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US5411272A Expired / Lapsed US ⏱️ 0.0 years remaining

Video game with spiral loop graphics

Assignee: Sega of America Inc
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Filing: 1993-11-18
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Granted: 1995-05-02
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Expires: 2013-11-18
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Abstract

Abstract A method is provided for controlling the appearance of a video game game character, as the character traverses a path displayed on a display screen; wherein the method is used in a video game system which includes a graphics controller, digital memory and a display screen, the method comprises the steps of: displaying a banked path segment in which the game character is displayed upright at at least one location on the banked path and is displayed upside down at at least one other location on this banked path; storing multiple sprite patterns representative of the appearance of the character at different locations on the banked path as the character traverses the banked path; tracking the character location on the banked path as the character traverses the banked path; retrieving the stored sprite patterns that portray the character at different locations on the banked path; and displaying a character using the retrieved patterns such that the character has different appearances at different locations on the banked path.

Inventors

  • 👤 Yuji Naka
  • 👤 Masanobu Yamamoto

Bibliographic Details

Application Number —
Jurisdiction US
Data Source google_patents
Last Synchronized 2026-10-26 15:39
CPC Classifications
A; A63; A63F; A63F13/00; A63F13/55; A63F13/57; G; G09; G09G; G09G1/00; G09G1/007; A63F13/50; A63F13/52; A63F13/525; A63F13/5258; G09G5/00; G09G5/42; A63F2300/00; A63F2300/20; A63F2300/203; A63F2300/60; A63F2300/64; A63F2300/66; A63F2300/6607; Y; Y10; Y10S; Y10S345/00; Y10S345/949; Y10S345/95; Y10S345/953; Y10S345/959

Claims Analysis

Total Claims: 12
Claim 1
Independent Claim 163 words
A method for controlling the appearance of a video game character as the character traverses a path displayed on a display screen; wherein the method is used in a video game system which includes a graphics controller, digital memory and the display screen, the method comprising the steps of: displaying a banked path segment in which the game character is displayed sideways at at least one location on the banked path; storing in the digital memory multiple sprite patterns representative of the appearance of the character at different locations on the banked path as the character traverses the banked path; tracking character location on the banked path as the character traverses the banked path; retrieving from the digital memory the sprite pattern that is representative of the appearance of the character at a respective location on the banked path; and displaying the character with an appearance dictated by the retrieved sprite pattern as the character traverses the respective location on the banked path.
Claim 2
Independent Claim 163 words
A method for controlling the appearance of a video game character as the character traverses a path displayed on a display screen; wherein the method is used in a video game system which includes a graphics controller, digital memory and the display screen, the method comprising the steps of: displaying a banked path segment in which the game character is displayed sideways at at least one location on the banked path; storing in the digital memory multiple sprite patterns representative of the appearance of the character at different locations on the banked path as the character traverses the banked path; tracking character location on the banked path as the character traverses the banked path; retrieving from the digital memory the sprite pattern that is representative of the appearance of the character at a respective location on the banked path; and displaying the character with an appearance dictated by the retrieved sprite pattern as the character traverses the respective location on the banked path.
Claim 3
Dependent Claim 28 words
The method of claim 1 wherein the character is displayed upright at either end of the banked path and is displayed upside down part-way through the banked path.
Claim 4
Dependent Claim 25 words
The method of claim 1 wherein the character is displayed partially obscured from view during traversal of at least one segment of the banked path.
Claim 5
Dependent Claim 24 words
The method of claim 1 wherein said step of tracking includes tracking a horizontal component of progress of the character along the banked path.
Claim 6
Dependent Claim 59 words
The method of claim 1 wherein said step of tracking includes tracking a horizontal component of progress of the character along the banked path; and including the further step of: storing in the digital memory cross-references between the horizontal component of progress of the character along the banked path and possible locations of the character on the display screen.
Claim 7
Dependent Claim 112 words
The method of claim 1 wherein said step of tracking includes tracking a horizontal component of progress of the character along the banked path; and including the further step of: storing in the digital memory a cross-reference between the horizontal component of progress of the character along the banked path and location of the character on the display screen; and wherein the stored cross-reference accounts for offset of the displayed character from the banked path, the offset resulting in the character being displayed extending above the path when the character is displayed upright, the offset resulting in the character being displayed extending beneath the path when the character is displayed upside down.
Claim 8
Dependent Claim 52 words
The method of claim 1 including the further step of: storing priority information for the character and for the banked path such that such stored priority information results in the character being displayed partially obscured from view behind the banked path during traversal of at least one segment of the banked path.
Claim 9
Dependent Claim 24 words
The method of claim 1 including the further step of enforcing a minimum character speed as a prerequisite to traversal of the banked path.
Claim 10
Dependent Claim 68 words
The method of claim 1 including the further step of enforcing a minimum character speed as a prerequisite to traversal of the banked path by storing in the digital memory information concerning the instantaneous character speed and by accessing that stored speed information as the character enters the banked path and by precluding character entry onto the banked path if the character speed does not meet the minimum.
Claim 11
Independent Claim 201 words
A method for controlling the appearance of a video game character as the character traverses a path displayed on a display screen; wherein the method is used in a video game system which includes a graphics controller, digital memory and the display screen, the method comprising the steps of: displaying a corkscrew path segment which twists through 360 degrees and in which the game character is displayed upright at either end of the corkscrew path and is displayed upside down part-way through the corkscrew path; storing in the digital memory multiple sprite patterns representative of the appearance of the character at different locations on the corkscrew path as the character traverses the corkscrew path; storing in the digital memory cross-references between the horizontal component of progress of the character along the corkscrew path and individual stored sprite patterns; storing in the digital memory cross-references between the horizontal component of progress of the character along the corkscrew path and possible locations of the character on the display screen; tracking character location on the corkscrew path as the character traverses the corkscrew path; and displaying the character with an appearance dictated by the stored sprite patterns as the character traverses the corkscrew path.
Claim 12
Independent Claim 201 words
A method for controlling the appearance of a video game character as the character traverses a path displayed on a display screen; wherein the method is used in a video game system which includes a graphics controller, digital memory and the display screen, the method comprising the steps of: displaying a corkscrew path segment which twists through 360 degrees and in which the game character is displayed upright at either end of the corkscrew path and is displayed upside down part-way through the corkscrew path; storing in the digital memory multiple sprite patterns representative of the appearance of the character at different locations on the corkscrew path as the character traverses the corkscrew path; storing in the digital memory cross-references between the horizontal component of progress of the character along the corkscrew path and individual stored sprite patterns; storing in the digital memory cross-references between the horizontal component of progress of the character along the corkscrew path and possible locations of the character on the display screen; tracking character location on the corkscrew path as the character traverses the corkscrew path; and displaying the character with an appearance dictated by the stored sprite patterns as the character traverses the corkscrew path.

USPTO Annuity & Maintenance Windows

Annuity Stage Window Opens Payment Deadline Surcharge Period Until Estimated Fee Status
3.5 Years (Year 4) 1998-05-01 1998-10-31 1999-05-02 $2000.00 Window Closed / Lapsed
7.5 Years (Year 8) 2002-05-01 2002-10-31 2003-05-02 $3760.00 Window Closed / Lapsed
11.5 Years (Year 12) 2006-05-01 2006-10-31 2007-05-02 $7700.00 Window Closed / Lapsed

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