Abstract:
For a playing experience in a computer game that more accurately captures the experience of professional football or another sport, it would be advantageous to be able to hide from an opponent a selected player formation and play selection until the play actually begins. Similarly, in other computer games such as war games and role-playing games, it is desirable to be able to hide from other players certain properties—e.g., equipment, disposition of forces, etc.—held by each player while making this information available to the player holding these properties. In the present invention, a signal processor is inserted in the link between the game console and the television set and auxiliary displays are provided that are visible only to individual players. The signal processor detects certain frames containing information that should not be displayed to all players, removes that information from the signal to the television set and displays it instead on the appropriate auxiliary display.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    This application claims benefit of provisional application Ser. No. 60/942,052 filed Jun. 5, 2007 and Ser. No. 61/022,136 filed Jan. 18, 2008, both of which are hereby incorporated by reference in their entirety. 
     
    
     FIELD OF THE INVENTION 
       [0002]    This relates to interactive displays. It is particularly useful in computer gaming and will be described in that context. 
       BACKGROUND OF THE INVENTION 
       [0003]    In a conventional computer game, a game console such as a Playstation, Xbox, Gamecube or Wii is connected to a television set and individual player controllers are connected to the game console. In this arrangement, each player sees everything displayed on the television screen. In many multi-player computer games, however, it may be desirable to limit the display of certain information to one of the players so that his opponent(s) cannot see that information. For example, in various sports games such as Madden &#39;07 and similar games, the offensive and defensive players have the opportunity to select both their team&#39;s formation and a particular play. In commercially available versions of these games, this is done with one player knowing the other player&#39;s selected formation and which plays are available for selection since they are displayed on the screen in front of him. 
         [0004]      FIGS. 13 and 14  depict the general format of the offensive and defensive player formation selection screens  1300  and play selection screens  1400  in Madden &#39;07. Formation selection screen  1300  comprises upper and lower formation selection boxes  1310  and  1320  and scoreboard  1390  in between. Play selection screen  1400  is similar and comprises upper and lower play selection boxes  1410  and  1420  and scoreboard  1490  inbetween. In  FIG. 13 , the defensive player formations are shown at the top in box  1310  and the offensive player formations are shown at the bottom in box  1320 . Scoreboard  1390  displays logos  1330  or other indicia representative of the teams (in this case, Cowboys and Eagles), score boxes  1340 , a play clock  1350 , a game clock  1360 , a possession dot  1370  indicating which team has the ball, and a yard marker  1380 . Each player selects one of the formations displayed in boxes  1310  or  1320  by scrolling through a series of possible formations and clicking a button or operating a similar selection mechanism on his controller when he reaches the desired formation.  FIG. 13  depicts the display for selection of a 3-4 defensive formation and a singleback offensive formation. 
         [0005]    When the formation is selected, multiple plays from that formation are then presented to the player and the player then selects one of these plays to run. The defensive player&#39;s play selections are shown at the top of  FIG. 14  in box  1410  and the offensive player&#39;s play selections are shown at the bottom in box  1420 . Scoreboard  1490  contains the same elements as scoreboard  1390  with the element numbers incremented by 100.  FIG. 14  depicts the display for selection of three plays from the 3-4 defensive formation and three plays from the singleback offensive formation. The play clock  1450  specifies the offensive player&#39;s time to select a play. If he fails to select a play in the specified time, a delay of game penalty results. The defensive player has an additional 10 seconds after the offensive player selects a play to select a defensive play. The defensive player&#39;s time to make a selection is also displayed by play clock  1450 . If the defensive player fails to select a defensive play in 10 seconds, the most recent defensive play is repeated. 
       SUMMARY OF THE PRESENT INVENTION 
       [0006]    For a playing experience that more accurately captures the experience of professional football or another sport, it would be advantageous to be able to hide from an opponent a selected player formation and play selection until the play actually begins. Similarly, in other computer games such as war games and role-playing games, it is desirable to be able to hide from other players certain properties—e.g., equipment, disposition of forces, etc.—held by each player while making this information available to the player holding these properties. At the same time, any secrecy that is achieved should not detract from the playability of the game and should make efficient use of display screen resources. 
         [0007]    In the present invention, a signal processor is inserted in the link between the game console and the television set and auxiliary displays are provided that are visible only to individual players. The signal processor detects certain frames containing information that should not be displayed to all players, removes that information from the signal to the television and displays it instead on the appropriate auxiliary display. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0008]    These and other objects, features and advantages of my invention will be more readily apparent from the following Detailed Description in which: 
           [0009]      FIG. 1  is a block diagram of a first illustrative embodiment of circuitry of the invention; 
           [0010]      FIGS. 2A ,  2 B and  3  through  6  are illustrations of team choose screens, formation selection screens and play selection screens of illustrative embodiments of the invention; 
           [0011]      FIGS. 7 and 8  are illustrations of alternative television play call screens of an illustrative embodiment of the invention; 
           [0012]      FIGS. 9 and 10  are flowcharts depicting operation of illustrative embodiments of a process of the invention; 
           [0013]      FIG. 11  is a flowchart depicting further details of one illustrative embodiment of a process of the invention; and 
           [0014]      FIG. 12  is a flowchart depicting further details of another illustrative embodiment of a process of the invention; and 
           [0015]      FIGS. 13 and 14  are illustrations of television play call screens of the prior art. 
       
    
    
     DETAILED DESCRIPTION 
       [0016]    In the present invention, a signal processor is inserted in the link between the game console and the television set; and auxiliary displays are provided that are visible only to individual players. Advantageously, each auxiliary display is mounted on a player&#39;s controller or on his forearm. The auxiliary displays can also be placed on any flat surface such as a table or a floor or rested in the player&#39;s lap. 
         [0017]      FIG. 1  is a schematic illustration of a signal processor  100  and an auxiliary display  170  of a first illustrative embodiment of circuitry of the invention. Preferably, each player has his own auxiliary display  170  and, in one embodiment of the invention, each auxiliary display is connected to its own signal processor  100 . The signal processors  100  are daisy chained together as described below. 
         [0018]    Signal processor  100  receives the television signal from a game console  10 , detects certain frames that are to be modified in accordance with the invention, sends a first portion of such frames to auxiliary display  170  and sends the remainder on to television  20 . In the case of Madden &#39;07 and similar games, the frames that are modified are the formation selection screens and the play selection screens. In other contexts, the frames that are modified are those containing information to be observed by only a limited number of people. Typically, the video signal from the game console is an analog NTSC video signal. For processing such a signal, signal processor  100  comprises a signal port  102 , an analog to digital converter (ADC)  105 , a central processing unit (CPU)  110 , a comparator  115  and switches  117 ,  118 , memory such as ROM  120  and RAM  125 , flip-flops  127 ,  128 , a digital to analog converter (DAC)  130 , and a communications interface  135  such as a wireless chipset. While a wireless connection is preferred between signal processor  100  and auxiliary display  170 , a wired connection can be used. 
         [0019]    Signal processor  100  also includes a bidirectional daisy chain port  140  to which the signal input  102  of another signal processor  100  (not shown) may be connected, an Internet service port  145  and a power supply. Separate signal processors  100  (and auxiliary displays  170 ) for each player are daisy chained together by connecting the port  102  of a downstream signal processor to daisy chain port  140  of the upstream signal processor. An amplifier  142  amplifies the video signal supplied to daisy chain port  140  and the downstream processor. Certain status signals are provided by the downstream processor to the upstream processor. The status signals are used in determining the extent of the modification made in the video signals sent to the television set. The power supply preferably includes an alternating current input  152  with an adapter  154  for producing DC power for the signal processor. Advantageously, the power supply can also recharge auxiliary display  170  through a recharge circuit  156  and removable power cable  158 . 
         [0020]    Auxiliary display  170  comprises a communication interface  175  such as a wireless chipset, flip-flops  177 , a display driver  180 , a display  185  such as a liquid crystal display (LCD) or liquid crystal on silicon (LCOS), a power supply  190  such as a battery and a selection button  195  and associated logic  197 . 
         [0021]    In operation, audio signals from the game console are received at port  102 , delayed by delay circuit  164  an amount equal to any processing delay encountered by the video signal and forwarded on to the television set from output  166 . Video signals are received at port  102  and provided to switch  117 , ADC  105  and amplifier  142 . The signal provided to the amplifier  142  is output through port  140  to another signal processor if one is connected to the output port. The signal provided to ADC  105  is converted to a digital signal, stored temporarily in flip-flops  127  and compared by comparator  115  with a digital signature stored in ROM  120 . Illustratively, the digital signature used in this comparison is a generic representation of formation selection screen  1300  and play selection screen  1400  and is referred to below as a play call screen signature. 
         [0022]    If the digital signature is not detected in the comparison, the analog video signal received at the video input  102  is passed through switch  117  without any alteration and provided to output port  166  and to television set  20 . At the same time, a null output (all zeroes) is provided by switch  118  to flip-flops  128  and is transmitted by wireless chipset  135  to auxiliary display  170 . As a result, nothing is displayed on the auxiliary display. If the digital signature is detected in the comparison, switch  117  is operated so that no more than a portion of the video signal received at input  102  is provided to output port  166 . In particular, in the case of Madden &#39;07, if the team associated with processor  100  has the ball, the offensive player formation selection and play selection boxes are not forwarded to output port  166 . Rather, switch  118  is operated so that at least the digital version of the offensive player formation selection and play selection boxes is provided to flip-flops  128  and is transmitted by wireless chipset  135  to auxiliary display  170 . Whether the defensive player formation selection and play selection boxes are displayed depends on a signal received from the downstream processor. Conversely, if the team associated with processor  100  does not have the ball, the defensive player formation selection and play selection boxes are not forwarded to output port  166 ; and switch  118  is operated so that at least the digital version of the defensive player formation selection and play selection boxes is provided to flip-flops  128  and transmitted by wireless chip set  135  to auxiliary display  170 . Similarly, whether the offensive player formation selection and play selection boxes are displayed depends on a signal received from the downstream processor. 
         [0023]    In like fashion, video signals provided through port  140  of a first (or main) signal processor to port  102  of a second signal processor will be processed by the second signal processor. Thus, the second signal processor (and any additional downstream daisy chained processor) will compare the same video signals as the first signal processor using a digital signature stored in its ROM  120 . If the digital signature is detected in the comparison, a flag is set and forwarded back to the first (or main) signal processor and a portion of the video signal is provided to the auxiliary display associated with that second signal processor. In particular, if the team associated with the second signal processor has the ball, at least the digital version of the offensive player formation selection and play selection boxes is provided to flip-flops  128  and is transmitted by wireless chipset  135  of the second signal processor to the second auxiliary display. Conversely, if the team associated with the second signal processor does not have the ball, at least the digital version of the defensive player formation selection and play selection boxes is provided to flip-flops  128  and is transmitted by wireless chipset  135  of the second signal processor to the second auxiliary display. The flag that is forwarded causes the first (or main) processor to blank from the screen on television  20  the information on the second auxiliary display. 
         [0024]    Specific teams are associated with a specific processor and auxiliary display at the beginning of play. The teams may be identified by logos, names or other unique identifiers or simply “HOME and AWAY.”  FIG. 2A  depicts a team choose screen as displayed on television  20  with team logos displayed in boxes on the left and right sides of the screen. Square box  200  in  FIG. 2A  is a selection box that is shifted left or right by clicking on a button on the auxiliary display. A team is selected by moving the box so that it is over the logo and double clicking. Once a team is selected, that auxiliary display and the processor it communicates with are associated with that team; and the player using that processor and auxiliary display is on the offensive or defensive depending on which team has the ball as specified by the location of possession dots  1370 ,  1470  on scoreboards  1390 ,  1490 , respectively. 
         [0025]      FIG. 2B  depicts a team choose screen with the identification “HOME” and “AWAY” displayed in boxes. Square box  200 B in  FIG. 2B  is a selection box that is shifted left or right by clicking on a button on the auxiliary display. A team is selected by moving box  200 B so that it is over “HOME” or “AWAY” and double clicking. Again, once a team is selected, that auxiliary display and the processor it communicates with are associated with that team; and the player using that processor and auxiliary display is on the offensive or defensive depending on which team has the ball as specified by the location of the possession dot on the scoreboard. 
         [0026]      FIGS. 3 and 4  depict the offensive player&#39;s formation selection and play selection boxes that are presented on auxiliary display  170 ; and  FIGS. 5 and 6  depict the defensive player&#39;s formation selection and play selection boxes that are presented on auxiliary display  170 . Each player scrolls through a series of possible player formations until he selects one; and then he selects one of several possible plays from that formation.  FIGS. 3 and 5  depict the singleback offensive formation and the 3-4 defensive formation, respectively, at the time of their selection.  FIGS. 4 and 6  depict three plays that may be selected from the singleback offensive formation and three plays that may be selected from the 3-4 defensive formation. This is the formation selection and play selection information obscured from the screen of television  20 . A play clock  450 ,  650  is in the upper right corner of  FIGS. 4 and 6 . 
         [0027]      FIGS. 7 and 8  depict alternative play call screens  700 ,  800  that are displayed on the television screen in accordance with the invention. In contrast to the prior art displays of  FIGS. 13 and 14 , in  FIG. 7  the offensive player&#39;s formation selection and play selection have been obscured in box  720 . In like fashion, the defensive player&#39;s formation selection and play selection can be obscured in box  710 . In  FIG. 8 , both players&#39; formation selections and play selections have been obscured in boxes  810  and  820 . As a result, one or both players must select his formation and play without information about his opponent&#39;s formation and play. 
         [0028]      FIG. 9  is a flowchart depicting the overall operation of one embodiment of the invention. At step  910 , the next screen of the video signal is obtained. At step  920 , the next screen is tested to determine if it contains information that is to be concealed. Typically, this test is performed by comparing the screen with a signature that identifies screens containing information that is to be concealed. If such information is not present in the next screen, the next screen is displayed to all at step  930 . Otherwise, at step  940  at least the information that is to be concealed is displayed on the auxiliary display  170  and any remaining information is displayed to all. 
         [0029]      FIG. 10  is a flowchart depicting the operation of an embodiment of the invention to process the signals received from the game console so as to identify formation selection and play selection screens and send certain information on such screens to the individual player displays and not to the television. Basically, the software remains in a loop until it detects a frame that is a formation selection or play selection screen. This detection is made by obtaining successive screens at step  1010  and by comparing each screen with a known digital play call screen signature that is stored in ROM  120 . If a play call screen is not detected, the screen is displayed to all at step  930 . Upon detecting such a frame, offensive or defensive player formation selection and play selection boxes are removed at step  1040  from the signals being sent to the television screen  20  and provided to the auxiliary display  170 . 
         [0030]      FIG. 11  is a flowchart depicting details of the operation of a first embodiment of software that controls the signal processor  100 . The software remains in a loop until it detects a frame that is a formation selection screen or a play selection screen. This detection is made by comparing the frame with a digital play call signature that is stored in ROM  120 . Upon detecting a play call screen, teams are selected if they have not already been selected; and if they have been selected, offensive or defensive player formation selection or play selection boxes are removed from the signals being sent to the television screen  20  and provided to the auxiliary display  170 . In this embodiment, team logos are used and the information stored in ROM  120  includes an array that associates play call screen team signatures with team helmet graphics for each team. 
         [0000]                                            key   value                           play call screen team signature0   team helmet graphic0           play call screen team signature1   team helmet graphic1           .   .           .   .           .   .           play call screen team signature28   team helmet graphic28                        
The information stored in ROM  120  also includes all operating system functions, all predetermined banners (e.g., PICK YOUR PLAY ( FIGS. 7 and 8 ), client-side updating firmware, possession dot signature, common play clock signature, 10 second play clock signature, play call screen signatures and play call box signatures. The play call screen team signatures are used to identify logos  1330  in scoreboard  1390  or  1490 . The possession dot signature, is used to locate possession dot  1370  on scoreboard  1390  or dot  1470  on scoreboard  1490  so as to determine which team (home or away) has the ball. The common play clock signature and the 10 second play clock signature are used to locate and read the time on play clock  1350 , and the play call screen signature is used to identify the player formation selection and play selection screens, and the play call box signatures are used to identify formation selection boxes  1310  and  1320  and play selection boxes  1410  and  1420 .
 
         [0031]    Illustratively, the operating system functions are screenCheck  1115 , readTeams  1120 , loadTeams  1125 , showTeams  1130 , chooseTeams  1140 , unloadTeams  1145 , swapTeams  1150 , setRemoveBothPlayBoxesFlags  1155 , clearAuxiliaryDisplay (clrAuxDisp)  1110 , read Plays  1160 , showPlays  1165  and sendUpstream. Details of these functions are set forth below. 
         [0000]    
       
         
               
             
               
               
             
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
           
               
                   
               
             
             
               
                 screenCheck 
               
             
          
           
               
                 1 
                 read current screen from flip flops into comparator 
               
               
                 2 
                 compare current screen to the play call screen signature 
               
               
                 3 
                 if current screen is play call screen { 
               
             
          
           
               
                 if teamChoiceFlag is null { 
               
               
                 call readTeams function 
               
               
                 } 
               
               
                 else if teamChoiceFlag is not null 
               
               
                 call readPlays function 
               
               
                 } 
               
               
                 else 
               
               
                 call screenCheck function (recursive call) 
               
             
          
           
               
                 readTeams 
               
             
          
           
               
                 1 
                 read away and home team logos from current screen into RAM 
               
               
                 2 
                 call loadTeams function 
               
             
          
           
               
                 loadTeams 
               
             
          
           
               
                 1 
                 compare the away and home team logos from the current screen with all of the play call 
               
             
          
           
               
                 screen team signatures stored in ROM 
               
             
          
           
               
                 2 
                 load the matching team helmet graphics into RAM 
               
               
                 3 
                 call showTeams function 
               
             
          
           
               
                 showTeams 
               
             
          
           
               
                 1 
                 send the matching team helmet graphics to the auxiliary display screen 
               
               
                 2 
                 call chooseTeams function 
               
             
          
           
               
                 chooseTeams 
               
             
          
           
               
                 1 
                 move team selection box left or right 
               
               
                 2 
                 set teamChoiceFlag (0 = home team, 1 = away team) 
               
               
                 3 
                 if this signal processor is not the main signal processor 
               
               
                   
                 call sendUpstream function, passing this signal processor&#39;s teamChoiceFlag 
               
               
                 4 
                 call unloadTeams function 
               
             
          
           
               
                 unloadTeams 
               
             
          
           
               
                 1 
                 delete away and home team logos and helmet graphics from RAM 
               
               
                 2 
                 call clrAuxDisp function. 
               
             
          
           
               
                 swapTeams 
               
             
          
           
               
                 1 
                 if teamChoiceFlag is not null 
               
             
          
           
               
                 toggle teamChoiceFlag 
               
             
          
           
               
                 2 
                 if this signal processor is not main signal processor 
               
               
                   
                 call sendUpStream function, passing this signal processor&#39;s teamChoiceFlag 
               
               
                 3 
                 call clrAuxDisp function. 
               
             
          
           
               
                 setRemoveBothPlayBoxesFlag-(receives the teamChoiceFlag from downstream signal processor) 
               
             
          
           
               
                 1 
                 if the main signal processor&#39;s removeBothPlayBoxesFlag is not set 
               
             
          
           
               
                 AND 
               
               
                 if the teamChoiceFlag from the downstream processor is different from the main processor&#39;s 
               
               
                 teamChoiceFlag, 
               
               
                 set the main processor&#39;s removeBothPlayBoxesFlag 
               
             
          
           
               
                 2 
                 call clrAuxDisp function. 
               
             
          
           
               
                 clrAuxDisp 
               
             
          
           
               
                 1 
                 clear the auxiliary display screen 
               
               
                 2 
                 call screenCheck function 
               
             
          
           
               
                 readPlays 
               
             
          
           
               
                 1 
                 if the main processor&#39;s removeBothPlayBoxesFlag is set, 
               
             
          
           
               
                 replace both play call boxes with predetermined banners (FIG. 8) 
               
             
          
           
               
                 2 
                 if teamChoiceFlag is set to the home team and the home team has the ball 
               
             
          
           
               
                 OR 
               
               
                 if teamChoiceFlag is set to the away team and the away team has the ball{ 
               
               
                 read offensive formation selection box/play selection box and common play clock into RAM 
               
               
                 if the main processor&#39;s removeBothPlayBoxesFlag is not set 
               
               
                 replace the offensive play call box with a predetermined banner (FIG. 7) 
               
               
                 } 
               
               
                 else if teamChoiceFlag is set to the home team and the away team has the ball 
               
               
                 OR 
               
               
                 if teamChoiceFlag is set to the away team and the home team has the ball{ 
               
               
                 if 10 second play clock is not showing 
               
               
                 read defensive formations/plays and common play clock into RAM 
               
               
                 else if 10 second play clock is showing 
               
               
                 read defensive formations/plays and 10 second play clock into RAM 
               
               
                 if the main processor&#39;s removeBothPlayBoxesFlag is not set 
               
               
                 replace the defensive play call box with a predetermined banner 
               
               
                 } 
               
             
          
           
               
                 3 
                 call showPlays function 
               
             
          
           
               
                 showPlays 
               
             
          
           
               
                 1 
                 send the formation selection box/play selection box and play clock to auxiliary display 
               
             
          
           
               
                 screen 
               
             
          
           
               
                 2 
                 call screenCheck function 
               
             
          
           
               
                 sendUpstream 
               
             
          
           
               
                   
                 send this signal processor&#39;s teamChoiceFlag to the next upstream signal processor. 
               
               
                   
               
             
          
         
       
     
         [0032]    As soon as signal processor  100  boots up, it loads the following into RAM  125  from ROM  120 : 
         [0033]    all operating system functions 
         [0034]    all predetermined banners (if this signal processor is the main signal processor) 
         [0035]    the possession dot signature 
         [0036]    the common play clock signature 
         [0037]    the 10 second play clock signature 
         [0038]    the play call screen signature 
         [0039]    the play call box signature. 
         [0040]    Throughout the running of the signal processor functions, these items will be loaded into RAM: 
         [0041]    play call screen away team signature 
         [0042]    play call screen home team signature 
         [0043]    away team helmet graphic 
         [0044]    home team helmet graphic 
         [0045]    teamChoiceFlag. 
         [0046]    As will be apparent from the foregoing descriptions of the operating system functions, screen check (paragraph 0031) tests for the presence of a play call screen in the incoming video signal; readPlays (paragraph 0040) obscures the player&#39;s formation selection and play selection boxes in elements  720  of  FIG. 7  and elements  810 ,  820  of  FIG. 8 ; and showPlays (paragraph 0041) sends the formation selection and play selection boxes to auxiliary display  170 . 
         [0047]      FIG. 12  is a flowchart depicting the operation of a second embodiment of software that controls the signal processor  100 . In this embodiment team logos are not used. Again, the software remains in a loop in the screenCheck function until it detects a frame that is a formation selection or play selection screen. This detection is made by comparing each screen with a known digital play call signature that is stored in ROM  120 . Upon detecting a play call screen, teams are selected if they have not already been selected; and if they have been selected, offensive or defensive player formation selection or play selection boxes are detected by comparison with a play call box signature and are removed from the signals being sent to the television screen  20  and provided to the auxiliary display  170 . 
         [0048]    Most of the functions are the same as those described in connection with  FIG. 11A  and bear the same number. However, there are no readTeams, loadTeams, showTeams or unloadTeams functions and the function calls of screenCheck and chooseTeams are modified appropriately. The same information is stored in ROM  120  as in the embodiment of  FIG. 11A  except there is no array that associates play call screen team signatures with team helmet graphics. 
         [0000]    
       
         
               
             
               
               
             
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
           
               
                   
               
             
             
               
                 screenCheck 
               
             
          
           
               
                 1 
                 read current screen from flip flops into comparator 
               
               
                 2 
                 compare current screen to the play call screen signature 
               
               
                 3 
                 if current screen is play call screen { 
               
             
          
           
               
                 if teamChoiceFlag is null { 
               
               
                 } 
               
               
                 call chooseTeams function 
               
               
                 else if teamChoiceFlag is not null 
               
               
                 call readPlays function 
               
               
                 } 
               
               
                 else 
               
               
                 call screenCheck function (recursive call) 
               
             
          
           
               
                 chooseTeams 
               
             
          
           
               
                 1 
                 move team selection box left and right 
               
               
                 2 
                 set teamChoiceFlag (0 = home team, 1 = away team) 
               
               
                 3 
                 if this signal processor is not the main signal processor 
               
               
                   
                 call send Upstream function, passing this signal processor&#39;s teamChoiceFlag 
               
               
                 4 
                 call closeAuxDisp function 
               
             
          
           
               
                 swapTeams 
               
             
          
           
               
                 1 
                 if teamChoiceFlag is not null 
               
             
          
           
               
                 toggle teamChoiceFlag 
               
             
          
           
               
                 2 
                 if this signal processor is not the main signal processor 
               
               
                   
                 call send Upstream function, passing this signal processor&#39;s teamChoiceFlag 
               
               
                 3 
                 call clrAuxDisp function 
               
             
          
           
               
                 setRemoveBothPlayBoxesFlag-(receives the teamChoiceFlag) from the downstream signal processor 
               
             
          
           
               
                 1 
                 if the main signal processor&#39;s removeBothPlayBoxesFlag is not set 
               
             
          
           
               
                 AND 
               
               
                 if the teamChoiceFlag from the downstream signal processor is different from the main 
               
               
                 processor&#39;s teamChoiceFlag 
               
               
                 set the main processor&#39;s removeBothPlayBoxesFlag 
               
             
          
           
               
                 2 
                 call clrAuxDisp function 
               
             
          
           
               
                 clrAuxDisD 
               
             
          
           
               
                 1 
                 clear the auxiliary display screen 
               
               
                 2 
                 call screenCheck function 
               
             
          
           
               
                 readPlays 
               
             
          
           
               
                 1 
                 if the main processor&#39;s removeBothPlayBoxesFlag is set 
               
             
          
           
               
                 replace both play call boxes with predetermined banners (FIG. 8) 
               
             
          
           
               
                 2 
                 if teamChoiceFlag is set to the home team and the home team has the ball 
               
             
          
           
               
                 OR 
               
               
                 if teamChoiceFlag is set to the away team and the away team has the ball{ 
               
               
                 read offensive formations/plays and common play clock into RAM 
               
               
                 if the main processor&#39;s removeBothPlayBoxesFlag is not set 
               
               
                 replace the offensive play call box with a predetermined banner (FIG. 7) 
               
               
                 } 
               
               
                 else if teamChoiceFlag is set to the home team and the away team has the ball 
               
               
                 OR 
               
               
                 if teamChoiceFlag is set to the away team and the home team has the ball{ 
               
               
                 if 10 second play clock is not showing 
               
               
                 read defensive formations/plays and common play clock into RAM 
               
               
                 else if 10 second play clock is showing 
               
               
                 read defensive formations/plays and 10 second play clock into RAM 
               
               
                 if the main processor&#39;s removeBothPlayBoxesFlag is not set 
               
               
                 replace the defensive play call box with a predetermined banner 
               
               
                 } 
               
             
          
           
               
                 3 
                 call showPlays function 
               
             
          
           
               
                 showPlays 
               
             
          
           
               
                 1 
                 send the formation selection and play selection boxes and play clock to auxiliary display 
               
             
          
           
               
                 screen 
               
             
          
           
               
                 2 
                 call screenCheck function 
               
             
          
           
               
                 sendUpstream 
               
             
          
           
               
                   
                 send this signal processor&#39;s teamChoiceFlag to the next upstream signal processor. 
               
               
                   
               
             
          
         
       
     
         [0049]    As in the case of the embodiment of  FIG. 11 , as soon as signal processor  100  boots up, it loads the following into RAM  125  from ROM  120 : 
         [0050]    all operating system functions 
         [0051]    all predetermined banners (if this signal processor is the main signal processor) 
         [0052]    the possession dot signature 
         [0053]    the common play clock signature 
         [0054]    the 10 second play clock signature 
         [0055]    the play call screen signature 
         [0056]    the play call box signature. 
         [0057]    Throughout the running of the signal processor functions, this item will be loaded into RAM: 
         [0058]    teamChoiceFlag. 
         [0059]    As will be apparent from the foregoing descriptions of the operating system functions, screen check (paragraph 0048) tests for the presence of a play call screen in the incoming video signal; readPlays (paragraph 0053) obscures the player&#39;s formation selection and play selection boxes in elements  720  of  FIG. 7  and elements  810 ,  820  of  FIG. 8 ; and showPlays (paragraph 0054) sends the formation selection and play selection boxes to auxiliary display  170 . 
         [0060]    Numerous variations may be made in the practice of the invention. While the invention has been described in the context of a system that includes an auxiliary display and a processor for each competing player, the invention may also be practiced using a single processor with multiple auxiliary displays. Further, while the invention has been described in the context of a videogame connected to a television set, other types of displays may also be used; and while the invention has been described in the context of a football videogame, the invention is not limited to such a game nor is it limited to games of any sort.