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US4462594A Expired / Lapsed US ⏱️ 0.0 years remaining

Video game with control of rate of movement of game objects

Assignee: Hasbro Inc
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Filing: 1982-09-29
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Granted: 1984-07-31
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Expires: 2002-09-29
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Abstract

Abstract A video game including a player operated device for controlling the velocity and direction of movement of a game object. The game player may generate a pulse train having a pulse repetition rate proportional to the desired velocity of the game object. A numerical value of the pulse rate as a function of a clock signal is established, and the numerical value is utilized to change the address of the game object in a video memory so that in successive frames of a video display the game object moves across the display screen.

Inventors

  • 👤 Eric Bromley
  • 👤 Robert A. Schenck

Bibliographic Details

Application Number —
Jurisdiction US
Data Source google_patents
Last Synchronized 2026-10-25 08:59
CPC Classifications
A; A63; A63F; A63F13/00; A63F13/20; A63F13/24; A63F13/40; A63F13/55; A63F13/57; G; G06; G06F; G06F3/00; G06F3/01; G06F3/03; G06F3/033; G06F3/0362; G06F3/037; G06F3/038; G09; G09G; G09G5/00; G09G5/42; A63F2300/00; A63F2300/10; A63F2300/1006; A63F2300/1043; A63F2300/60; A63F2300/64

Claims Analysis

Total Claims: 18
Claim 1
Independent Claim 124 words
A method of operating a video game to control the velocity of movement of a game object on a video display where a digital representation of at least one game object is stored in addressable locations in an addressable memory and read out from memory locations for display in accordance with the beam location on the video display, comprising the steps of generating rate pulses having a repetition rate proportional to the desired velocity of the game object, generating clock pulses, applying said rate pulses to a binary counter, transferring the number in said counter to a storage register upon occurrence of a clock pulse, and periodically changing the address of said object in said memory in accordance with the number in said register.
Claim 2
Independent Claim 124 words
A method of operating a video game to control the velocity of movement of a game object on a video display where a digital representation of at least one game object is stored in addressable locations in an addressable memory and read out from memory locations for display in accordance with the beam location on the video display, comprising the steps of generating rate pulses having a repetition rate proportional to the desired velocity of the game object, generating clock pulses, applying said rate pulses to a binary counter, transferring the number in said counter to a storage register upon occurrence of a clock pulse, and periodically changing the address of said object in said memory in accordance with the number in said register.
Claim 3
Dependent Claim 33 words
The method of claim 1 where said clock signal is a video refresh signal, and the address of said object in said memory is changed as a function of said video refresh signal.
Claim 4
Dependent Claim 31 words
The method of claim 1 where said step of generating pulses comprises providing a player rotatable member and generating pulses at a rate proportional to rate of rotation of said member.
Claim 5
Dependent Claim 45 words
The method of claim 1 further including the step of detecting the direction of rotation of said member and changing the address of said object in said memory as a function of the direction of rotation of said member and the number in said counter.
Claim 6
Independent Claim 192 words
A method of operating a video game to control the velocity of movement of a game object on a video display where a digital representation of at least one game object is stored in a randomly addressable location in an addressable memory and read out from memory locations for display in accordance with the beam location on the video display, comprising the steps of generating rate pulses having a repetition rate proportional to the desired velocity of the object, generating clock pulses, applying said clock pulses to a counter, transferring the count in said counter upon the occurrence of a rate pulse to a storage register and resetting said counter, whereby the number in said register is inversely proportional to the speed of the object, applying said rate pulses to a second counter, transferring the count in said counter to a second storage register upon the occurrence of a clock pulse and resetting said second counter, whereby the number in said second register is directly proportional to the speed of that object, and utilizing the number in one of said registers to change the address location of the object in said memory.
Claim 7
Independent Claim 192 words
A method of operating a video game to control the velocity of movement of a game object on a video display where a digital representation of at least one game object is stored in a randomly addressable location in an addressable memory and read out from memory locations for display in accordance with the beam location on the video display, comprising the steps of generating rate pulses having a repetition rate proportional to the desired velocity of the object, generating clock pulses, applying said clock pulses to a counter, transferring the count in said counter upon the occurrence of a rate pulse to a storage register and resetting said counter, whereby the number in said register is inversely proportional to the speed of the object, applying said rate pulses to a second counter, transferring the count in said counter to a second storage register upon the occurrence of a clock pulse and resetting said second counter, whereby the number in said second register is directly proportional to the speed of that object, and utilizing the number in one of said registers to change the address location of the object in said memory.
Claim 8
Dependent Claim 65 words
The method of claim 5, further including the step of sampling the number in at least one of said register and said second register, transferring the count in said sampled register to a third register if the count is not zero, and transferring the count in the other of said register and said second register to said third register if the sampled count is zero.
Claim 9
Dependent Claim 27 words
The method of claim 5, further including the step of indicating if the number transferred to said third register is from said first or said second register.
Claim 10
Dependent Claim 31 words
The method of claim 5 where said step of utilizing comprises adding the number in said third register to an address attribute of the address of said object in said memory.
Claim 11
Dependent Claim 155 words
In a video game comprising a video display, a video display memory having a plurality of addressable locations for storing indicia indicative of an object in a video display, said game providing a periodic pulse signal, means for periodically reading out objects from addresses in said video memory in a predetermined order to form successive video display frames, and a player controller coupled to said processor; said controller including player operable means for generating rate pulse at variable repetition rates, means for counting one of said rate pulses and said periodic pulses as a function of the other to establish a numerical value, said numerical value being indicative of a desired velocity of movement of an object to be displayed on said video display in succeeding display frames and means responsive to said numerical value to change the address of a picture element in said memory in accordance with the rate of the generated pulses.
Claim 12
Dependent Claim 155 words
In a video game comprising a video display, a video display memory having a plurality of addressable locations for storing indicia indicative of an object in a video display, said game providing a periodic pulse signal, means for periodically reading out objects from addresses in said video memory in a predetermined order to form successive video display frames, and a player controller coupled to said processor; said controller including player operable means for generating rate pulse at variable repetition rates, means for counting one of said rate pulses and said periodic pulses as a function of the other to establish a numerical value, said numerical value being indicative of a desired velocity of movement of an object to be displayed on said video display in succeeding display frames and means responsive to said numerical value to change the address of a picture element in said memory in accordance with the rate of the generated pulses.
Claim 13
Dependent Claim 73 words
The video game of claim 9 where said player operated means comprises a rotatable member, means responsive to rotation of said member for generating the pulses of the train at a rate proportional to the speed of rotation of said members, means for determining the direction of rotation of said member, said means for changing address further being effective to change the address in accordance with the direction of rotation of said member.
Claim 14
Dependent Claim 39 words
The video game of claim 10 wherein said means for counting is a bi-directional binary counter, having incrementing and decrementing inputs, and said pulses are applied to said inputs in accordance with the direction of rotation of said members.
Claim 15
Dependent Claim 172 words
In a video game comprising a video display, a video display memory having a plurality of addressable locations for storing indicia indicative of an object in a video display, each address location being defined by vertical and horizontal address attributes, said game providing a periodic pulse signal, means for periodically reading objects from addresses in said video memory and displaying the objects in a predetermined order to form video display frames; player operable means for selecting a desired direction of movement of an object and generating rate pulses at variable repetition rates, means for counting the number of rate pulses as a function of the periodic pulses to establish a numerical value, said numerical value being indicative of a desired velocity of movement of an object to be displayed on said video display in succeeding display frames, means for adding said numerical value to an address attribute of the object as a function of the desired direction of movement of the object to change the address of the object in said memory.
Claim 16
Dependent Claim 172 words
In a video game comprising a video display, a video display memory having a plurality of addressable locations for storing indicia indicative of an object in a video display, each address location being defined by vertical and horizontal address attributes, said game providing a periodic pulse signal, means for periodically reading objects from addresses in said video memory and displaying the objects in a predetermined order to form video display frames; player operable means for selecting a desired direction of movement of an object and generating rate pulses at variable repetition rates, means for counting the number of rate pulses as a function of the periodic pulses to establish a numerical value, said numerical value being indicative of a desired velocity of movement of an object to be displayed on said video display in succeeding display frames, means for adding said numerical value to an address attribute of the object as a function of the desired direction of movement of the object to change the address of the object in said memory.
Claim 17
Dependent Claim 48 words
The game of claim 12 where said counter is a bi-directional counter having incrementing and decrementing inputs, said rate pulses being applied to one of said inputs for a first selected direction of movement and applied to the other of said inputs for another selected direction of movement.
Claim 18
Dependent Claim 31 words
The game of claims 9 or 12 where said means for generating pulse comprises a player rotatable member and the direction of rotation determines the direction of movement of the object.

References Cited (Backward Citations)

US3778058A Cited
US4114882A Cited
US4148014A Cited

USPTO Annuity & Maintenance Windows

Annuity Stage Window Opens Payment Deadline Surcharge Period Until Estimated Fee Status
3.5 Years (Year 4) 1987-07-31 1988-01-30 1988-07-31 $2000.00 Window Closed / Lapsed
7.5 Years (Year 8) 1991-07-31 1992-01-30 1992-07-31 $3760.00 Window Closed / Lapsed
11.5 Years (Year 12) 1995-07-31 1996-01-30 1996-07-31 $7700.00 Window Closed / Lapsed

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