Patent US5755620A successfully refreshed from Google Patents.
US5755620A
Expired / Lapsed
US
⏱️ 0.0 years remaining
Game system and data processing method thereof
Assignee: Sega Corp
•
Filing: 1996-01-31
•
Granted: 1998-05-26
•
Expires: 2016-01-31
Abstract
Abstract There is provided a game system in which a virtual object such as a car is moved in virtual surroundings on a screen of a display. The system comprises an input device for providing from a player operating information concerning an expected motion of the object and an element for simulating the motion of the object in response to the provided information and in consideration of interaction forces between the object and the surroundings. The interaction forces are operated at least two positions of the object. The simulated results of the object Is displayed on the screen of the display.
Inventors
- 👤 Sohei Yamamoto
- 👤 Kenichi Yamamoto
- 👤 Shinobu Hayashi
- 👤 Satoshi Shiozaki
Bibliographic Details
Application Number
—
Jurisdiction
US
Data Source
google_patents
Last Synchronized
2026-10-31 09:48
CPC Classifications
A; A63; A63F; A63F13/00; A63F13/55; A63F13/57; A63F13/577; A63F13/10; A63F13/45; A63F13/80; A63F13/803; A63F2300/00; A63F2300/60; A63F2300/64; A63F2300/643; A63F2300/80; A63F2300/8017
Claims Analysis
Total Claims: 46
Claim 1
Independent Claim
67 words
A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object.
Claim 2
Dependent Claim
67 words
A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object.
Claim 3
Dependent Claim
20 words
The system of claim 1, wherein the object is a car realized by performing a program implemented in the system.
Claim 4
Dependent Claim
17 words
The system of claim 2, wherein the at least two positions are at wheels of the car.
Claim 5
Dependent Claim
21 words
The system of claim 3, further comprising means for virtually suppressing the motion of the car simulated by the simulating means.
Claim 6
Dependent Claim
44 words
The system of claim 2, wherein the simulating means includes a means for determining a collision caused on the screen between the car and at least one other car, and wherein the car and the at least one other car have an oval shape.
Claim 7
Dependent Claim
54 words
The system of claim 1, wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the object, and the displaying means includes an element that displays the calculated special effect on the screen together with the simulated motion of the object.
Claim 8
Dependent Claim
20 words
The system of claim 6, wherein the object is a car realized by performing a program implemented in the system.
Claim 9
Dependent Claim
31 words
The system of claim 1, further comprising: means for providing the inputted information from a player; and means for displaying simulated results of the object on the screen of the display.
Claim 10
Dependent Claim
21 words
The system of claim 1, further comprising: means for virtually suppressing the motion of the object simulated by the simulating means.
Claim 11
Dependent Claim
138 words
A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two wheel positions of the car; and means for virtually suppressing the motion of the car simulated by the simulating means; wherein the simulating means comprises first means for calculating forces applied to the wheels; and second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means.
Claim 12
Dependent Claim
138 words
A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two wheel positions of the car; and means for virtually suppressing the motion of the car simulated by the simulating means; wherein the simulating means comprises first means for calculating forces applied to the wheels; and second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means.
Claim 13
Dependent Claim
17 words
The system of claim 10, wherein the suppressing means has a virtual damper suppressing the yawing motion.
Claim 14
Dependent Claim
37 words
The system of claim 11, wherein the second calculating means is a means that calculates at least one of a yawing angular velocity and a slip angle of the car as a parameter concerning the yawing motion.
Claim 15
Dependent Claim
30 words
The system of claim 12, wherein the virtual damper is a damper virtually producing an attenuating force suppressing at least one of the yawing angular velocity and the slip angle.
Claim 16
Dependent Claim
31 words
The system of claim 10, further comprising: means for providing the inputted information from a player; and means for displaying simulated results of the object on the screen of the display.
Claim 17
Dependent Claim
143 words
A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two positions of the car, wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the car, and wherein the parameter is at least one of a spray of sand, a spray of water, and a spray of snow, each representing an attribute of a virtual running road on which the car runs.
Claim 18
Dependent Claim
143 words
A game system in which a virtual object in the form of a car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car, realized by performing a program implemented in the system, in response to inputted information concerning an expected motion of the car and in consideration of interaction forces between the car and the surroundings, the interaction forces being operated on at least two positions of the car, wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the car, and wherein the parameter is at least one of a spray of sand, a spray of water, and a spray of snow, each representing an attribute of a virtual running road on which the car runs.
Claim 19
Dependent Claim
92 words
A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the object.
Claim 20
Dependent Claim
92 words
A game system in which a virtual object is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of interaction forces between the object and the surroundings, the interaction forces being operated on at least two positions of the object wherein the simulating means includes an element that calculates a parameter value representing a special effect with regard to the simulated motion of the object.
Claim 21
Dependent Claim
31 words
The system of claim 15, further comprising: means for providing the inputted information from a player; and means for displaying simulated results of the object on the screen of the display.
Claim 22
Dependent Claim
159 words
A game system in which a virtual car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car in response to provided information; and means for virtually suppressing the motion of the car simulated by the simulating means, wherein the car is realized by performing a program implemented in the system, the simulating means comprises first means for calculating forces applied to the wheels and second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means, the second calculating means is a means that calculates at least one of a yawing angular velocity and a slip angle of the car as a parameter concerning the yawing motion, and the suppressing means has a virtual damper virtually producing an attenuating force suppressing at least one of the yawing angular velocity and the slip angle.
Claim 23
Dependent Claim
159 words
A game system in which a virtual car is moved in virtual surroundings on a screen of a display, the system comprising: means for simulating the motion of the car in response to provided information; and means for virtually suppressing the motion of the car simulated by the simulating means, wherein the car is realized by performing a program implemented in the system, the simulating means comprises first means for calculating forces applied to the wheels and second means for calculating the motion of the car including a yawing motion on the basis of the forces calculated by the first calculating means, the second calculating means is a means that calculates at least one of a yawing angular velocity and a slip angle of the car as a parameter concerning the yawing motion, and the suppressing means has a virtual damper virtually producing an attenuating force suppressing at least one of the yawing angular velocity and the slip angle.
Claim 24
Dependent Claim
24 words
The system of claim 18, further comprising: an input device for providing from a player operating information concerning an expected motion of the car.
Claim 25
Dependent Claim
124 words
A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the game system comprising: means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval accordingly to the determined processing mode.
Claim 26
Dependent Claim
124 words
A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the game system comprising: means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval accordingly to the determined processing mode.
Claim 27
Dependent Claim
45 words
The system of claim 20, wherein the residual processing capability calculating means comprises means for presuming an amount of processing load of the processing apparatus for the next interval and means for estimating the residual processing capability based on the presumed amount of processing load.
Claim 28
Dependent Claim
49 words
The system of claim 21, wherein the processing mode determining means is a means that determines the processing mode by referring the presumed amount of processing load to a table having correspondence between predetermined estimates of the residual processing capability estimated by the estimating means and the processing modes.
Claim 29
Dependent Claim
54 words
The system of claim 21, wherein the specified interval is a display period of one frame in the monitor, the amount of processing load is an occupation time of processing occupied in the display period, and the residual processing capability is a remaining lime produced by deducting the occupation time from the display period.
Claim 30
Dependent Claim
35 words
The system of claim 20, wherein the objects are cars and the game is a car race in which the player's car competes with the at least one other car designated as an enemy car.
Claim 31
Dependent Claim
49 words
The system of claim 24, wherein the processing mode includes a plurality of processing modes differentiated from each other in accuracy of processing the enemy car, and the processing mode determining means has a means that selects the processing having the accuracy in proportion to the residual processing capability.
Claim 32
Dependent Claim
45 words
The system of claim 25, wherein the enemy car consists of a plurality of enemy cars, and the processing mode determining means has a means that assigns the processing mode having the higher accuracy to the enemy car nearer in distance to the player's car.
Claim 33
Dependent Claim
47 words
The system of claim 25, wherein the processing mode having the highest accuracy is a mode requiring a behavior estimation of respective suspensions of four wheels of the enemy car and a simulation of the enemy car in accordance with the behavior estimation of the respective suspensions.
Claim 34
Dependent Claim
132 words
A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising: means for prestoring the polygons of the background divided into a plurality of areas along the travelling path; means for determining that the object resides in which one of the areas; means for specifying a number of displaying polygons used for display among the polygons of the background every time when the area is determined by the determining means, the number of the displaying polygons being within an upper limit; and means for displaying the background together with the object using the displaying polygons of the at least one area picked up so as to satisfy the number of the displaying polygons.
Claim 35
Dependent Claim
132 words
A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising: means for prestoring the polygons of the background divided into a plurality of areas along the travelling path; means for determining that the object resides in which one of the areas; means for specifying a number of displaying polygons used for display among the polygons of the background every time when the area is determined by the determining means, the number of the displaying polygons being within an upper limit; and means for displaying the background together with the object using the displaying polygons of the at least one area picked up so as to satisfy the number of the displaying polygons.
Claim 36
Dependent Claim
57 words
The system of claim 28, wherein the specifying means comprises means for adding in number the polygons of each area from the determined area designated as an origin of addition in sequence in a direction of traveling along the traveling path and means for comparing an added value added by the adding means with the upper limit.
Claim 37
Dependent Claim
22 words
The system of claim 28, wherein the upper limit is changeable according to one of the areas in which the object resides.
Claim 38
Dependent Claim
11 words
The system of claim 28, wherein the object is a car.
Claim 39
Dependent Claim
68 words
A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising: means for prestoring the polygons of the background divided into a plurality of areas along the traveling path; and means for instructing display of the background using the polygons of the areas associated with movement of the object.
Claim 40
Dependent Claim
68 words
A game system in which an object displayed on a monitor is moved on the monitor along a traveling path included in a background composed of polygons, the system comprising: means for prestoring the polygons of the background divided into a plurality of areas along the traveling path; and means for instructing display of the background using the polygons of the areas associated with movement of the object.
Claim 41
Independent Claim
132 words
A method of processing data handled in a game system in which a processing apparatus executes a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the method comprising the steps of: calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; and means for instructing the processing apparatus to execute a data process of the at least one other object for the next interval accordingly to the determined processing mode.
Claim 42
Independent Claim
132 words
A method of processing data handled in a game system in which a processing apparatus executes a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the method comprising the steps of: calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; and means for instructing the processing apparatus to execute a data process of the at least one other object for the next interval accordingly to the determined processing mode.
Claim 43
Dependent Claim
102 words
A game system in which a virtual object is moved in a virtual surrounding on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of the interaction force between the object and the surroundings, the simulating means including an element that calculates a parameter value responding to a special effect with regard to the simulated motion of the object; and display control means for displaying the calculated special effect on the screen together with the simulated motion of the object.
Claim 44
Dependent Claim
102 words
A game system in which a virtual object is moved in a virtual surrounding on a screen of a display, the system comprising: means for simulating the motion of the object in response to inputted information concerning an expected motion of the object and in consideration of the interaction force between the object and the surroundings, the simulating means including an element that calculates a parameter value responding to a special effect with regard to the simulated motion of the object; and display control means for displaying the calculated special effect on the screen together with the simulated motion of the object.
Claim 45
Dependent Claim
224 words
A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the game system comprising: means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval according to the determined processing mode, the player's object competes with the at least one other object designated as an enemy object, the processing mode includes a plurality of processing modes differentiated from each other in accuracy of processing the enemy object, and the processing mode determining means has a means that selects the processing having the accuracy in proportion to the residual processing capability, and the enemy object consists of a plurality of enemy objects, and the processing mode determining means has a mean s that assigns the processing mode having the higher accuracy to the enemy object nearer in distance to the player's object.
Claim 46
Dependent Claim
224 words
A game system comprising a processing apparatus executing a given task at every specified interval, thereby displaying movement of at least two objects including a player's object on a monitor as a game, the game system comprising: means for calculating a current residual processing capability of the processing apparatus in synchronization with the specified intervals; and means for determining a processing mode for the at least one object other than the player's object on the basis of the calculated residual reprocessing capability, the processing mode being used in a next coming interval of the specified intervals; wherein the processing apparatus comprises means for executing a data process of the at least one other object for the next interval according to the determined processing mode, the player's object competes with the at least one other object designated as an enemy object, the processing mode includes a plurality of processing modes differentiated from each other in accuracy of processing the enemy object, and the processing mode determining means has a means that selects the processing having the accuracy in proportion to the residual processing capability, and the enemy object consists of a plurality of enemy objects, and the processing mode determining means has a mean s that assigns the processing mode having the higher accuracy to the enemy object nearer in distance to the player's object.
References Cited (Backward Citations)
US4148485A
Cited
US4423870A
Cited
USPTO Annuity & Maintenance Windows
| Annuity Stage | Window Opens | Payment Deadline | Surcharge Period Until | Estimated Fee | Status |
|---|---|---|---|---|---|
| 3.5 Years (Year 4) | 2001-05-25 | 2001-11-24 | 2002-05-26 | $2000.00 | Window Closed / Lapsed |
| 7.5 Years (Year 8) | 2005-05-25 | 2005-11-24 | 2006-05-26 | $3760.00 | Window Closed / Lapsed |
| 11.5 Years (Year 12) | 2009-05-25 | 2009-11-24 | 2010-05-26 | $7700.00 | Window Closed / Lapsed |