Multi-player video game apparatus with single screen mode and split
screen mode
    11.
    发明授权
    Multi-player video game apparatus with single screen mode and split screen mode 失效
    具有单屏模式和分屏模式的多人游戏机视频游戏机

    公开(公告)号:US5470080A

    公开(公告)日:1995-11-28

    申请号:US154802

    申请日:1993-11-18

    摘要: A method is provided for controlling the display of game character movement in a video game for using a video game system, a method comprising the steps of: displaying a first playfield screen in an upper portion of a video display screen using an interlace video screen rendering technique; displaying a second playfield screen in a lower portion of the display screen using an interlace video screen rendering technique; controlling the movement of a first game character within the first playfield screen by providing inputs to a first user input device; and controlling movement of a second game character within the second playfield screen by providing inputs to a second user input device.

    摘要翻译: 提供了一种用于控制用于使用视频游戏系统的视频游戏中的游戏角色移动的显示的方法,一种方法包括以下步骤:使用交错视频屏幕呈现在视频显示屏幕的上部显示第一播放场屏幕 技术; 使用交错视频画面渲染技术在所述显示屏幕的下部显示第二播放场画面; 通过向第一用户输入设备提供输入来控制第一游戏角色内的第一游戏角色的移动; 以及通过向第二用户输入装置提供输入来控制所述第二播放场屏幕内的第二游戏角色的移动。

    Video game with switchable collision graphics
    12.
    发明授权
    Video game with switchable collision graphics 失效
    视频游戏与可切换的碰撞图形

    公开(公告)号:US5963218A

    公开(公告)日:1999-10-05

    申请号:US565654

    申请日:1995-11-29

    摘要: A method is provided 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 video game character follows a path within the playfield, the method comprising the steps of: storing multiple collision blocks that define respective path segments; dividing the playfield into multiple path blocks that comprise the path; storing character collision-type information; storing references from individual path blocks to individual collision blocks; 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 by causing the character image to follow a path defined by the path segments of individual collision blocks; and changing the stored character collision-type information when the character path passes a prescribed location on the playfield.

    摘要翻译: 提供了一种用于显示穿过视频游戏场的视频游戏角色的方法,用于包括视频屏幕显示,用户控制的图形控制器和数字存储器的系统; 其中所述视频游戏角色遵循所述播放区域内的路径,所述方法包括以下步骤:存储限定相应路径段的多个碰撞块; 将播放区划分成包含路径的多个路径块; 存储字符冲突类型信息; 将各个路径块的引用存储到各个碰撞块; 响应于用户输入到图形控制器,沿着路径从路径块向路径块显示字符移动通过播放区域; 通过使字符图像遵循由各个碰撞块的路径段定义的路径来控制字符移动的显示; 以及当所述字符路径经过所述播放区域上的规定位置时,改变所存储的字符冲突类型信息。

    Data processing system, method thereof and memory cassette
    13.
    发明授权
    Data processing system, method thereof and memory cassette 失效
    数据处理系统,其方法和存储盒

    公开(公告)号:US5941775A

    公开(公告)日:1999-08-24

    申请号:US542992

    申请日:1995-10-13

    摘要: The present invention aims at providing a data processing system which can realize a variety of process. A secondary memory cassette 31 includes a connector 32 which can be connected to both a primary memory cassette 21 or a processing device body, and address transfer circuit 39 which judges whether the connector has been connected to the primary memory cassette 21 based upon the connection state of the connector and outputs an address transfer signal, and a memory 38 which outputs data corresponding to the address transfer signal and the address signal supplied from connector 32. The primary memory cassette 21 includes a mask ROM 28, a connector 22 for connection with the processing device body, and a connector 24 which can be connected with the secondary memory cassette 31. A predetermined pin of connector 24 is connected to a ground.When primary memory cassette 21 is connected with secondary memory cassette 31, signal Sa becomes level L, so that address transfer circuit 39 changes the memory allocation of ROM 38.

    摘要翻译: 本发明旨在提供一种能够实现各种处理的数据处理系统。 辅助存储盒31包括可以连接到主存储盒21或处理装置主体两者的连接器32以及基于连接状态来判断连接器是否连接到主存储盒21的地址转换电路39 并输出地址传送信号;以及存储器38,其输出对应于从连接器32提供的地址传送信号和地址信号的数据。主存储盒21包括掩模ROM28,用于与连接器32连接的连接器22 处理装置主体,以及可与二次存储盒31连接的连接器24.连接器24的预定销连接到地面。 当主存储盒21与次存储盒31连接时,信号Sa变为电平L,使得地址传送电路39改变ROM38的存储器分配。

    Video game with spiral loop graphics
    14.
    发明授权
    Video game with spiral loop graphics 失效
    视频游戏与螺旋循环图形

    公开(公告)号:US5411272A

    公开(公告)日:1995-05-02

    申请号:US155031

    申请日:1993-11-18

    摘要: 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.

    摘要翻译: 提供了一种用于控制视频游戏游戏角色的外观的方法,因为字符遍历显示在显示屏幕上的路径; 其特征在于,所述方法用于包括图形控制器,数字存储器和显示屏幕的视频游戏系统中,所述方法包括以下步骤:在所述游戏角色的至少一个位置显示所述游戏角色直立显示的堤岸路段, 在这条银行路径上至少另外一个位置上下颠倒显示; 存储多个子画面图案,代表字符在横过路径的横向路径上的不同位置处出现的字符; 随着字符穿过划分的路径,跟踪划分的路径上的字符位置; 检索在划分的路径上的不同位置描绘角色的存储的精灵图案; 以及使用所检索的图案显示字符,使得所述字符在所述划分的路径上的不同位置具有不同的外观。