Nova Patents
CA2481815C

Display control method

Abstract

A method for controlling a multiplayer competition video game for use with a system which includes a video display screen, a user-controlled graphics controller, digital memory and at least one user input device; wherein the video game involves multiple game characters each traversing a scrollable playfield in response to the us er input device; wherein the playfield is displayed as a series of scrolled video screen displays; and wherein progress of the game characters in traversing the playfield is indicated by scrolling the video display screens of the playfield behind the characters.< /SDOAB>

CA2481815C, drawing sheet 1
Sheet 1 of 48

Term

Term ended

Expired 19 November 2013, 12.8 years ago.

  1. Priority
  2. Filed
  3. Granted
  4. Expired
  5. Today

38 claims: 7 independent, 31 dependent

  1. 1
    CA 02481815 2007-04-26 CLAIMS:1. A method for displaying a video game character traversing a video game playfield, for use with a system which includes a video screen display, a user-controlled graphics controller and digital memory;wherein the playfield is displayed as a series of scrolled screen displays;and wherein the video game character follows a path within the playfield;and wherein progress of the game character in traversing the playfield is indicated by scrolling the playfield relative to the game character, the method comprising the steps of: storing in the digital memory multiple collision blocks that define respective path segments;dividing the playfield into multiple path blocks that comprise the path;storing in the digital memory character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;storing in the digital memory references from individual path blocks to individual collision blocks wherein for at least one path block, the reference is dependent upon the character collision type information for a character traversing that at least one path block;displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller;controlling the display of character movement from path block to path block by causing a character image to follow a path defined by the path segments of individual collision blocks referenced to individual path blocks that comprise the path;and changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change.
  2. 10
    A method for displaying a video game character traversing a video game playfield, for use with a system which includes a video screen display, a user-controlled graphics controller and digital memory; wherein the playfield is displayed as a series of scrolled screen displays; and wherein the video game character follows a path within the playfield; and wherein progress of the game character in traversing the playfield is indicated by scrolling the playfield relative to the game character, the method comprising the steps of:storing in the digital memory multiple collision blocks that define respective path segments;dividing the playfield into multiple path blocks that comprise the path;displaying path segment images within path blocks wherein the displayed path segment images depict a loop which overlaps itself and wherein a multi-path path block includes two path segments images;storing in the digital memory character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;storing in the digital memory references from individual path blocks to individual collision blocks wherein the reference for the multi-path path block is dependent upon the character collision type information for a character traversing that multi-path path block;displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller;CA 02481815 2007-04-26 controlling the display of character movement from path block to path block by causing a character image to follow a path defined by the path segments of individual collision blocks referenced to individual path blocks that comprise the path;changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change.
  3. 13
    A computer readable medium having stored thereon statements and instructions for execution by a computer of a method of displaying a video game character traversing a video game playfield, for use with a system which includes a video screen display, a usercontrolled graphics controller and digital memory; wherein the playfield is displayed as a series of scrolled screen displays; and wherein the video game character follows a path within the playfield; and wherein progress of the game character in traversing the playfield is indicated by scrolling the playfield relative to the game character, the method comprising the steps of:storing in the digital memory multiple collision blocks that define respective path segments;dividing the playfield into multiple path blocks that comprise the path;storing in the digital memory character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;storing in the digital memory references from individual path blocks to individual collision blocks wherein for at least one path block, the reference is dependent upon the character collision type information for a character traversing that at least one path block;CA 02481815 2007-04-26 displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller;controlling the display of character movement from path block to path block by causing a character image to follow a path defined by the path segments of individual collision blocks referenced to individual path blocks that comprise the path;and changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change.
  4. 22
    A computer readable medium having stored thereon statements and instructions for execution by a computer of a method for displaying a video game character traversing a CA 02481815 2007-04-26 video game playfield, for use with a system which includes a video screen display, a usercontrolled graphics controller and digital memory; wherein the playfield is displayed as a series of scrolled screen displays; and wherein the video game character follows a path within the playfield; and wherein progress of the game character in traversing the playfield is indicated by scrolling the playfield relative to the game character, the method comprising the steps of:storing in the digital memory multiple collision blocks that define respective path segments;dividing the playfield into multiple path blocks that comprise the path;displaying path segment images within path blocks wherein the displayed path segment images depict a loop which overlaps itself and wherein a multi-path path block includes two path segments images;storing in the digital memory character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;storing in the digital memory references from individual path blocks to individual collision blocks wherein the reference for the multi-path path block is dependent upon the character collision type information for a character traversing that multi-path path block;displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller;controlling the display of character movement from path block to path block by causing a character image to follow a path defined by the path segments of individual collision blocks referenced to individual path blocks that comprise the path;changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change.
  5. 25
    A video game system for displaying a video game character traversing a video game playfield comprising, at least one digital memory for:storing multiple collision blocks that define respective path segments of a path within the playfield;storing character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;and storing references from individual path blocks to individual collision blocks wherein for at least one path block, the reference is dependent upon the character collision type information for a character traversing that at least one path block, a user-controlled graphics controller, in communication with the at least one digital memory, for: dividing the playfield into multiple path blocks that comprise the path;controlling the display of character movement from path block to path block by causing a character image to follow a path defined by path segments of individual collision blocks referenced to individual path blocks that comprise the path;and changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change, and a video screen display, in communication with the user-controlled graphics controller, for: displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller.
  6. 34
    A video game system for displaying a video game character traversing a video game playfield comprising, at least one digital memory for:storing multiple collision blocks that define respective path segments;storing character collision type information which corresponds to a character and which indicates for that character either a first character collision type or a second character collision type;storing references from individual path blocks to individual collision blocks wherein a reference for a multi-path path block is dependent upon the character collision type information for a character traversing that multi-path path block, a user-controlled graphics controller, in communication with the at least one digital memory for : dividing the playfield into multiple path blocks that comprise a path;controlling the display of character movement from path block to path block by causing a character image to follow a path defined by the path segments of individual collision blocks referenced to individual path blocks that comprise the path;changing the stored character collision type information when the character passes a prescribed location on the playfield such that after the change, the stored character collision type information indicates a different character collision type than before the change, and a video screen display, in communication with the user controlled graphics controller, for: CA 02481815 2007-04-26 displaying path segment images within path blocks wherein the displayed path segment images depict a loop which overlaps itself and wherein a multi-path path block includes two path segments images;displaying character movement through the playfield from path block to path block along the path in response to user input to the graphics controller.
  7. 37
    The system of any one of claims 25 to 36 where the at least one digital memory is at least two digital memories.