Multi-player, multi-character cooperative play video game with independent player entry and departure
First Claim
1. A video game comprising:
- a central processing unit;
a video display;
a plurality of sets of controls coupled to said central processing unit;
sofware means run by said central processing unit and coupled to said controls, and to said video display for reading player input from said controls and generating, storing, changing and outputting data for causing said video display to display a maze populated by a plurality of different kinds of characters each having attributes, said maze also being populated by a plurality of attribute-affecting entities including monsters, each said character having attributes including longevity and abilities including the ability to fight and to move, said attributes defined by stored data, said longevity attribute defined by stored data and decreasing over time and when that character is damaged by a monster, and including means for displaying different types of resources having characteristics defined by stored data and displayed on said video display throughout said maze in quantities and loctions established by said software means, said resources increasing the longevity attribute or otherwise affecting the attributes of the first character which is displayed to have obtained possession of them, and for causing said video display to display action by said characters and said monsters in accordance with rules of said game implemented by the following included means;
first means for allowing a plurality of players to each simultaneously and independently control the movements and actions of one of said plurality of characters in the video game via said controls;
second means for allowing any one of said plurality of players to enter the game at any time and simultaneously and independently control the movements and actions of one of said characters independently of when the other players started playing or when any other said player or players stops playing; and
third means for encouraging the players to cooperate during play by displaying on said video display only a window portion of said maze which is related to the relative positions of all the characters being active in that they are controlled by a player at that time and by not allowing any active character to move outside the bounds of said window portion and by moving the window portion to display different portions of said maze only so long as all the active characters are contained in said window portion.
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Accused Products
Abstract
A multi-player, multi-character video game where the game rules force the players to cooperate in negotiating the maze at least until the characters reach a portion of the maze where a specific objective is located. Certain limited resources to change the attributes of the characters or to increase their longevity are displayed in a maze. The players may compete to obtain possession of these limited resources when the characters have cooperated in their movements sufficiently to move to the location of the limited resources. Cooperation among the characters is forced by forcing all characters active in the game to remain visible in the displayed window. Players may enter the game at any time, and they may leave the game at any time without affecting the status of the game or the status of the other characters in the game. All active players may simultaneously, independently control their characters so long as they do not attempt to move their characters outside the currently displayed window.
296 Citations
21 Claims
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1. A video game comprising:
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a central processing unit; a video display; a plurality of sets of controls coupled to said central processing unit; sofware means run by said central processing unit and coupled to said controls, and to said video display for reading player input from said controls and generating, storing, changing and outputting data for causing said video display to display a maze populated by a plurality of different kinds of characters each having attributes, said maze also being populated by a plurality of attribute-affecting entities including monsters, each said character having attributes including longevity and abilities including the ability to fight and to move, said attributes defined by stored data, said longevity attribute defined by stored data and decreasing over time and when that character is damaged by a monster, and including means for displaying different types of resources having characteristics defined by stored data and displayed on said video display throughout said maze in quantities and loctions established by said software means, said resources increasing the longevity attribute or otherwise affecting the attributes of the first character which is displayed to have obtained possession of them, and for causing said video display to display action by said characters and said monsters in accordance with rules of said game implemented by the following included means; first means for allowing a plurality of players to each simultaneously and independently control the movements and actions of one of said plurality of characters in the video game via said controls; second means for allowing any one of said plurality of players to enter the game at any time and simultaneously and independently control the movements and actions of one of said characters independently of when the other players started playing or when any other said player or players stops playing; and third means for encouraging the players to cooperate during play by displaying on said video display only a window portion of said maze which is related to the relative positions of all the characters being active in that they are controlled by a player at that time and by not allowing any active character to move outside the bounds of said window portion and by moving the window portion to display different portions of said maze only so long as all the active characters are contained in said window portion. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A video game comprising:
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control means including one set of controls for each of a plurality of characters for generating signals in response to player manipulation of said controls; means for displaying a maze, limited resources in said maze and the movements and actions of a plurality of characters in a maze; movement means for receiving player inputs from said control means and for causing said display means to display said maze, limited resources in said maze and one or more characters in said maze, each said character with different attributes in terms of ability to move, shoot and otherwise fight in said maze and for independently calculating a longevity attribute and recording same in the form of stored longevity data for each character which decreases with time and decreases with damage from entities and increases with obtaining possession of said limited resources where obtaining possession of a limited resource means moving a character into an area including said limited resource within its perimeter and for causing said display means to stop displaying movement and actions by each said character when said longevity attribute for that character reaches zero, and for causing each said character to move in said maze displayed on said means for displaying in response to player input from a corresponding set of said controls, and including means for controlling said means for displaying to display only a window portion of said maze related to the positions of all the characters in said maze, and for restricting movement on said display means of each said character to the bounds of said window portion as determined by the positions of all said characters; coin accepting means corresponding to each said character and coupled to said movement means for the corresponding character for accepting coins which bring the corresponding character to life by increasing its longevity in the game and allowing said movement means to move said character on said display means in response to player inputs on the corresponding set of controls; first means in said movement means and coupled to said control means for responding to a plurality of players each having his or her own controls so that each player may independently, simultaneously control the movements and actions of at least one of said plurality of characters in the video game each of which has a longevity attribute independently calculated for that character based upon at least the events which happen in the game affecting that character and for responding to any player who wishes to join the game and control an unused character at any time regardless of when the game started or to leave the game when the player'"'"'s character'"'"'s longevity attribute decreases to zero or at any other time; maze means in said movement means for driving said display means to display said maze through which said characters move and in which are displayed said limited resources in quantities and locations determined by said maze means which affect at least the longevity attribute of any character having said limited resources in its possession, and further driving said display means to display a plurality of different types of entities in said maze which shorten the longevity attributes of said characters if not avoided by said characters; and second means in said movement means for driving said display means in a limited fashion such that players whose characters have non zero longevity attributes in the game may either cooperate or compete in avoiding said entities to reach the area of said maze where said limited resources are displayed including means for causing possession of the same type of limited resource to affect the attributes of different characters differently, and means for allowing any character to appear on said video display to push any other character to change that character'"'"'s position on said display means to move said character in said maze against the wishes of the player whose character has been pushed. - View Dependent Claims (16, 17)
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18. A video game subsystem for providing a facility for game play of a video game involving multiple displayed characters each of which has a set of attributes and each of which may be separately controlled by one of a plurality of players and each of which has a separate longevity attribute in said game defined by corresponding longevity data, comprising:
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a computer system including a plurality of control sets each of which corresponds to one of said characters, a display and a plurality of coin receiving mechanisms each of which corresponds to one of said plurality of characters, each of said plurality of control sets, said display and said plurality of coin receiving mechanisms being coupled to a CPU; software means controlling said CPU for reading player control inputs from said control sets and from said plurality of coin receiving mechanisms and for driving said display to control said game play by displaying a maze and said characters and by moving said characters through said maze and by changing the appropriate longevity data stored for each said character including the following elements; first means for responding to the control inputs from said plurality of control sets where each said control set is manipulated by one of a plurality of players and where each said player has a separate control set, and for responding to control inputs generated by dropping a coin into any of said plurality of coin receiving mechanisms by altering stored longevity data corresponding to the character assigned to the coin receiving mechanism in which said coin was dropped, said first means also for driving said display so that each said player may appear to bring a character to life on said display so as to respond to player control commands entered via the corresponding one of said control sets by dropping a coin into a coin receiving mechanism corresponding to the character to be controlled by said player, said first means also for responding to said control inputs from said control sets and from said coin receiving mechanisms so that each player may independently and simultaneously control the displayed movements and actions of a character in said video game and for driving said display such that each said character is displayed as having a plurality of different attributes defining the ability of each said character to move through, fight and shoot in said maze and for separately calculating a longevity attribute for each character based upon at least the events which happen affecting that character in the game and automatically decreasing over time and for appropriately altering said stored longevity data in accordance with said calculation, and for driving said display means so as to display actions by said character only so long as said longevity attribute is satisfying a predetermined criterion; maze means for driving said display means so as to display a maze through which said characters move and in which are displayed one or more limited resources which affect the displayed attributes of any character having a sought after one of said limited resources in its possession where possession is defined as movement of a character into an area of the display wherein said sought after one of said limited resources is displayed, and for driving said display means such that possession of said sought after one of said limited resources appears to affect the attributes of different characters differently, and for further driving said display to show entities in said maze which shorten the longevity attributes of said characters if not avoided by said characters; and means for driving said display means in such a fashion that the characters displayed are encouraged to cooperate to maximize their longevity attribute to move through the maze until they reach the area of any of said limited resources, said encouragement including driving said display to display only a window portion of said maze, which portion is related to the positions of all the characters, while not allowing any character to move outside the bounds of said window portion, but for driving said display in such a manner as to allow said characters to either cooperate or compete with each other to obtain possession of any of said limited resources by driving said display so as to allow any character to shoot and destroy said limited resources or shoot any other character when the characters collectively move so that said window portion can be moved so as to allow the limited resource being sought to be displayed in said window portion thereby allowing any of said characters to individually reach the area of said maze displayed in said window portion where said limited resource being sought is displayed; means for driving said display so as to establish different attributes for each character defining each character'"'"'s characteristics and abilities to move and fight in said maze when manipulated by the player; means for independently changing the attributes of each character on said display based upon events which happen to each character and actions taken by each character during the game; and means for driving said display for allowing any player to enter an unused character in the game being displayed or withdraw a player controlled character from the game independently of when the game started, and independently of how many other characters are in the game, and to allow any player to independently stay in the game as other characters are placed in or are withdrawn from the game as long as the player'"'"'s character still has a longevity attribute which satisfies a predetermined criteria.
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19. A video game subsystem for providing a facility to display video game action by a plurality of characters each of which has a changeable longevity attribute which determines how long that character may be manipulated by a player to perform action on a displayed playfield having one or more limited resources displayed thereon comprising:
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means for displaying said playfield having resources thereon, the quantities and locations of which are automatically predetermined by said means for displaying; multiple control means each corresponding to a particular character and each allowing any player manipulating said control means to control the movements and actions of the corresponding character, each said control means for allowing a player manipulating said control means to control the movements and actions of a corresponding character on said display; means for driving said display means so as to allow each of a plurality of players to join the game and to appear to bring one of a plurality of characters selected by the player to life on said display means at any time by providing a predetermined control input thereby allowing control of the corresponding selected character on said display means, each of said characters having different attributes on said display means including a longevity attribute which decreases automatically with time, and said means for driving also for responding to player inputs from one of said control means by controlling the character corresponding to said control means on said display means simultaneously with control of other characters by other players through manipulation of their respective control means; means for limiting said display means so that it displays only a portion of said playfield at any particular time in a window and for causing said display means to move the window across the playfield in response to the movements of said characters; and means for driving said display means so as to force all the currently player controlled characters with non zero longevity attributes to remain visible in said window all the time when said game is played and only allowing a character to obtain one or more of said limited resources if a sought after one of said limited resources is showing in said window and for causing the attributes of the first character obtaining the resource to be affected by obtaining possession thereof.
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20. A video game subsystem including a display comprising:
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first means for allowing a plurality of players to simultaneously and independently control the movements and actions of a plurality of characters each of which has one or more attributes defining said character in a maze in said video game; second means for allowing any one of said plurality of players to enter the game at any time and to simultaneously and independently control the movements and actions of one of said characters independently of when the other players started playing or when any other said player or players stop playing; third means for forcing the players to cooperate during play by not allowing any character to move outside a window portion of said maze and by allowing the window to move only in response to the collective positions of all the players, and for providing a facility by which any player may manipulate his or her character to appear to move any other player'"'"'s character by appearing to push said other player'"'"'s character on the display and for providing a facility by which a first player'"'"'s character may appear to damage the character of another player by appearing to shoot and other character on said display, said third means also for causing said display to display one or more limited resources in said maze which alter the attributes of any said character having one or more of said limited resources in the possession of said character, where possession occurs when said character is moved on said display into an area on said display containing one or more of said limited resources, but said third means allowing any said character to take possession of a limited resource only when the sought after limited resource is visible in said window portion; and coin accepting means for receiving coins for each character in the game and for adding longevity to any character for which coins are received in proportion to the amount of money received.
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21. A method of operating a video game having a display and controls comprising the steps of:
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displaying a playfield containing different kinds of monsters and one or more characters having attributes including a longevity attribute which characters may be moved on said playfield by players manipulating said controls and displaying predetermined amounts of different limited resources on said playfield; limiting the displayed portion of the playfield in accordance with the collective positions of all said characters which are active in that they have longevity attributes which allow said characters to be moved on said playfield by said players by manipulation of said controls, said limitation of the displayed portion of the playfield being such that all the characters must be visible at all times in the displayed portion of said playfield; reading control inputs from multiple control mechanisms and controlling the movements and actions of said multiple characters each of which has different attributes including the ability to fight and move and each of which responds to control inputs from a corresponding set of control mechanisms; reading start data from multiple start mechanisms at the beginning of said game and during said game so as to allow new players to join the game at any time and begin controlling an unused character; and forcing the players to cooperate during play of the game by limiting the life of each character by decreasing said longevity attribute automatically over time or when the character is damaged by said monsters and by allowing a character to increase its longevity attribute by taking possession of predetermined types of said limited resources where taking possession of any said limited resource is accomplished when a character enters the area on said display where said limited resource is displayed, but only allowing a character to take such possession of a limited resource when the limited resource is showing in the window of said playfield which is currently displayed based upon the collective positions of all the active characters and by not allowing any active character to move to a position on said playfield outside the bounds of the currently displayed portion.
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Specification