WO1984003792A1 - Jeu video d'animation complete - Google Patents

Jeu video d'animation complete Download PDF

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Publication number
WO1984003792A1
WO1984003792A1 PCT/US1984/000414 US8400414W WO8403792A1 WO 1984003792 A1 WO1984003792 A1 WO 1984003792A1 US 8400414 W US8400414 W US 8400414W WO 8403792 A1 WO8403792 A1 WO 8403792A1
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WO
WIPO (PCT)
Prior art keywords
video
player
game
video record
action
Prior art date
Application number
PCT/US1984/000414
Other languages
English (en)
Inventor
Richard A Dyer
Original Assignee
Pierce James
Stroud Thomas B Jr
Bluth Donald V
Goldman Gary W
Pomeroy John F
Richard A Dyer
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Pierce James, Stroud Thomas B Jr, Bluth Donald V, Goldman Gary W, Pomeroy John F, Richard A Dyer filed Critical Pierce James
Priority to AU28140/84A priority Critical patent/AU2814084A/en
Publication of WO1984003792A1 publication Critical patent/WO1984003792A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time

Definitions

  • This invention relates to video games.
  • one object of the present invention is to provide a video game having full pictorial animation, and still include player participation on a real time basis, and concurrently have the full pictorial animation continue without significant interruption while suc ⁇ cessful play of the game continues.
  • a video record is sensed by a video player unit and produces a picture on a video monitor, with the video record including a series of incidents containing selection nodes, with the selection nodes normally including a preferred selection at each node, and less preferred selection points, often resulting in disaster or "death" for the protagonist.
  • the system is organized so that, if the game player makes the correct or preferred selection, using switches which may De of "the conventional joystick and action switch type, the video player unit will continue to play the video record substantially without interruption; while if a less preferred solution, resulting in, for example, death or disaster to the protagonist is selected, the video player unit is controlled to switch to a suitable scene representing the results of the less preferred selection. This switching to a different portion of the video record occurs when the less preferred selection is made, and therefore does not interrupt the continuity of the game, which will not go forward without interruption in any event.
  • switches which may De of "the conventional joystick and action switch type
  • the selection "nodes” as mentioned above may involve a choice by the "hero” or other principal in the full pictorial video display between three alternate paths, and the selection may be made by directing the "joystick” switch in the proper direction;
  • OMP or the displayed pictorial situation may require the "hero” to jump to safety or other drastic action; and this selection at the proper time in the display may be done by depressing an action switch, or by moving the "joystick" in the proper direction, or both.
  • the video game equip ⁇ ment may include a video player unit such as a laser disc player, and a video record which may be in the form of a laser disc. Other forms of video player units and video records could also be employed.
  • a memory preferably in the form of a read only memory or ROM cartridge, is provided which matches the laser disc, and which provides information to a microprocessor system to implement the selection by the game player of the preferred, or other, courses of action at the selection node points throughout the incidents being displayed.
  • a video game includes a video record, a video monitor, a
  • Figure 1 is a front view of a video game apparatus illustrating the principles of the present invention
  • Figure 2 is a side cross-sectional view of the game unit of Figure 1;
  • Figure 3 is a block diagram of a game system illustrating the principles of the present invention;
  • Figures 4(a) through 4(d) together make up a schematic circuit diagram of a major portion of the system of Figure 3;
  • Figures 5, 6 and 7 are program diagrams indicating the mode of operation of the system of Figures 3 and 4;
  • Figure 8 is a schematic showing of a "RAM Map”, indicating one possible arrangement of information stored in the Random Access Memory;
  • Figures 9, 10 and 11 are illustrations relating to one incident known as the "Fire Room Sequence", which may be recorded on a video record medium;
  • Figures 12 and 13 relate to another incident known as the "Roller Ball Sequence", which relate to the character shown in Figs. 9 through 11, and which would be included in another incident located on the video record;
  • Figure 14 involves still another incident, referenced as the “Elevator Sequence” where the same character is in another adventure incident;
  • Figure 15 is a "node map” indicating graphically the results of alternate selections by the game player at selection node points.
  • Figures 1 and 2 show an arcade version of a video game illustrating the principles of the present invention, with Fig. 1 being the front view, and Fig. 2 being a cross-sectional side view.
  • the unit includes an outer housing 12 with a removable rear panel 14.
  • monitor 16 receives full pictorial video picture information from the video disc player 18.
  • Controls for the game player include the joystick 20 and alternate parallel connected action buttons 22 for the convenience of right and left-handed players. Switch buttons 24 and
  • Stereo speakers 30 provide sound effects both from the video disc player 18, and Q also from a sound generation chip which is included in the electronic hardware unit 28.
  • a light emitting diode display board 32 may include information such as the score, the number of coin credits, and the number of "lives" which are remaining 5 for the game player, during each turn.
  • a display panel 34 may be illuminated by a fluorescent light 36.
  • An additional fluorescent light 38 may be provided to illuminate the inside of the cabinet and the control panel 40.
  • 0 coin box 42 includes slots 44 for receiving coins, and coin return openings 46. Also shown in Figure 2 is the power supply 48 for the video game.
  • FIG. 3 of the drawings is a block circuit diagram of the system, three units which 5 were mentioned above in connection with Figures 1 and 2, were the laser disc player 18, the color monitor 16, and the "keyboard" 40. Also shown in Figure- 3 is the light- emitting diode display in which one digital display element 32 is shown.
  • the system is operated under the active control of microprocessor 50 which is connected to all of the major components of the system by the data bus 52 and the address bus 54. As is normal in this type of system, the transfer of data on the data bus 52 is under the control of the address bus 54 which selectively gates the information or data to the appropriate component.
  • the address decoding circuit 56 energizes gates associated with the individual components, such as the random access memory or RAM 58, the ROM, or read only memory cartridge 60, the executive or control ROM 62, the sound generator 64, the laser disc player 18, the display decoder/driver circuitry 66, the buffer 68 associated with keyboard 40, and the security circuitry 70, to be discussed in greater detail hereinbelow. Additional circuits included in Figure 2 are the clock circuit 72 which provides the master timing for the system, a number of buffers for holding data, the switch circuits 74 which selects options to be employed with the game, the audio amplifiers 76 for driving speakers 30, and the summing circuits 78 which combine the sound from the stereo tracks of the laser disc and the sounds generated by sound generator 64.
  • the clock circuit 72 which provides the master timing for the system
  • the switch circuits 74 which selects options to be employed with the game
  • the audio amplifiers 76 for driving speakers 30, and the summing circuits 78 which combine the sound from the stereo tracks of the laser disc and the sounds generated
  • FIG. 10 shows our hero 102 negotiating the transition from rope 110 to rope 112, en route to safety on the platform 106.
  • the game player must operate the keyboard 40 at precisely the right time, when the ropes swing over close to the platform, or as the ropes swing close together.
  • our hero 102 will drop into the fiery pit, as indicated by Figure 11.
  • the laser disc or other video record will include a series of incidents such as that discussed above in connection with Figures 9, 10 and 11.
  • each incident there is generally a preferred course of action to be accomplished by the game player, to operate the control switches at precisely the proper instant so that the hero will be successful in negotiating obstacles and avoiding threatening danger.
  • Stored on the video disc toward the end of each incident are the results of unfortunate choices.
  • One of these is indicated in Figure 11. For example, if no switches were energized at the initial stage, so that the hero 102 remained on the ledge 104 until it disappeared into the wall, then the laser disc player would be ordered to shift to the end of the incident where the scene shown in Figure 11 is recorded in full pictorial animation; and to display this scene.
  • each player may be allocated several "lives", perhaps three lives for each player of the game, so that our hero would come back to life starting at the beginning of the incident where the fatal accident occurred, thereby permitting the game player to learn from his past
  • the connector 122 connects to the laser disc player (not shown); the connector 124 connects to the keyboard (not shown); and the connector 126 connects to the ROM cartridge (not shown) which is configured for compatibility with and control of the game as depicted on the particular video disc being played.
  • the microprocessor 50 which appears at the upper left in Figure 4 is designated Z-80, and may be purchased from Zilog, a well-known manufacturer of microprocessors.
  • the clock circuit 72 is implemented by a conventional crystal oscillator circuit arrangement. At the output from the microprocessor 50 are a pair of buffer drivers 128 and 130, and a bi-directional buffer driver circuit 132 for data.
  • the circuits 134 and 136 are "EPROM” circuits, or "Erasable Programmable Read Only Memories". These two circuits include system control software but do not include the tables and other detailed information relating to the particular game being played, and corresponding to the laser disc being used. Such information is included in the ROM cartridge 60 (see Fig. 3) which is plugged into the connector 126.
  • Circuit 138 is an address decoder. The binary signals appearing on the four leads 140 are translated into individual signals appearing on 16 output leads from the circuit 138.
  • the address decoder circuits 142 and 144 convert the three bit binary input signals on-bus 146 into gating or control signals appearing on any of the eight output leads from these circuits.
  • the sound generator chip 148 may be made by General Instruments Company and is designated by Part No. AY3-8910. Signals from the chip 148 are supplied on leads 150 and 152 in parallel to the audio amplifier circuits 76. The connectors 154 couple the output from the audio amplifiers 76 to the speakers 30, see Figures 2 and 3.
  • signals from the joystick 20 and the switches buttons 22, as well as signals from the player keys 24 and 26 and indications of the deposit of coins, are coupled to the connector 124.
  • the buffer circuits 156 hold this information for periodic sensing by the microprocessor. More particularly and as will be discussed below, every 30 milliseconds, the status of all of the input switches is sensed, and any change in state is noted and appropriate action taken by the microprocessor 50. Thus, for example, when the incident depicted in Figures 9 through 11 is initiated, there will be a transfer of the related information from the ROM cartridge 60 (see Figure 3) into the random access memory 58. Certain timing windows will be established, during which the hero or the protagonist must take certain steps.
  • the ROM cartridge 60 ( Figure 3) will transfer to the RAM 58, numbers representing the opening and the closing of the "window" which runs from one second to two seconds.
  • the numbers representing the start and the closure of the windows in RAM 58 are reduced by 30 milliseconds on each occurrence of this interrupt signal. Accordingly, when the first number representing the opening of the window has been reduced to zero, the window is opened, and then upon the reduction of the number representing the second window to zero, the window will be closed.
  • the microcomputer 50 will instruct the laser disc player to continue with the incident; however, if an incorrect action has been taken, or if by default, no action was taken while the window was open, then the microprocessor 50 will instruct the laser disc player to jump to the appropriate section on the laser disc normally located at the end -of the particular incident which would reflect the result of the undesired action, for example, as shown in Figure 11 of the present drawings.
  • the connector 122 links the system shown in Figure 4 to the video disc player.
  • the video disc player may be player type number PR-7820, made by Pioneer Video, Inc., 200 West Grand Avenue, Montvale, New Jersey 07645.
  • the video disc contains up to 54,000 still frames or pictures per side.
  • Instructions which " may be digitally transmitted to the video disc player include (1) search, (2) play, and (3) freeze frame.
  • a digital identification of the location on the disc must be provided.
  • the foregoing information is provided by the circuit of Figure 4 at connector 122.
  • the latch 162 stores the instructions provided from microcomputer 50 on the data bus 52 to the buffer 164.
  • the laser disc player also provides a "ready" signal on lead 165 to buffer 156 when, for example, the laser disc player has searched and located a particular frame on the laser disc and is ready to play starting at that point, or to display the single frame at that location.
  • the security microprocessor 166 is a special circuit, Part NO. MC68705P5 available from Motorola. It includes erasable programmable read-only memory, and random access memory, EPROM and RAM, respectively, as well as a microprocessor.
  • the chip is arranged in such a manner that the read only memory included in the chip cannot be read out by any known technique.
  • the security microprocessor chip 166 serves to prevent the use of unauthorized ROM cartridges for other games, for example, which might be substituted at electrical connector 126.
  • the internal programming of the security chip 166 must match and be synchronized with the programming of the cartridge plugged into connector 126, or the output from the security chip 166 will interfere with the programming of the system and prevent its operation. This is accomplished through the buffer drivers 168 which are coupled to the data bus 52, and to the counters 170 and buffers 172 which are connected to the address bus as indicated by reference numeral 54' at the output from the buffers 172.
  • the buffer 174 provides control signals from the microprocessor 50 to other circuits in the system. Specifically, attention is directed to the read lead 176 and the write lead 178, the energization of which control the transmission of data from the microprocessor 50 or to the microprocessor 50, respectively.
  • the sound generator chip 148 it is quite flexible in that it includes three tone generators, a noise generator, and variable amplitude arrangements. In accordance with the data signals provided on the data bus 52, therefore, it produces simple tunes or chords, when coins are dropped, when the score is incremented, or
  • Figure 5 essentially shows the steps relative to
  • ⁇ * • -' the start-up of the program, the receipt of coins, and the determination of whether one or two players will be playing the game.
  • the machine is initially in a demonstration or an "attract" mode when it is sitting in place, and no coins have been inserted.
  • a starting point indicated by block 202 the first step is to clear the random access memory or RAM 58.
  • the next step is to load the random access memory 58 with information on the demonstration or "attract" mode, its location on the 5 laser disc, and the like, and this is indicated by block 206.
  • NODE HANDLE refers to the normal timing of decision nodes and indicates how long the node will last, and in the present case, how long the demonstration or attract 0 sequence will last.
  • the decision point represented by the diamond 210 is reached, and a determination is made as to whether a player has inserted money so that there is a credit. For example, if it 5 costs 50 cents to play the game, two quarters must have been received to provide a single credit, or credit which
  • the program will cycle as indicated by the line 212 and the demonstration or attract mode will be repeated. It is also noted that the entire system is interrupted every 30 milliseconds to sample the status of the various input switches. One of these inputs will be the presence of a credit. Accordingly, even during the demonstration mode, if coins are received, then the demonstration mode will be interrupted, and the still frame giving the message "Press Player 1" will appear on the video monitor, as indicated by the block 214. This still frame reading "Press Player 1" refers to the upper one of the two switches 24 as shown in Figure 1. The still frame with this message may appear at the beginning or close to the beginning of the laser disc, and instructions are supplied from the RAM 58 to the laser disc player to display this particular frame.
  • the next step will be to determine how many credits are available and correspondingly to determine whether a single player has deposited enough money to give him several credits, or whether two separate players wish to play against one another so that there will be two players engaged in the game.
  • This is accomplished in the next steps of the program of Figure 5.
  • the diamond 216 inquires as to whether there is more than one credit. If so, the next decision point is represented by diamond 218 inquiring as to whether the push button switch 26 indicating "two players" has been depressed. If the answer is in the affirmative, the result is to set up for two players, as indicated by block 220. If the "two players" switch 26 has not been depressed, the next control step brings us to diamond 222 inquiring whether the switch representing one player has been depressed.
  • Block 230 indicates that it will be placed on the video monitor screen. However, if it is already in place, the program recycles along line 232 to the diamond 216. This cycle continues until a player pushes either the one player or the two player button and then the game sets up in a mode for either the one or two players and shifts to the player selection point indicated at reference numeral 234 in Figure 5.
  • RAM map of Figure 8 This RAM map indicates some of the critical information which is stored in the random access memory 58 which appears in Figures 3 and 4 of the drawings.
  • the RAM map includes a number of address locations which are indicated by the X and Y coordinates of the map appearing at the top and at the right-hand side of the map of Figure 8.
  • the X coordinates extend from 0 through 9, and then shift to the letters A through F.
  • the Y coordinates start with 00 and go successively to 10, 20, 30, and 40. In the designation of RAM map locations, this will be accomplished by specifying the X and the Y coordinates of particular bytes of information stored in the RAM memory.
  • summary information on the status of player 1 appears in the memory locations 0/00 through 3/0O.
  • the first of these memory locations 0/00 designates the episode which Player No. 1 has reached; the second of these memory slots, 1/00 indicates the number of lives which Player No. 1 has remaining.
  • each player might initially be allocated three lives, and if Player No. 1 has exhausted two of these three lives, the number "1" would be stored in address location 1/00.
  • address locations 2/00 and 3/00 the total score for Player No. 1 up to the point in time which is involved, will be registered.
  • the corresponding information for Player No. 2 will be recorded regularly in the RAM addresses 4/00 through 7/00.
  • Certain system "flags" or designations of the status of the system will be included in RAM storage location 8/00. These system flags would include the following:
  • This flag indicates whether "Message No. 2" is being displayed or not.
  • This bit indicates that the laser disc player has been instructed to start playing.
  • This bit indicates whether a still frame, such as Message No. 1 or Message No. 2 is being displayed.
  • This bit indicates whether the laser disc is playing or not.
  • point 234 at the top of Figure 6 is the ending point for the previous control sequence diagram of Figure 5.
  • the first diamond 236 inquires as to whether it is the turn of Player No. 1 or No. 2, and determines the answer by examining the
  • this step involves the information stored in registers 0/00 of the RAM map (see Fig. 8), in which the episode which Player No. 1 has reached is stored. Thus, if on the previous turn, Player No. 1 died in episode No. 4, episode 4 would be stored in RAM register 0/00, and this information will be transferred to register E/OO in the RAM which indicates the episode which is being played or which is about to be played.
  • the next step is indicated by block 244, and this involves loading the RAM registers from the ROM cartridge. This is done on a node-by-node basis, and the first node information for episode No. 4 would initially be entered into the RAM 58. Typical information which would be included appears in RAM locations C-40 through F-40. These are the times when various "windows" are open, within which decisions must be made by the game player to actuate the joystick and/or the action push button switch.
  • the next step or steps is indicated by block 246 designated "node handler".
  • the starting and closing time points for switching from one of the swinging ropes to another may be stored in registers E/40 and F/40; and if a proper signal has not been entered by the game plan, an appropriate exit register such as exit .2 or exit 3 in storage register 4/40 or 5/40 will be selected, and, with reference to the node map of Figure 15, the transition from point C or point D to the death point B will occur.
  • an appropriate exit register such as exit .2 or exit 3 in storage register 4/40 or 5/40 will be selected, and, with reference to the node map of Figure 15, the transition from point C or point D to the death point B will occur.
  • the same death node visual representation on the laser disc will be located and played, as indicated by Figure 11 of the present drawings; and the digital location on the video disc of the starting frame of the "death" sequence is stored in RAM locations 2/40 through 5140 as noted above. In some cases, however, alternate non-preferred "exit" presentations will be selected and displayed.
  • next diamond 248 asks whether the player is "dead” or not. If the character did not survive the particular node, we proceed to block
  • the short sequence diagram included to the right in Fig. 6-b is a carry-over from Fig. 6-a, with the arrow symbols including the numeral "3" indicating the link.
  • the diamond inquires as to whether there is a credit greater than 1; and if not, switches to the demonstration node. If there is a credit greater than 0, the next step is to the diamond 271 to determine if the credit is greater than 1; and a selection between the nodes involving one or two players, as discussed in detail in connection with FiQ. 5, is initiated.
  • Figure 7 relates to the periodic interrupting of the normal programming cycle to accomplish a number of routine matters, which must be regularly handled. Specifically, every 30 milliseconds, when the interrupt occurs, the timing registers, such as registers C/40 throu F/40 are decremented, and all of the manually actuatable switches are sensed. In addition, of course, the status of the coin selection switches are sensed.
  • the foregoing functions are indicated in Figure 7 by the initial interrupt point 272 and a sensing of the input buffer 68 from the keyboard, as indicated by block 274. Information as to the status of the switches in the keyboard is stored in location A/10 of the RAM map, as indicated by block 276 in Figure 7.
  • Checking of the coin input switches is indicated by block 278 and the coin register, and the coin and credit locations in the RAM are locations 9/10 and 9/00, respectively. For example, if two coins are required to obtain one credit, different numbers will be stored in these two registers.
  • the diamond 280 asks the question as to whether a coin has been deposited.
  • a "yes” answer increments the coin register as indicated by block 282 and activates the generation of a tone from the sound system as indicated by block 234.
  • the blocks 282 and 284 are by-passed and the next inquiry is whether there is a pending "window" with times set forth in the RAM map, as indicated by the diamond 286.
  • An affirmative answer to this inquiry leads to the diamond 287 which asks if the timer has already has been decremented to 0. If not, block 288 indicates the step of decrementing the stored time, for example, in registers C/40 through F/40 toward 0.
  • Block 292 indicates that repeated action is then taken with any additional timing numbers stored in registers D/40, E/40 or F/40, by way of example.
  • Diamond 294 asks the question as to whether all of the timers have- been decremented, and if the answer is "yes", the control shifts to diamond 296. However, in the event that all of the timers have not been decremented, the recirculation step 298 is indicated.
  • the timing information for the node being played by the laser disc player is stored in RAM locations E/60 and F/60.
  • Diamond 296 indicates the inquiry "mode timer equals 0?" A negative answer will cause the timing information stored in the RAM map to be decremented, as indicated by block 299. However, if the mode timer is already at 0, the path 300 is followed. The next step in the interrupt cycle is to decrement the sound timer, and this step is indicated by block 302.
  • the sound information for the particular node is included in RAM storage locations C/10 through F/10 with the timing information being located in register F/10. This timing information determines the length of the sound which is addressed by the information stored in RAM registers D/10 and E/10.
  • the timing information in register F/10 is decremented once each 30 milliseconds by the interrupt cycle, and when the timing is decremented to 0, the sound will be turned off.
  • oval 305 is to implement the "sound service", or to energize circuit 148 to generate the appropriate sounds as ordered by microprocessor 50.
  • the game player may be permitted a brief pause, implemented in some nodes by pulling back on the joystick 20, and the timing at such a pause is controlled by a timing number stored in RAM map location E/30 or F/30.
  • the block 304 decrements the time included in this register, and thus ends the pause after a fraction of a second or so.
  • the timer for successive nodes is included in RAM locations E/60 and F/60.
  • the identification of the episode under presentation is included in memory location 2/60, and an identification of the "default" exit sequence location on the video record is set forth in RAM location 1/60.
  • Some of these balls 406 may be rolling back and forth across the channel, while at least one of the large balls or boulders 406 may be rushing down toward our hero 402.
  • a recess 408 in the wall of the channel 404 may provide a haven for our hero, if he is able to dodge the boulders and make it safely to this recess 408. Failure to properly actuate the joystick and the action button to avoid the boulders results in disaster, as indicated by Figure 13.
  • the matter of utilizing the channel 404 to physically limit the alternative movements which are possible for the protagonist 402 is similar to the physical constraints imposed in the fiery cavern of Figures 9 through 11.
  • FIG 14 our hero 412 is on a vertically moving platform 414 which is similar in its movement to that of an elevator. As indicated toward the upper part of Figure 14, at one point in its vertical movement, the platform 414 stops or moves slowly adjacent a matching stationary platform 416, and our hero 412 must move quickly to cross over to the stationary platform 416 in order to avoid disaster which will overtake him if he stays on the elevator platform 414. Again, by the physical constraints imposed in the presentation, the choices are severely limited, so that there is no problem with arranging for video presentations of innumerable alternative possibilities.
  • one significant aspect of the present game involves the use of full pictorial animation, implemented by the use of a video record member and a video record player, limited times within which to make physical selections of the course of the action being displayed; and then automatic switching to display portions of the video record indicating the results of the selection choices.
  • This use of full pictorial animation is in contrast to the symbolic representation characteristic of most prior video games.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Indexing, Searching, Synchronizing, And The Amount Of Synchronization Travel Of Record Carriers (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Un jeu vidéo comporte une unité de lecture vidéo (18) pour lire un disque vidéo contenant une animation complète de noeuds de sélection comportant des péripéties; des commandes de jeu pour joueur, par exemple un commutateur d'action (22) et une manette de commande (joystick) (20), sont prévus pour sélectionner des actions alternatives à ces noeuds de sélection. Des commandes (voir figures 3 et 4) sont prévues pour commuter l'unité de lecture vidéo à une autre partie du disque vidéo en fonction de la sélection effectuée par le joueur. Après sélection de l'action préférée, l'unité de lecture vidéo (18) poursuivra cette action sans qu'il y ait besoin de sauter à une autre partie du disque vidéo; toutefois, après sélection d'une action moins préférée ou un choix de "mort", l'unité de lecture vidéo se déplacera jusqu'à une partie du disque vidéo montrant les résultats désastreux engendrés par le mauvais choix. Le système comporte un microprocesseur (50), une mémoire à accès séléctif (58) ainsi qu'une cartouche ROM (60) comportant des informations coordonnées avec le disque vidéo, afin de déterminer les intervalles de temporisation admissibles ou "fenêtres" pour l'actionnement des commandes de sélection du joueur, et pour se déplacer de manière correcte jusqu'à la partie du disque vidéo choisie.
PCT/US1984/000414 1983-03-22 1984-03-15 Jeu video d'animation complete WO1984003792A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU28140/84A AU2814084A (en) 1983-03-22 1984-03-15 Full pictorial animation video game

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US47776883A 1983-03-22 1983-03-22

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WO1984003792A1 true WO1984003792A1 (fr) 1984-09-27

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Cited By (7)

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WO1986002753A1 (fr) * 1984-10-24 1986-05-09 Videodrome Limited Systemes interactifs
US4695953A (en) * 1983-08-25 1987-09-22 Blair Preston E TV animation interactively controlled by the viewer
USRE33662E (en) * 1983-08-25 1991-08-13 TV animation interactively controlled by the viewer
AU676735B2 (en) * 1993-06-03 1997-03-20 Sega Enterprises, Ltd. Apparatus and method for reproducing data from disc, method for recording data on disc, and disc
EP0892661A1 (fr) * 1994-07-21 1999-01-27 Jan Stelovsky Systeme multimedia a tranches de temps pour jeu et creation
GB2366035A (en) * 2000-02-11 2002-02-27 Hewlett Packard Co Interactive multi-media activities
JP2019071977A (ja) * 2017-10-12 2019-05-16 オムロン株式会社 遊技機

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Cited By (12)

* Cited by examiner, † Cited by third party
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US4695953A (en) * 1983-08-25 1987-09-22 Blair Preston E TV animation interactively controlled by the viewer
USRE33662E (en) * 1983-08-25 1991-08-13 TV animation interactively controlled by the viewer
WO1986002753A1 (fr) * 1984-10-24 1986-05-09 Videodrome Limited Systemes interactifs
AU676735B2 (en) * 1993-06-03 1997-03-20 Sega Enterprises, Ltd. Apparatus and method for reproducing data from disc, method for recording data on disc, and disc
US5687161A (en) * 1993-06-03 1997-11-11 Sega Enterprises, Ltd. Apparatus and method for reproducing data from disk method for recording data on disk and disk
US5745474A (en) * 1993-06-03 1998-04-28 Sega Enterprises, Ltd. Apparatus and method for reproducing data from disk, method for recording data on disk and disk
EP0892661A1 (fr) * 1994-07-21 1999-01-27 Jan Stelovsky Systeme multimedia a tranches de temps pour jeu et creation
EP0892661A4 (fr) * 1994-07-21 1999-12-29 Jan Stelovsky Systeme multimedia a tranches de temps pour jeu et creation
GB2366035A (en) * 2000-02-11 2002-02-27 Hewlett Packard Co Interactive multi-media activities
GB2366035B (en) * 2000-02-11 2004-08-04 Hewlett Packard Co Interactive multi-media activities
JP2019071977A (ja) * 2017-10-12 2019-05-16 オムロン株式会社 遊技機
US11373478B2 (en) 2017-10-12 2022-06-28 Omron Corporation Game machine

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