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WO1996035491A1 - Jeu sur ordinateur - Google Patents

Jeu sur ordinateur Download PDF

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Publication number
WO1996035491A1
WO1996035491A1 PCT/US1996/007053 US9607053W WO9635491A1 WO 1996035491 A1 WO1996035491 A1 WO 1996035491A1 US 9607053 W US9607053 W US 9607053W WO 9635491 A1 WO9635491 A1 WO 9635491A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
image
display screen
cursor
sector
Prior art date
Application number
PCT/US1996/007053
Other languages
English (en)
Inventor
David K. Mast
Monte Bertram Young
Bryan Brandenberg
Original Assignee
Mast David K
Monte Bertram Young
Bryan Brandenberg
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 Mast David K, Monte Bertram Young, Bryan Brandenberg filed Critical Mast David K
Priority to AU58609/96A priority Critical patent/AU5860996A/en
Publication of WO1996035491A1 publication Critical patent/WO1996035491A1/fr

Links

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
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00075War games
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/46Computing the game score
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object

Definitions

  • This invention relates to computer games. In one aspect, this invention relates to a computerized board game.
  • the known board version of POWER "The Game” pits a user's strategic skills against opponents in a race to conquer the map.
  • the user directs infantry, tanks, ships and air power to attack enemies and to defend the user's home base.
  • the user's boldness and cunning are critical to successful domination of the globe.
  • the object of the game to for the user to eliminate opponents by occupying their home base and having infantry capture their flag.
  • the equipment provided is a game board similar to that shown by Figure 1, four sets of playing pieces, each in a different color, 4 quick reference cards, 4 command pads, and a three minute timer.
  • Game board The game board shows four countries, each divided into nine sectors. Each country also has a home-base sector and a Reserve located along the edge of the board next to the home base. Five islands lie between the countries. Sea lanes border the countries and islands.
  • Game Pieces The game pieces consist of the following pieces in each color: 10 Power units (lightening bolts), 1 Flag, 1 Megamissile, 4 Destroyers (small ships), 22 Cruisers (large ships), 5 Fighters (small planes), 3 Bombers (large planes), 5 Tanks (small), 3 Heavy Tanks (large), 9 Infantry (single soldiers). Regiments can be formed by snapping three single infantry pieces together.
  • the Quick Reference Cards list the playing pieces, their maximum allowable moves per round, and their power values:
  • Command pads contain a form on which the players write down the commands that they will issue during a round.
  • the form has three columns (Piece, From, To) and five rows (to record five commands).
  • the three minute timer measures the time limit a player has for writing the five commands to carry out during the round.
  • the players select their home base, a set of playing pieces, a quick reference card, and a movement pad. Each player then places the following pieces in their home base: 1 flag, 2 Infantry (single soldiers), 2 tanks (small), 2 fighters (small planes), and 2 destroyers (small ships).
  • Moving and exchanging During a round, a player is allowed up to five separate commands. These commands fall into two categories: moving and exchanging. Moving means moving a playing piece from one sector to another. Exchanging means turning in playing pieces or Power Units for new playing pieces.
  • Infantry and Regiments can only move two sectors (or less) in the same round and only through sectors containing land. Infantry travels from one country to another by stopping on island sectors that lie between countries. When infantry enters an island or a home base, they cannot move any farther during that round, even if they have a movement count remaining. They must wait until the next round to move again.
  • Tanks can move three sectors or less in the same round. Like Infantry, they can only travel through sectors containing land, and they must stop on islands to get from one country to another. Also like Infantry, Tanks cannot enter and exit an island or home base in the same round, even if they have movement counts remaining. They must wait until the next round to move on.
  • Moving Fighters and Bombers Fighters and Bombers can move five sectors (or less) in the same round, but they cannot fly over sea lanes. Planes cannot enter and leave a home-base sector in the same round, but they can pass over island sectors without stopping.
  • Destroyers and Cruisers have a movement allowance of one and they are restricted to sectors containing water. They can sail into a country's beach sectors, home-bases, and island sectors, but they cannot travel diagonally across countries.
  • Moving Megamissiles A Megamissile can only be used once, but it can be sent into any sector desired, including a home-base or Reserve sector. It can even be directed to the same sector it was launched from. Exchanging Power Units for small playing pieces. Power Units are used to "buy” additional small playing pieces. The "cost" of a piece is the same as its power value; a player can exchange two Power Units for a new Infantry, ten Power Units for a new Destroyer, etc.
  • Megamissiles can be exchanged for a combination of existing playing pieces and Power Units. No "change” is given when pieces are exchanged for a megamissile.
  • a player is selected to be the first official. When the players are ready, the official says “Ready”, and then when everyone is ready, "Go”. The official then turns the timer over to start the three minute countdown.
  • the players then write down the five commands that they want carried out during the round.
  • * pieces can only be moved once during a round * pieces can be moved and then exchanged in the same round-this counts as two moves * pieces may be exchanged more than once in a round.
  • pieces cannot move in the same round after they have been exchanged. Exceptions are: pieces can be , exchanged in Reserve and then moved into home base (two commands), and Megamissiles can be exchanged and then launched in the same round (also two commands).
  • a player is required to issue at least one command in each round. If a player fails to move or exchange, the player must give up one power unit, or, if a player does not have any power units, the player must exchange the playing piece with the lowest power value for its equivalent in Power Units (or Power Units plus small pieces), give up the power unit, and place the extra power unit and pieces, if any, in Reserve.
  • Power units are placed in a player's reserve.
  • the game is won by the player who captures the flag of the last remaining opponent.
  • a method for moving images of game pieces for a board game on a computer The computer is provided with a memory, a processor, a display screen, and a user input interface.
  • the 30 user input interface comprises a cursor, a user control device for moving the cursor on the display screen, and an actuator for instructing the processor to execute a routine in response to the position of the cursor.
  • an image of the game board is provided on the display screen.
  • the game board is divided into a plurality of sectors,. Images of a plurality of game piece icons are provided on the display screen, as well as a cursor image.
  • the cursor image is positioned on an image of a game piece icon positioned in a first sector.
  • the processor is instructed to execute a routine to form a second image of the game piece icon and to drag the second image of the game piece icon from a first sector to a second sector.
  • the second image of the game piece icon is dragged from the first sector to the second sector.
  • the processor is then instructed to execute a release routine to position the second image of the game piece icon in the second sector.
  • a method for providing information to a user of a board game on a computer comprising providing, on the display screen, an image of the game board.
  • the game board is divided into a plurality of sectors. Images of a plurality of game piece icons are also provided on the display screen.
  • the game piece icons are positioned in a portion of the plurality of sectors.
  • the images of the plurality of game piece icons are color coded according to player.
  • Each game piece icon has an assigned point value.
  • a zoom window display is provided on the display screen alongside the image of the game board for displaying information concerning a current round of play. The method is especially useful for keeping the game interesting when remote users are playing against each other or a user is player against the computer.
  • a method for providing information to a user of a board game on a computer can be as previously described.
  • the board game is designed to be played in a plurality of rounds of play by a plurality of players.
  • the method is carried out by providing, on the display screen, an image of a game board.
  • the game board is divided into a plurality of sectors, including a plurality of headquarters sectors and a plurality of reserve sectors, each being adjacent to a headquarters sector.
  • Each of the plurality of players is assigned a separate headquarters sector and a separate reserve sector adjacent to the headquarters sector.
  • Images of a plurality of game piece icons are provided on the display screen as well as a cursor image.
  • the cursor image is positioned on an image of a game piece icon positioned in a first sector.
  • the processor is instructed to execute a routine to display a list of exchange options for the game piece icon positioned under the cursor.
  • the user selects an exchange option from the list, and the processor is then instructed to execute the selected exchange option.
  • the method greatly speeds up exchanges as compared to the manual board game and makes the game move at a faster pace.
  • a method for facilitating play of a board game on a computer The computer can be as previously described.
  • the game is played in a plurality of rounds of play by a plurality of players.
  • the players are allocated power points and game pieces based on the results of the round of play.
  • the method comprises providing an image of the game board on the display screen.
  • the game board is divided into a plurality of sectors.
  • Each of the plurality of players is assigned a separate headquarters sector and a separate reserve sector adjacent to the headquarter sector.
  • a means for calculating and transferring to each players reserve sector, the accumulated power points and game pieces allocated to such player during each round, is provided in the processor.
  • the accumulated power points and game pieces are displayed in the player's reserve sector at the end of each round.
  • the computerized version of the game carries out the task of calculating and allocating power points and awarding captured pieces more quickly and more accurately and done by hand in the board version.
  • a method for providing information to a user of a board game on a computer can be as previously described.
  • An image of the game board is provided on the display screen, the game board being divided into a plurality of sectors. Images of a plurality of game piece icons positioned in a portion of the plurality of sectors are also provided on the display screen. The images of the plurality of game piece icons are color coded according to player and each game piece icon has an assigned point value.
  • a control pad is provided on the display screen alongside the image of the game board. The control pad has at least one button, bar or icon representing a play option
  • a cursor image is provided on the display screen. The cursor image is positioned on a desired button, bar or icon in the control pad.
  • the processor is then instructed to execute a routine in response to the button, bar or icon positioned under the cursor.
  • the method enable information concerning the game to be more easily accessed than in the board version of the game.
  • a method to facilitate start up of a computer game program for a board game on a computer The computer can be as previously described.
  • the board game is to be played in a plurality of rounds of play by a plurality of players.
  • the use of option menus to set up the computer version of the game greatly facilitate play.
  • a method for providing information to a user of a board game on a computer can be as previously described.
  • the board game is to be played in a plurality of rounds of play by a plurality of players.
  • An image of the game board is provided on the display screen.
  • the game board is divided into a plurality of sectors. Images of a plurality of game piece icons positioned in a portion of the plurality of sectors are also provided on the display screen.
  • the images of the plurality of game piece icons are color coded according to player and each game piece icon has an assigned point value.
  • an image of a round countdown clock an image of an end round button, an image of a game countdown clock, an image of a power value table, a player's name, and an image of a control pad having an exit button, a pause button, a sound and voice effects control button, a music control button, an on line help button, and a minimize button.
  • the control pad provides a convenient mechanism to provide further control over the game in a manner not available to users of the board game.
  • a method for playing POWER "the Game” with a computer is provided.
  • the computerized version is compared to the previously described original board version as follows:
  • the background and object of the game are as previously described.
  • the equipment necessary for playing the computer version of the game is generally the game software and the computer equipment and peripherals necessary for running the software. It is preferred to run the program in a Microsoft Windows environment using a 486 or faster processor having at least 4 MeG of memory.
  • the game software can be supplied on either diskettes or CD Rom.
  • the shell used to control the program was Borland C+ + V4.0.
  • the software used for installation was Installshield v2.0 available from Stirling Technologies, Inc., 172 Old Mill Drive, Schaumburg, IL 60193.
  • a Modem version of the software program was programmed using Greenleaf Comm++ V2.0 from Greenleaf Software Inc. 16479 Dallas Parkway, Suite 570, Dallas, Texas 75248. To provide graphics, Lantastic Artisoft was used.
  • the game can be played by a single user, in which case artificial intelligence opponents can be programmed into the software, or between multiple users using serial, network, or modem connection, such as on the Internet. It is necessary to install the software on all machines being used.
  • the options can be displayed during the startup procedure. See Figure 15.
  • the setup for a multiplayer game can also be implemented during startup.
  • the computer used will have a memory, a processor, a display screen, and a user input interface.
  • the user input interface comprises a cursor, a user control device for moving the cursor on the display screen, and an actuator for instructing the processor to execute a routine in response to the position of the cursor.
  • a mouse running in a Windows environment is a highly suitable actuator.
  • the display screen should be capable of providing an image of the game board 20 which has been divided into a plurality of sectors, (see Figure 1).
  • the game pieces are provided on the display screen in the form of images of a plurality of game piece icons.
  • the images of the plurality of game piece icons are color coded according to player. Each game piece icon has an assigned point value. A cursor image is also provided on the display screen.
  • an image of a power value table 60 can be provided on the display screen alongside the image of the game board,
  • the cursor image is positioned on an image of a game piece icon positioned in a first sector, and the processor is instructed to execute a routine to form a second image of the game piece icon and to drag the second image of the game piece icon from a first sector to a second sector. The user then drags the second image of the game piece icon from the first sector to the second sector. The processor is then instructed to execute a release routine to position the second image of the game piece icon in the second sector.
  • Mouse clicks are preferably used to issue the instructions.
  • a track showing a path of the second image of the game piece from the first sector to the second sector is displayed on the display screen. See track 22 in Figure 1.
  • the track is in the form of a strobing line and the second image is slightly larger than the first image.
  • the path of the track is stored in the memory of the computer.
  • the path of the track is retrieved from the computer memory and the first image of the game piece icon is moved along the path of the track from the first sector to the second sector.
  • set up is handled mostly by the computer.
  • Set up is facilitated by providing, on the display screen, an icon to represent the command to load the computer game program; an option menu to enable the selection of a game; (see Figure 15); an option menu to enable the selection of an opponent, (see Figure 3); an option menu to enable the selection of a level of play, (see Figure 4); an option menu to enable the selection of a game board display, (see Figure 5); an option menu to enable the selection of a game time limit (see Figure 6); and an option menu to enable the selection of a round time limit.
  • Biographical information concerning potential opponents can also be presented, as shown in Figure 14.
  • the image of the game board is displayed on the display screen, along with images of a plurality of game piece icons.
  • the icons are positioned in a portion of the plurality of sectors of the game board display.
  • the images of the plurality of game piece icons are color coded according to player and each game piece icon has an assigned point value.
  • a zoom window display 24 (see Figure 1) is provided on the display screen alongside the image of the game board for displaying information concerning a current round of play.
  • an enlarged view 24' of a portion of the first sector can be displayed in the zoom window to facilitate movement of the game piece icons.
  • the computer program provides information to the user in the form of lists of exchange options.
  • the game board On the display of the game board, as shown in
  • each of the plurality of players is assigned a separate headquarters sector 26a, 26b, 26c, 26d, and a separate reserve sector 28a, 28b, 28c, 28d, adjacent to the headquarters sector.
  • Images of game piece icons and a cursor image are provided as previously described.
  • the cursor image is positioned on an image of a game piece icon positioned in a first sector.
  • the processor is then instructed to execute a routine to display a list of exchange options for the game piece icon positioned under the cursor. See Figure 9.
  • the user can then select an exchange option from the list and instruct the processor to execute the selected exchange option.
  • commands are planned from a control pad 30.
  • the control pads are provided on the display screen alongside the image of the game board.
  • the control pad contains at least one button, bar or icon representing a play option.
  • the cursor image is positioned on a desired item in the control pad and the processor is instructed to execute a routine in response to the item positioned under the cursor.
  • the control pad 30' (see Figure 10) contains a list of a player's moves for a subsequent round and the cursor image is positioned over the bar representing a cancellation of the move listed in the bar.
  • the control pad contains a end button 32 representing a command to resume play before an expiration of a round time limit and the cursor is positioned over the next play icon. When a player has completed their commands, clicking on the end button 32 will cause play to progress. Play is also facilitated by providing, on the display screen alongside the image of the game board, an image 36 of a round countdown clock.
  • the rules in the computerized version are the same as in the board version of the game.
  • the computer has the ability to enforce certain rules. For example, it is preferred to provide a movement limit for each of the plurality of game piece icons in the computer memory.
  • a means can then be provided in the processor for aborting illegal moves.
  • a means can be provided in the processor for aborting the dragging of the second image of the game piece icon in the event that the movement limit for the game piece represented by the second image is exceeded.
  • enforcement of a penalty for a player's failing to take a move can be automatically provided by the computer.
  • the computerized also differs from the board version in that power points are automatically awarded at the end of each round.
  • the rules of moving and exchanging pieces are preferably the same as in the board version of the game. However, the moves are automatically carried out by the computer.
  • the path of the track of the entered move is retrieved from the computer memory.
  • the first image of the game piece icon is then moved along the path of the track from the first sector to the second sector.
  • an indicator to show a total point value of the images of the game piece icons in the sector according to player See Figure 12.
  • an indicator to show that the total point value is evenly matched and the opposing players are bounced from the contested sector. See Figure 11.
  • an image of the opposing player in a conflict is provided on the zoom window display alongside the image of the game board. See Figure 1.
  • the distribution of the power units and captured pieces is automatically done in the computer version of the game.
  • the players are allocated power points and game pieces based on the results of the round of play.
  • Each of the players is provided with a separate headquarters sector and a separate reserve sector adjacent to the headquarter sector.
  • the processor is provided with a means for calculating and transferring to each players reserve sector, the accumulated power points and game pieces allocated to such player during each round.
  • the accumulated power points and game pieces are displayed in the player's reserve sector at the end of each round.
  • an image can be provided on the zoom window display which shows the total power points of all players. See Figure 13.
  • the resolution of captured flags is the same as in the board version of the game, except that reposting of the vanquished players flag to the victor's headquarters sector is done automatically.
  • an icon appears at the end of each round which can be clicked on to begin the next round.
  • Also displayed on the screen are an image of a game countdown clock, a player's name, and an image of a control pad 40 (see Figure 11) having an exit button, a pause button, a sound and voice effects control button, a music control button, an on line help button, and a minimize button.
  • the icons for these buttons are shown in greater detail in Figure 17.
  • an indicator 50, 50' can be displayed to the user on the zoom window depending on whether the user has been victorious or vanquished. See Figures 18 and 19.
  • Figure 1 is a pictorial representation of a computer screen embodying certain features of the present invention.
  • Figure 2 is a pictorial representation of game piece icons which can be used in invention as shown in Figure 1.
  • Figure 3 is a pictorial representation of a menu display.
  • Figures 4-7 are pictorial representations of control pad displays.
  • Figure 8 is a pictorial representation of a zoom window display.
  • Figure 9 is a pictorial representation of an option menu.
  • Figure 10 is a pictorial representation of a control pad.
  • Figures 11-13 are pictorial representations of zoom window displays.
  • Figure 14 is a pictorial representation of a information display.
  • Figures 15-16 are pictorial representations of a start up menus.
  • Figure 17 is a pictorial representation of control pad icons which can be used in the invention.
  • Figures 18-19 are pictorial representations of end of game displays.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Educational Technology (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne un procédé pour déplacer des images de pièces de jeu pour un jeu de combinaison sur un ordinateur. L'ordinateur est pourvu d'une mémoire, d'un processeur, d'un écran d'affichage, et d'une interface d'entrée utilisateur. L'interface d'entrée utilisateur comprend un curseur, un dispositif de commande utilisateur (30) pour déplacer le curseur sur l'écran d'affichage, et un organe de commande pour envoyer une instruction au processeur afin qu'il exécute un sous-programme en réponse à la position du curseur. Selon ce procédé, une image du jeu (20) est affichée sur l'écran. Le jeu (20) est divisé en plusieurs secteurs. Les images de plusieurs icônes formant pièces du jeu sont affichées sur l'écran, ainsi que l'image du curseur. L'image du curseur est positionnée sur une image d'une icône formant pièce de jeu, positionnée dans un premier secteur. Le processeur reçoit une instruction lui demandant d'exécuter un sous-programme pour former une deuxième image de l'icône formant pièce de jeu et pour tirer la deuxième image de l'icône formant pièce de jeu d'un premier secteur vers un deuxième secteur. La deuxième image de l'icône formant pièce de jeu est tirée du premier secteur vers le deuxième secteur. Le processeur reçoit ensuite une instruction lui demandant d'exécuter un sous-programme de relâchement pour positionner la deuxième image de l'icône formant pièce de jeu dans le deuxième secteur.
PCT/US1996/007053 1995-05-11 1996-05-10 Jeu sur ordinateur WO1996035491A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU58609/96A AU5860996A (en) 1995-05-11 1996-05-10 Computer game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US43957895A 1995-05-11 1995-05-11
US08/439,578 1995-05-11

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WO1996035491A1 true WO1996035491A1 (fr) 1996-11-14

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Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000012186A1 (fr) * 1998-08-27 2000-03-09 Wms Gaming Inc. Machines de jeu permettant de jouer a un jeu sur plateau
US6234897B1 (en) 1997-04-23 2001-05-22 Wms Gaming Inc. Gaming device with variable bonus payout feature
US7192349B2 (en) 2001-08-31 2007-03-20 Igt Gaming device having multiple round bonus scheme with residual awards
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Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6234897B1 (en) 1997-04-23 2001-05-22 Wms Gaming Inc. Gaming device with variable bonus payout feature
AU2003271392B2 (en) * 1998-08-27 2006-12-07 Bally Gaming, Inc. Gaming Machine for Playing a Board Game
AU2007200989B2 (en) * 1998-08-27 2009-12-10 Bally Gaming, Inc. Gaming machine for playing a board game
WO2000012186A1 (fr) * 1998-08-27 2000-03-09 Wms Gaming Inc. Machines de jeu permettant de jouer a un jeu sur plateau
US7192349B2 (en) 2001-08-31 2007-03-20 Igt Gaming device having multiple round bonus scheme with residual awards
US9168456B2 (en) 2009-08-14 2015-10-27 Igt Gaming system and method for providing a casual wagering game
US9418510B2 (en) 2009-11-12 2016-08-16 Igt Gaming system, gaming device and method for providing a game having a dynamic award scheme
US10467853B2 (en) 2009-11-12 2019-11-05 Igt Gaming system, gaming device and method for providing a game having a dynamic award scheme
US9214067B2 (en) 2012-09-06 2015-12-15 Igt Gaming system and method for providing a streaming symbols game
US9514601B2 (en) 2012-09-06 2016-12-06 Igt Gaming system and method for providing a streaming symbols game
US9028318B2 (en) 2012-09-27 2015-05-12 Igt Gaming system and method for providing a game which populates symbols along a path
US9039512B2 (en) 2012-09-27 2015-05-26 Igt Gaming system and method for providing a game which populates symbols along a path
US8992301B2 (en) 2012-09-27 2015-03-31 Igt Gaming system and method for providing a game which populates symbols along a path
US9318002B2 (en) 2012-09-27 2016-04-19 Igt Gaming system and method for providing a game which populates symbols along a path
US9633511B2 (en) 2012-09-27 2017-04-25 Igt Gaming system and method for providing a game which populates symbols along a path
US9881459B2 (en) 2012-09-27 2018-01-30 Igt Gaming system and method for providing a game which populates symbols along a path
US8851979B2 (en) 2013-03-07 2014-10-07 Igt Gaming system and method for providing a symbol elimination game
US10186106B2 (en) 2016-09-21 2019-01-22 Igt Gaming system and method for determining awards based on interacting symbols

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