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How Early Video Games Synchronized Gameplay Over Modems

A 1998 patent describing a method to keep two remote video games in sync by exchanging command signals and timing codes over a modem connection.

Granted 2000ExpiredExpired 2018Owned by MILTON HAROLD WInvented by Jeffrey Tenenbaum, Peter Hochstein

Original patent title: “USRE36574E - Video game

Plain-English explanation by SahiLast reviewed · June 15, 2026

A 1998 patent describing a method to keep two remote video games in sync by exchanging command signals and timing codes over a modem connection. Granted to MILTON HAROLD W in 2000 with 21 claims and 16 forward citations.

Key facts

Patent numberUS RE36574
StatusExpired
FieldConsumer Electronics
AssigneeMILTON HAROLD W
InventorsJeffrey Tenenbaum, Peter Hochstein
Filed1998
Granted2000
Claims21
Times cited16
LitigationNone on record
Value · $39K$124KMinimal

Coverage

What does this patent actually cover?

This patent describes a hardware assembly that sits between a video game console and a modem to enable remote multiplayer gaming. It captures player inputs (like button presses) from the local console and receives similar inputs from a remote player via a data link. A synchronizer component then ensures these two sets of inputs are fed into the game's processor at the same time. It also uses a counting mechanism to track when the game states drift apart; if the synchronization codes don't match for a set number of cycles, the system retrieves stored player parameters to re-align the games.

The gap

What does this patent NOT cover?

  • Does not cover modern high-speed internet multiplayer architectures that rely on server-side state reconciliation.
  • Does not cover wireless or Bluetooth-based controller synchronization.
  • Does not cover cloud gaming where the game logic runs on a remote server rather than a local console.
  • Does not cover synchronization methods that do not utilize a specific local and remote synchronization code comparison.

These exclusions are unique to PatentBrief — derived from the actual claim language, not patent-office boilerplate.

What made this novel

Instead of trying to sync the entire game state (which was too much data for 1990s modems), it only synchronizes the input commands and uses a counter to detect when the two consoles have drifted out of sync.

USRE36574E - Video game(Primary claim)consumer electronicsgamingtelecommunications

Schematic visualization of the patent's claim structure. Hand-drawn diagrams in progress for each landmark patent.

Where you've seen this

Real-world examples

01

Early dial-up modem adapters for 8-bit and 16-bit consoles

02

Peer-to-peer multiplayer configurations for early PC gaming

03

Modem-based game link peripherals

Why it matters

The bigger picture

This patent represents an era when developers were solving the fundamental problem of 'lag' and state divergence in early dial-up multiplayer gaming. It highlights the transition from local-only play to the networked experiences that define modern gaming, specifically addressing how to keep two consoles running the same game logic simultaneously over slow, unreliable phone lines.

Filed

February 9, 1998

Granted

February 15, 2000

Market context

Who's building on this

Companies in this space

While this specific patent is historical, the foundational principles of input synchronization are still used by companies like Sony, Microsoft, and Nintendo in their peer-to-peer networking stacks for console gaming. Modern netcode development has evolved far beyond this, but the concept of input-based synchronization remains a core component of fighting game netcode.

Market impact

This patent reflects the technical hurdles of the pre-broadband era, where developers had to invent clever workarounds to enable remote play. It helped define the early landscape of console-to-console communication before the industry standardized on centralized server architectures.

Claim 1 — Plain English

What this patent covers

This patent describes a hardware assembly that sits between a video game console and a modem to enable remote multiplayer gaming. It captures player inputs (like button presses) from the local console and receives similar inputs from a remote player via a data link. A synchronizer component then ensures these two sets of inputs are fed into the game's processor at the same time. It also uses a counting mechanism to track when the game states drift apart; if the synchronization codes don't match for a set number of cycles, the system retrieves stored player parameters to re-align the games.

The clever bit

Instead of trying to sync the entire game state (which was too much data for 1990s modems), it only synchronizes the input commands and uses a counter to detect when the two consoles have drifted out of sync.

What it does not cover

  • Does not cover modern high-speed internet multiplayer architectures that rely on server-side state reconciliation.
  • Does not cover wireless or Bluetooth-based controller synchronization.
  • Does not cover cloud gaming where the game logic runs on a remote server rather than a local console.
  • Does not cover synchronization methods that do not utilize a specific local and remote synchronization code comparison.

Patent timeline

Filing

Application submitted to the patent office

Publication

Application published, typically 18 months after filing

Grant

Patent officially issued

PatentBrief Score

Impact Score

Early stage

Citation count

25/40

Moderately cited

Claim breadth

14/20

Broad claimsclaimsThe numbered statements at the end of a patent that legally define what the inventor owns.Read more →

Recency

0/20

Older than 20 years

Assignee scale

0/20

Independent or smaller assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →

PatentBrief Impact Score — based on citation count, claim breadth, recency, and assignee scale. Not a legal assessment.

Heuristic Value Estimate

What this patent might be worth

Minimal

$39K$124K

Midpoint $77K · expired or expiring · industry ×2.2

Adjust inputs →

Heuristic only — blends forward/backward citation counts, claim scope, time remaining, litigation history, and CPC-derived industry baseline. Real valuations need a professional appraisal.

The original legal language

Original claims

21 claims as filed with the patent office.

Concepts involved

ClaimPrior artNon-obviousnessNoveltySpecificationAssigneePatent term

Citations

Patent lineage

Cites earlier patents

19

earlier patents this invention cites as foundations

View prior art →

Cited by later patents

16

later patents that build on this invention

View patents →

Cite this patent

Tenenbaum, J., & Hochstein, P. (2000). How Early Video Games Synchronized Gameplay Over Modems (U.S. Patent No. RE36,574). U.S. Patent and Trademark Office. https://patentbrief.org/patent/us/RE36574/game-boy

Auto-generated from the patent record. Double-check author order and the issue date against the official USPTO document before submitting.

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Common Questions

Frequently Asked Questions

What does How Early Video Games Synchronized Gameplay Over Modems cover?

A 1998 patent describing a method to keep two remote video games in sync by exchanging command signals and timing codes over a modem connection.

Who owns patent US RE36574?

MILTON HAROLD W owns this patent, granted in 2000.

When does this patent expire?

This patent has expired and is now in the public domain — anyone can use the invention freely.

What is patent US RE36574 cited by?

This patent has been cited by 16 later patents that build on its ideas.

What problem does this patent solve?

This patent represents an era when developers were solving the fundamental problem of 'lag' and state divergence in early dial-up multiplayer gaming. It highlights the transition from local-only play to the networked experiences that define modern gaming, specifically addressing how to keep two consoles running the same game logic simultaneously over slow, unreliable phone lines.

What does this patent NOT cover?

Does not cover modern high-speed internet multiplayer architectures that rely on server-side state reconciliation.

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Last reviewed: June 15, 2026 · PatentBrief is not a law firm and this is not legal advice.