320) and for receiving a remote synchronization code and the remote command signals from the remote video game (320), said video game synchronizing assembly (310) characterized by
- synchronizing means for synchronizing the transmission of the local and remote video command signals by said controller to the game microprocessor (322) of the video game (311).
- 2. An assembly (310) as set forth in claim 1 further characterized by said synchronizing means (328) including synchronization code generating means (330) for generating a synchronization code.
- 3. An assembly (310) as set forth in claim 2 further characterized by comparing means (332) for comparing said local synchronization code and the remote synchronization code.
- 4. An assembly (310) as set forth in claim 3 further characterized by memory means (336) for storing the player parameters and said local synchronization code associated therewith.
- 5. An assembly (310) as set forth in claim 4 further characterized by counting means (334) for counting the number of times said comparing means (330) compares said local synchronization code which does not match the remote synchronization code.
- 6. An assembly (310) as set forth in claim 5 further characterized by retrieving means (340) for retrieving said local command signals, the remote command signals, and said local synchronization code when said counting means (334) exceeds a predetermined value.
- 7. An assembly (310) as set forth in claim 6 further characterized by resetting means (38) for resetting said counting means (334) when said retrieving means (340) retrieves said local synchronization code.
- 8. A local video game assembly (310) adaptable to communicate with a remote video game (320), said local video game assembly (310) comprising:
- a video game (310) having a game microprocessor (322), at least two player ports (312. 314), and a set of player controls (316) electrically connected to one (312) of said two player ports (312, 314), said set of player controls (316) manipulatable to create local command signals to be incorporated in said video game (310);
- a data link circuit (324) for transmitting said local command signals to the remote video game (310) and for receiving remote synchronization code and remote command signals from the remote video game (320);
- a controller (326) for receiving said local command signals and the remote command signals and for sending said local command signals and the remote command signals to the game microprocessor (322) to create player parameters, said local video game assembly (319) characterized by
- synchronizing means (328) for synchronizing the transmission of said local command signals and the remote command signals to said game microprocessor (322).
- 9. A method for playing a video game between a local video game (311) and at least one remote video game (320), the method comprising the steps of:
- starting a video game;
- initializing a local synchronizing code;
- receiving local command signals;
- receiving remote command signals and a remote synchronizing code;
- comparing the local and remote synchronizing codes;
- .Iadd.asynchronously synchronizing the local and remote command signals, using the local and remote synchronizing codes; .Iaddend.and
- sending the synchronized local and remote command signals to the video game (311).
- 10. A method as set forth in claim 9 further characterized by storing player parameters of the local and remote video games when the local and remote synchronizing codes match.
- 11. A method as set forth in claim 10 further characterized by retrieving the stored player parameters when the local and remote synchronizing codes do not match.
- 12. A method as set forth in claim 11 further characterized by counting the number of times the local and remote synchronizing codes do not match.
- 13. A method as set forth in claim 12 further characterized by resetting the counting when the stored player parameters are retrieved. .Iadd.
- 14. A method of playing a video game between a local video game and at least one remote video game, the method comprising the steps of:
- (A) starting a video game;
- (B) initializing a local synchronizing code;
- (C) creating local command signals;
- (D) advancing the local synchronizing code;
- (E) creating remote command signals and a remote synchronizing code using the remote video game;
- (F) receiving the remote command signals and the remote synchronizing code;
- (G) comparing the local and remote synchronizing codes;
- (H) transmitting the local command signals and the local synchronizing code to the remote video game, regardless of whether the local and remote synchronizing codes match;
- (I) receiving the local command signals; and
- (J) sending synchronized local and remote command signals to the local video game. .Iaddend..Iadd.15. The method of claim 14, wherein step (G) is performed repeatedly and the method further comprises the step of intermittently synchronizing the local and remote command signals using the local and remote synchronizing codes. .Iaddend..Iadd.16. The method of claim 14, further comprising the step of asynchronously synchronizing the local and remote command signals using the local and remote synchronizing
- codes. .Iaddend..Iadd.17. The method of claim 14, further comprising the steps of
- storing the local and remote command signals associated with matching local and remote synchronizing codes;
- monitoring a parameter value associated with a quantity of unmatched local and remote synchronization codes; and
- retrieving the stored local and remote command signals when the parameter
- value exceeds a preselected value. .Iaddend..Iadd.18. The method of claim 17, wherein step (J) is performed using the retrieved synchronized local and remote command signals. .Iaddend..Iadd.19. The method of claim 14, further comprising transmitting local voice signals with the local command signals and remote voice signals with the remote command signals.
- .Iaddend..Iadd.20. The assembly of claim 1, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code. .Iaddend..Iadd.21. The assembly of claim 1, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code responsive to a similar remote synchronization code. .Iaddend..Iadd.22. The assembly of claim 8, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code. .Iaddend..Iadd.23. The assembly of claim 8, wherein said synchronizing means includes synchronization code generating means for generating a local synchronization code responsive to a similar remote synchronization code. .Iaddend..Iadd.24. A method for playing a video game between a local video game and at least one remote video game, the method comprising the steps of:
- (A) starting a video game;
- (B) initializing a local synchronizing code;
- (C) receiving local command signals;
- (D) receiving remote command signals and a remote synchronizing code;
- (E) comparing the local and remote synchronizing codes;
- (F) asynchronously handshaking between the local video game and the remote video game; and
- (G) sending the synchronized local and remote command signals to the local
- video game. .Iaddend..Iadd.25. The method of claim 24, wherein step (F) is performed by generating the local synchronizing code responsive to a similar remote synchronizing code. .Iaddend.
Parent Case Info
This patent application is a continuation-in-part of Ser. No. 708,682, filed May 31, 1991, now U.S. Pat. No. 5,292,125, issued to Hochstein et al. on Mar. 8, 1994.
US Referenced Citations (17)
Continuation in Parts (1)
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708682 |
May 1991 |
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Reissues (1)
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207275 |
Mar 1994 |
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