Abstract:
A game cartridge is provided for use with a portable game machine having a processing system to execute a video game program and player controls operable by a player to generate video game control signals. The game cartridge includes a housing, a game memory for storing a video game program executable by the processing system, and electrical contacts that, in use, electrically connect the game cartridge to the processing system. The game cartridge also includes a vibration source for vibrating the housing and a driving circuit responsive to instructions from the processing system for controlling the vibration source.

Description:
RELATED APPLICATION 
     This application claims the benefit of U.S. Provisional Application No. 60/166,171, filed Nov. 18, 1999, the entire content of which is incorporated herein by reference. 
    
    
     FIELD OF THE INVENTION 
     This invention generally relates to a portable game machine and, more particularly, to a portable game machine that is configured to accept a cartridge having a selectively driven vibration source. 
     BACKGROUND AND SUMMARY OF THE INVENTION 
     Over the years, portable (or hand-held) game machines have been (and continue to be) very popular. Typically, these portable game machines include a hand-held game machine housing a processing unit and associated hardware for running a game program, and include a display for displaying images of the game. The game program itself is typically contained in a game program memory such as, for example, a semiconductor memory (e.g., ROM, EPROM, etc.) that is part of a removable cartridge. By storing the game program in a removable cartridge, the user can conveniently and easily change the game being played by simply exchanging one cartridge with another, different cartridge containing a different game. An example of a portable game machine is the “Game Boy®” product available from Nintendo of America, Inc. 
     Various improvements have been and continue to be made to portable game machines. One such improvement provides for the color display of video game images. A portable game machine providing such a color display is described in application Ser. No. 09/321,201 filed on May 27, 1999, the contents of which are incorporated herein in their entirety. However, in addition to improvements to the audio and visual aspects of portable game machines described in the &#39;201 application and elsewhere, it nonetheless remains desirable to provide new features that enhance a player&#39;s game playing experience. 
     This application describes an arrangement for enhancing a player&#39;s gaming experience by providing physical sensations during game play. This physical sensation is preferably provided by vibrating the entire housing of the portable game machine. Since the player holds the housing of the portable game machine during game play, the vibrations of the housing create physical sensations that are felt by the player. The timing and strength of the vibrations are preferably coordinated/synchronized with the action of the video game being played. Thus, for example, in a pinball-type video game, vibrations may be generated when the video pinball contacts a bumper or flipper, thereby simulating the sensation that one would experience when playing an actual pinball game. In a race car video game, vibrations may be generated that simulate the sensation of holding the steering wheel of a race car during a race. The strength of these vibrations may be varied based on the car&#39;s speed, whether the car is turning, how much the car is turning, etc. Different vibrations may be generated when a car skids or crashes. 
     The vibrations are preferably provided by a vibration source that is arranged in a cartridge that is removably attachable to the portable game machine. When the cartridge is attached to the game machine, the vibration source is responsive to commands from the processing system of the game machine to generate vibrations that vibrate the housing of the cartridge. Since the cartridge is attached to the game machine, these vibrations are transferred to the housing of the game machine and therefore to the hands of a player holding the game machine. 
     Thus, in accordance with one aspect of the present invention, a game cartridge is provided for use with a portable game machine having a processing system to execute a video game program and player controls operable by a user to generate video game control signals. The game cartridge includes a housing, a game memory for storing a video game program executable by the processing system, and electrical contacts that, in use, electrically connect the game cartridge to the processing system. The game cartridge also includes a vibration source for vibrating the housing and a driving circuit responsive to instructions from the processing system for controlling the vibration source. 
     The instructions from the processing system include instructions for starting and stopping operation of the vibration source and instructions for changing the strength of vibrations generated by the vibration source. The vibration source may be a motor having an eccentric member attached to a rotating shaft or a motor having an eccentrically mounted armature coil. Other types of vibration sources include, but are not limited to, solenoids. 
     In accordance with another aspect of the present invention, a portable game machine includes a processing system to execute a video game program and player controls operable by a player to generate video game control signals. A connector of the portable game machine is connected, in use, to a game cartridge including a vibration source. The processing system is configured to generate at least one instruction for controlling the vibration source during execution of a video game program. 
     Thus, the vibration generating circuitry is controllable in accordance with instructions from the processing system during execution of a video game program. The vibrations generated by the vibration source are transferred to the hands of a player holding the game machine. By coordinating the starting and stopping of the vibration source and the strength of the vibrations with the game activity, a player can experience the game not only by sight and sound, but also by touch. 
    
    
     Still other aspects, features and advantages of the present invention will become more apparent from the following detailed description when read in conjunction with the accompanying drawings. 
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 schematically illustrates a portable game machine  10  and a game cartridge  12  that is selectively attachable to portable game machine  10 . 
     FIG. 2 is an overall block diagram of game cartridge  12  and game machine  10  shown in FIG.  1 . 
     FIG. 3 is a front perspective view of game machine  10 . 
     FIG. 4 is a perspective view illustrating game cartridge  12  being inserted into game machine  10 . 
     FIG. 5 is a rear perspective view of game cartridge  12 . 
     FIG. 6 is a side perspective view of game cartridge  12 . 
     FIG. 7 is an exploded view of game cartridge  12 . 
     FIG. 8 shows one example of driver circuit  49  for driving vibration source  47 . 
     FIG. 9 shows another example of driver circuit  49  for driving vibration source  47 . 
     FIG. 10 is a graph showing one possible pattern of vibrations during game play. 
    
    
     DETAILED DESCRIPTION 
     The present invention is described in the context of exemplary embodiments. However, the scope of the invention is not limited to the particular embodiments and examples described herein. Rather, the description merely reflects certain practical and preferred embodiments, and serves to illustrate the principles and characteristics of the present invention. Those skilled in the art will recognize that various modifications and refinements may be made without departing from the spirit and scope of the invention. 
     A portable (hand-held) color display game machine (hereinafter, referred to simply as “game machine”)  10  will be described with reference to FIGS. 1-3. FIG. 1 schematically illustrates portable game machine  10  and a game cartridge  12  that is selectively attachable to portable game machine  10 ; FIG. 2 is an overall block diagram of game cartridge  12  and game machine  10  shown in FIG. 1; and FIG. 3 is a front perspective view of game machine  10 . 
     Game machine  10  displays game characters in color on a color liquid crystal display (LCD)  16  when a color-ready (color compatible) game cartridge  12  is selectively inserted into a slot or opening  11  of game machine  10  (see FIGS.  3  and  4 ). Color LCD  16  displays characters using, for example, up to a maximum of 56 colors if color-ready game cartridge  12  is inserted into game machine  10 . Game machine  10  may, for example, be a GameBoy Color game machine available from Nintendo of America, Inc. 
     With reference to FIG. 2, game machine  10  includes color LCD  16  as described above. Color LCD  16  is formed as a dot matrix display and is driven by LCD drivers  22  and  24  to display color images on its screen. LCD driver  22  selectively drives, for example, the rows of the dot matrix display and LCD driver  24  selectively drives, for example, the columns of the dot matrix display. LCD drivers  22 ,  24  are supplied with color image signals from a color display processing circuit  28  included in a central processing unit (CPU)  26 . 
     CPU  26  further includes a CPU core  30  that is connected to an internal read only memory (ROM)  32  and an internal random access memory (RAM)  34 . Internal RAM  34  is used as a work memory of CPU core  30 . CPU  26  further includes a basic oscillator  36 . Basic oscillator  36  is formed of, for example, a quartz oscillator, and supplies an oscillating signal to a programmable frequency divider  38 . Programmable frequency divider  38  divides the oscillating signal from basic oscillator  36  in accordance with frequency division data from CPU core  30 , and supplies a divided signal as a clock of CPU core  30 . 
     A connector  40  is connected to CPU  26  by an appropriate bus. Game cartridge  12  shown in FIG. 1 is selectively attached to game machine  10  via connector  40 . Game cartridge  12  is preferably in the form of a replaceable memory cartridge insertable into slot  11  of game machine  10 . As will be explained in greater detail below, game cartridge  12  is in the form of a plastic housing that encases a printed circuit board. The printed circuit board has an edge defining a number of electrical contacts. When game cartridge  12  is inserted into slot  11  of game machine  10  (see FIG.  4 ), the cartridge electrical contacts mate with corresponding “edge connector” electrical contacts of connector  40 . This action electrically connects the printed circuit board contained within the plastic housing to the electronics within game machine  10 . At least a read-only memory (ROM)  42  and an SRAM  46  are mounted on the printed circuit board of game cartridge  12 . As will be explained in greater detail below, game cartridge  12  further includes a vibration source  47  and a driver circuit  49  for driving vibration source  47 . Like ROM  42  and SRAM  46 , driver circuit  49  is mounted on the printed circuit board of game cartridge  12 . ROM  42  stores instructions and other information pertaining to a particular video game. ROM  42  for one game cartridge  12  may, for example, contain instructions and other information for an adventure game while ROM  42  of another game cartridge  12  may contain instructions and other information for a car race game, an educational game, etc. SRAM  46  is used to store data such as game backup data. Vibration source  47  is driven by driver circuit  49  in response to instructions from CPU  26  of game machine  10  during game play. Vibration source  47  is arranged within the housing of game cartridge  12  so that, when driven by driver circuit  49 , vibrations generated by vibration source  47  are transferred to the housing of game cartridge  12 . By way of example, by attaching vibration source  47  to the housing of game cartridge  12 , vibrations generated when drive circuit  49  drives vibration source  47  will be transferred to the housing of game cartridge  12 . Since game cartridge  12  is attached to game machine  10 , the vibrations of the housing of game cartridge  12  are transferred to game machine  10 . A player holding game machine  10  is able to feel the vibrations of game machine  10 . 
     To play a game, a user of game machine  10  need only plug an appropriate game cartridge  12  into slot  11  of game machine  10 —thereby connecting the cartridge&#39;s ROM  42  and other any circuitry it may contain (including vibration source  47  and driver circuit  49 ) to game machine  10 . This enables the game machine circuitry to access game instructions contained with ROM  42 , which instructions control game machine  10  to play the appropriate video game by displaying images and reproducing sound. As will be explained in greater detail below, the ROM game program instructions include instructions driving vibration source  47  to vibrate game machine  10  while it is being held by a player. 
     CPU  26  is supplied with operation signals from operating keys  48   a - 48   e . Operating key  48   a  is used, among other things, to move a game character displayed on color LCD  16  in four directions, that is, upward, downward, right and left. Operating key  48   b  is a select key that is used for, for example, game mode selection and the like. Operating key  48   c  is a so-called start key that is used to start playing the game or to temporarily stop the progress of the game. Operating keys  48   d ,  48   e  are push-button switches. By pushing operating keys  48   d ,  48   e , it is possible to cause various motions of the game characters displayed on color LCD  16 , for example, a weapon use, a jump and the like. Operating keys  48   a - 48   e  are disposed in a forward surface of game machine  10  as shown in FIG.  3 . Operating keys  48   a - 48   e  are also usable in connection with various features described below. A key matrix (not shown) is provided for sending CPU  26  the operation signals from operating keys  48   a - 48   e  as controller data. 
     Game machine  10  is powered by batteries (not shown) suitably arranged in a battery compartment  67  (see FIG.  4 ). A power indicator LED  69  (see FIG. 3) may dim as the batteries lose their charge, thereby providing a visual indication to the user that new batteries are needed. Game machine  10  may also be configured for connection to an AC adapter to permit extended use without batteries. In addition, CPU  26  may be configured to detect the power level of the batteries for game machine  10  and to provide a suitable message on display  16  if the detected power level is less than some predetermined level. 
     In accordance with the instructions of the video game program and character data supplied from game cartridge  12  and game control data from operating keys  48   a - 48   e , CPU  26  executes data processing and writes display data into a display RAM  52 , using an extended RAM  50  when necessary. The display RAM  52  has two banks, that is, a first bank and a second bank, and has, as a whole, a storage area that is greater than the display area of color LCD  16 , thereby enabling a scrolling display upward and downward and/or rightward and leftward on the screen of color LCD  16 . 
     Also as a result of the data processing by CPU  26 , sound signals to be output are adjusted in level by volume controls  54  and  56 , and then outputted to a speaker  58  and/or an earphone jack  60 . Sound signals output from speaker  58  and/or earphone jack  60  include game sound effects, voices and music. 
     As a still further result of the data processing by CPU  26 , instructions for driving vibration source  47  are supplied to driver circuit  49 . In response to these instructions, driver circuit  49  selectively starts the operation of vibration source  47 , stops the operation of vibration source  47 , and/or changes the strength of the vibrations generated by vibration source  47 . 
     Generally speaking, to use game machine  10  to play a game, a user selects a game cartridge  12  containing a desired video game, and inserts that game cartridge into slot  11  of game machine  10  as shown in FIG. 4, thereby electrically connecting ROM  42  and other cartridge electronics to game machine  10 . The user then operates a power switch  71  (see FIG. 3) to turn on game machine  10  and operates operating keys  48   a - 48   e  to control video game play. For example, depressing operating key  48   c  may cause the video game to start playing. Actuating operating key  48   a  may cause animated characters to move on color LCD  16  in controllably different directions. 
     Referring to FIGS.  2  and  4 - 7 , game cartridge  12  will be described in detail. FIG. 4 is a perspective view illustrating game cartridge  12  being inserted into game machine  10 ; FIG. 5 is a rear perspective view of game cartridge  12 ; FIG. 6 is a side perspective view of game cartridge  12 ; and FIG. 7 is an exploded view of game cartridge  12 . 
     Game cartridge  12  includes a cartridge housing  15  made of, for example, plastic. Cartridge housing  15  is configured so that game cartridge  12  is insertable into and removable from a slot  11  of game machine  10  as shown in FIG.  4 . Cartridge housing  15  houses a printed circuit board  17  on which is provided ROM  42 , SRAM  46 , driver  49 , back-up battery  51 , and battery  53  (see FIGS.  8  and  9 ). Printed circuit board  17  has a front edge on which a number of electrical contacts  19  are formed. When game cartridge  12  is inserted into slot  9  of game machine  10 , cartridge electrical contacts  19  mate with corresponding “edge connector” electrical contacts of connector  40  within game machine  10 . This action electrically connects the electrical components of game cartridge  12  to the electronics within game machine  10  and, more specifically, permits the communication of data and addresses between CPU  26  of game machine  10  and the electrical components of game cartridge  12 . In this way, CPU  26  can, among other things, address ROM  42  and supply address data and vibration strength data to driver  49  to control the operation of vibration source  47 . 
     As shown in FIG. 7, cartridge housing  15  is configured to provide a recess  79  within which vibration source  47  is positioned. Vibration source  47  is electrically connected via wire(s) to the circuit pattern formed on printed circuit board  17  and is attached to cartridge housing  15 . If desired, a noise-reducing material  48  such as rubber or foam may be interposed between vibration source  47  and cartridge housing  15  to reduce noise that would result from vibration source  47  directly impacting against plastic cartridge housing  15 . By attaching vibration source  47  to cartridge housing  15 , vibrations generated by vibration source  47  can be easily conveyed to the hands of a player holding game machine  10 . That is, vibrations generated by vibration source  47  are conveyed from cartridge housing  15  to the housing of game machine  10  and, therefore, game machine  10  itself is vibrated. Accordingly, vibrations generated by vibration source  47  are conveyed to the hands of a player holding game machine  10 . 
     Provided that vibrations of vibration source  47  can be effectively conveyed to the hands of a player holding game machine  10  and that game cartridge  12  is physically configured for selective attachment to game machine  10 , vibration source  47  can be mounted at any position within cartridge housing  15 . However, it is preferable that vibration source  47  not be mounted on printed circuit board  17  because the vibrations of vibration source  47  could adversely affect components mounted on printed circuit board  17 . In addition, mounting vibration source  47  on printed circuit board  17  could adversely affect the physical and electrical contact between electrical contacts  19  of game cartridge  12  and the electrical contacts of connector  40  of game machine  10 . Of course, provided there are no adverse results, vibration source  47  can be mounted on printed circuit board  17 . Since printed circuit board  17  is secured to cartridge housing  15 , vibrations from a vibration source mounted on printed circuit board  17  will be transferred to the body of game machine  10 . 
     In the implementation shown in FIG. 7, a motor is utilized as vibration source  47 . One type of motor that may be used is a motor in which an eccentric member is attached to a rotation shaft incorporated within in a cylindrical case. The eccentric member is rotated according to the rotation of the rotation shaft to generate vibrations. Since the motor is attached to cartridge housing  15 , vibrations are generated on cartridge housing  15 . Another type of motor that may be used in one in which an armature coil is mounted in an eccentric manner. By rotating the armature, vibrations are generated. It will be recognized that solenoids or other elements that generate vibrations when electric power is supplied thereto may also be utilized. In the case of a solenoid, a core within the solenoid is reciprocally moved to generate vibrations. 
     In any case, vibration source  47  is driven by driver circuit  49 . Since the consumption of electric power by vibration source  47  is relatively large, battery  53  is provided for vibration source  47  and a separate battery  51  is provided for SRAM  46 . Battery  53  is contained within a battery compartment that is accessible via lid  55  (see FIGS.  4  and  6 ). If battery  53  is consumed, a new battery  53  can be easily provided by the user of game machine  10  by removing lid  55 . It is of course possible to use a single battery in place of the two batteries  51  and  53 . In addition, it is also possible to supply power to SRAM  46  and/or vibration source  47  via an electrical connection with the batteries of game machine  10 . 
     Several possible embodiments of driver circuit  49  will be described. With reference to FIG. 8, driver circuit  49  is shown as including a decoder composed of a NAND logic gate  201 . NAND logic gate  201  receives address data A i -A n  (i and n are integers) from CPU  26  of game machine  10  via electrical contacts  19 . When addresses A i -A n  are all “1”, a vibration mode is set and data for driving vibration source  47  is outputted from CPU  26 . More specifically, if address A i -A n  are all “1”, the output of NAND logic gate  201  becomes “0”. The output of NAND logic gate  201  is applied to a NAND logic gate  203 . NAND logic gate  203  is also supplied with a write signal/WE and a chip enable signal CE, both supplied from CPU  26 . Therefore, NAND logic gate  203  applies a latch signal to a latch  205  in response to the output of NAND logic gate  201  and the signals/WE and CE. Accordingly, latch  205  latches data D 0 -D 2  from CPU  26  at a time that addresses A i -A n  are all “1”. 
     Data D 0 -D 2  is data for setting a strength of the vibrations to be generated by vibration source  47 , and it is possible to set strength levels of “ 1 - 8 ” using three data bits. For example, if the data D 0 -D 2  is “100”, strength level “ 1 ” is set, and if the data D 0 -D 2  is “111”, strength level “ 7 ” is set. Latch  205  has three outputs, and the respective outputs are connected to a base of a driver transistor  207  via resistors  209   a ,  209   b  and  209   c . Resistance values of resistors  209   a ,  209   b  and  209   c  are  4 R,  2 R and R, respectively. Therefore, if “1”s are outputted on all three outputs, a maximum base voltage is applied to transistor  207 , and if the three outputs are “1”,“0” and “0”, a minimum base voltage is applied to transistor  207 . Accordingly, a controller-emitter current of transistor  207  is changed, and in response thereto, a driving current flowing from battery  53  to vibration source  47  is changed. These changes in driving current change the strength of the vibrations generated by vibration source  47 . Thus, by suitably setting data bits D 0 -D 2 , the strength of vibrations generated by vibration source may be varied. 
     FIG. 9 shows a modification of driver circuit  49  shown in FIG.  8 . The FIG. 9 embodiment is different from the FIG. 8 embodiment in that decoder  201  of FIG. 8 is not utilized. That is, in the FIG. 9 embodiment, an address bit A j  of CPU  26  is directly applied to NAND logic gate  203 . Therefore, NAND logic gate  203  applies the latch signal to latch  205  in response to the write signal AWE of CPU  26 . Therefore, in the FIG. 9 embodiment, the vibration mode is set at a time that the address bit A j  of CPU  26  becomes “1”, and data bits D 0 -D 2  are latched by latch  205 , and driver transistor  207  is controlled by the data bits. 
     In addition, vibration source  47  may be controlled utilizing the data bit D 0  of the data bus of CPU  26  only, for example. In this case, latch  205  shown in FIG. 8 or in FIG. 9 latches the data of the data bit D 0  in the vibration mode. Then, latch  205  has only a single output, and the output applies the voltage to the base of transistor  207 . Therefore, in this case, transistor  207  is simply turned-on or -off by “1” or “0” of the data bit D 0 . Thus, the strength of the vibrations generated by vibration source  47  is constant. 
     The timing and strength of the vibrations generated by vibration source  47  are preferably coordinated with respect to the action of the video game being played. Thus, for example, in a pinball-type video game, CPU  26  of game machine  10  may generate instructions for generating vibrations when the video pinball contacts a bumper, thereby simulating the sensation that one would experience when playing an actual pinball game. In a race car video game, CPU  26  of game machine  10  may generate instructions for generating vibrations that simulate the sensation of holding the steering wheel of a race car during a race. The strength of these vibrations may be varied based on the car&#39;s speed, whether the car is turning, how much the car is turning, etc. Different vibrations may be generated when a car skids or crashes. 
     FIG. 10 shows an example of a vibration generating pattern in a “Fishing Game”. In the “Fishing Game” vibrations are generated in scenes such as “bait picking” in which a fish picks at the bait, “catching” in which a fish is hooked by a fishing hook, and “landing” in which a fish is brought from the water into a boat. In this way, it is possible to simulate the sensations of catching fish to the player of the “Fishing Game”. 
     The times t 1 -t 4  shown in FIG. 10 show a vibration pattern at the time of “bait picking”. In “bait picking”, since the fish only picks at the bait on the fishing hook, it is not necessary to generate large vibrations. Therefore, at time t 1 , CPU  26  outputs “1” for address A j  and “110” for the data bits D 0 , D 1  and D 2 . In response to data bits of “110”, “0” (0 volts, for example) is outputted at a lowest output of latch  205  and “1” (3 volts, for example) is outputted at each of the upper outputs. Therefore, transistor  207  is turned-on at time t 1  to apply a driving current to vibration source (motor)  47  so as to generate vibrations of vibration level “ 3 ”. Thus, vibrations of vibration level “ 3 ” are generated at time t 1 , and these vibrations are conveyed to the hands of a player holding game machine  10 . In this way, the player senses by the vibrations that the fish is picking at the bait. 
     Then, at time t 2 , CPU  26  makes address A j  and data bits D 1 -D 2  all “0”. Therefore, transistor  207  is turned-off, and the driving current for vibration source  47  is also turned-off. Thus, the vibrations of cartridge housing  15 , i.e. the vibrations of game machine  10  are stopped. 
     In order to provide the sensation to the player that “bait picking” is again taking place, CPU  26  outputs “1” for address A j  and “110” for data bits D 0 -D 2  at time t 3 . Therefore, at time t 3 , vibrations of vibration level “ 3 ” are generated by vibration source  47 , and the vibrations are conveyed to the hands of the player holding game machine  10 . Therefore, the player can sense by the vibrations that the fish is again picking at the bait. 
     Then, at time t 4 , CPU  26  makes address A j  and data bits D 0 -D 2  all “0”. Accordingly, transistor  207  is turned-off, and the driving current to vibration source  47  is turned-off. The vibrations on cartridge housing  15  and on the housing of game machine  10  are stopped. 
     Times t 5  to t 14  show vibration patterns for “catching” a fish during the fishing game. In this case, CPU  26  outputs “1” for address A i  and “010” for data bits D 0 -D 2  at time t 5 . In response to the data bits “010”, “1” (e.g. 3 volts) is outputted at the middle output of the latch  205 , and “0” (e.g. 0 volts) is outputted on each of the upper and lower outputs. Therefore, at time t 5 , transistor  207  is turned on such that a driving current for generating vibrations of vibration level “ 2 ” is applied to vibration source (motor)  47 . Therefore, at time t 5 , vibrations of vibration level “2” are generated by vibration source  47 , and the vibrations are conveyed to the hands of the player holding game machine  10 . Therefore, the player can sense by the vibrations that a fish is hooked (caught). At time t 6 , CPU  26  outputs “1” for address A j  and “101” for data bits D 0 -D 2 . In response to data bits “101”, “1” (3 volts, for example) is outputted at each of the upper and lower outputs of latch  205 . Accordingly, at time t 6 , transistor  207  is turned on to apply a driving current for generating vibrations of vibration level “ 4 ” to vibration source (motor)  47 . Therefore, vibrations of vibration level “ 4 ” are generated by vibration source  47  at time t 6 , and the vibrations are conveyed to the hands of the player holding game machine  10 . At time t 7 , CPU  26  outputs “1” for address A j  and “111”for data bits D 0 -D 2 . In response to data bits “111”, 3 volts, for example, are outputted at all the outputs of latch  205 . Accordingly, at time t 7 , transistor  207  is turned on such that a driving current for generating vibrations of vibration level “ 7 ” is applied to vibration source (motor)  47 . Therefore, at the time t 7 , vibrations of vibration level “ 7 ” are generated by vibration source  47  and the vibrations are conveyed to the hands of the player holding game machine  10 . 
     At time t 8 , CPU  26  outputs “1” for address A j  and “011” for data bits D 0 -D 2 . In response to data bits “011”, 3 volts, for example, are outputted at the upper two outputs of latch  205 . Therefore, at time t 8 , transistor  207  applies a driving current for generating vibrations of vibration level “ 6 ” to vibration source (motor)  47 . Accordingly, at time t 8 , vibrations of vibration level “ 6 ” are generated by vibration source  47 , and the vibrations are then conveyed to the hands of the player holding game machine  10 . 
     In a similar manner, during fish “catching”, CPU  26  respectively outputs data “101”, “001, “110”, “010” and “100” at times t 9 , t 10 , t 11 , t 12 , t 13  and t 14 . Therefore, at times t 9 , t 10 , t 11 , t 12 , t 13  and t 14 , vibration source  47  generates vibrations at vibration levels “ 5 ”, “ 4 ”, “ 3 ”, “ 2 ” and “ 1 ”, and the vibrations are conveyed to the hands of the player holding game machine  10 . Therefore, during times t 5 -t 14 , the player can sense by vibrations that are gradually increased and decreased that a fish has been caught. 
     After a time t 15 , a vibration pattern for bringing the fish into the boat is generated. In this case, at time t 15 , CPU  26  outputs “1” for address A j  and “010” for data bits D 0 -D 2 . In response to data bits “010”, “1” (e.g. 3 volts) is outputted at the middle output of latch  205 , and “0” (e.g. 0 volts) is outputted at each of the upper and lower outputs. Therefore, at time t 15 , transistor  207  is turned on to apply a driving current for generating vibrations of vibration level “ 2 ” to vibration source (motor)  47 . Therefore, at time t 15 , vibrations of vibration level “ 2 ” are generated by vibration source  47  and the vibrations are conveyed to the hands of the player holding game machine  10 . Similarly, at time t 16 , CPU  26  outputs “1” for address A j  and “101” for data bits D 0 -D 2 . In response to data bits “101”, 3 volts, for example, are outputted to the lowest output of latch  205 . Therefore, at time t 16 , transistor  207  applies a driving current for generating vibrations of vibration level “ 4 ” to vibration source  47 . Therefore, at time t 16 , vibrations of vibration level “ 4 ” are generated by vibration source  47 , and conveyed to the hands of the player holding game machine  10 . At time t 17 , CPU  26  outputs “1” for address A j  and “111” for data bits D 0 -D 2 . In response to data bits “111”, 3 volts, for example, is outputted at all the outputs of latch  205 . Accordingly, at time t 17 , transistor  207  is turned on such that a driving current for generating vibrations of vibration level “ 7 ” is applied to vibration source  47 . Therefore, at time t 17 , vibrations of vibration level “ 7 ” are generated by vibration source and then conveyed to the hands of the player holding game machine  10 . Thus, the player can sense by the vibrations that the fish is being brought into the boat. 
     The driving, stopping and vibration strength of vibration source  47  by CPU  26  are performed according to execution of the game program in game cartridge  12  in accordance with player inputs supplied via operating keys  48   a - 48   e . Therefore, game programs can be developed to start, to stop and to change the strength of vibrations in response to the changes of the game images and sounds. In this way, the game playing experience may be enhanced. 
     It will be apparent that the discussion of vibrations in connection with the “Fishing Game” is for purposes of illustration, not limitation. Vibrations can be provided to enhance many different types of games including video pinball games, racing games, and the like. 
     The above description describes a vibration source that is composed of a single vibration generating device such as a motor, solenoid, etc. However, the invention is not limited in this respect and the vibration source may in fact include more than one motor, solenoid, etc. (or some combination thereof) arranged in different spaces within cartridge housing  15 . 
     The above description describes an arrangement in which vibrations are generated based on the execution of a game program contained in a ROM of a game cartridge and on player inputs via operating keys  48   a - 48   e . ROM  32  of game machine  10  (or some other ROM included within game machine  10 ) may itself store one or more games. CPU  26  of game machine  10  may be configured to use the vibration source of an attached game cartridge, if present, to generate vibrations when one of the game programs contained in ROM  32  (or some other ROM) of game machine  10  is executed. 
     In addition, game cartridge  12  may be configured with an indicator (not shown) such as an LED that is indicative of the power level of battery  53  for powering vibration source  47 . Alternatively, CPU  26  of game machine  10  may be configured to detect the power level of battery  53  and provide a suitable message to the player on LCD  16  if the detected power level is below a certain predetermined level. 
     In addition, CPU  26  of game machine  10  may be responsive to user inputs for deactivating the vibration feature of a particular video game. Thus, for example, by appropriate manipulation of operating keys  48   a - 48   e , a user may cause CPU  26  to not generate commands for starting vibration source  47 . 
     Any patent documents mentioned above are hereby incorporated by reference into the present application. 
     Although the present invention has been described and illustrated in detail, this description is for illustrative purposes only and is not to be construed as limiting the present invention.