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U.S. Patent No. 7,695,356: Game program, game device, and game method
Issued April 13, 2010, to Konami


Summary:

The ‘356 patent describes a hand-held baseball game with interactive fielding and throwing options. In past baseball games, whenever a fielder caught the ball, the player had to press a button corresponding to the base he wished to throw the ball. Users were apt to make errors and press the wrong button in their haste. The ‘356 patent aims to reduce this error by allowing a player to press a button which corresponds to a relay player. This character will catch the ball after it is released incorrectly. Once the relay character has the ball, the user can choose the correct base to throw the ball.

Abstract:

With a game implemented by the present game program, ball dispatch origin characters will be displayed on a monitor. In addition, characters corresponding to ball dispatch destinations will be displayed on the monitor. A ball dispatch destination character will be identified when the command means is placed into contact with one of the characters corresponding to the dispatch destinations. If this occurs, a ball character will be dispatched from one of the ball dispatch origin characters to one of the ball dispatch destination characters.

Illustrative Claim:

1. A computer readable medium storing a game program for causing a computer to implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor, the game program comprising: code for displaying a dispatch origin character which is a dispatch origin of the moving object; code for displaying at least one mark corresponding to a dispatch destination of the moving object on the monitor; code for identifying a dispatch destination character of the dispatch destination corresponding to the mark by allowing a control unit to recognize a coordinate of the dispatch destination character when input means is placed into contact on the monitor with the mark, and allowing the control unit to recognize the dispatch destination character on the basis of the coordinate, the dispatch destination character being set on a position which is different from the position of the mark; and code for displaying the moving object which moves from the dispatch origin character to the dispatch destination character identified, by allowing the control unit to issue signal to dispatch the moving object.


U.S. Patent No. 7,695,368: Game program, game device, and game method
Issued April 13, 2010, to Konami


Summary:

The ‘368 patent describes a method for playing a baseball game on a hand-held game system where the player has control over the swing of the character. The player can rotate their character to produce a swing and, if the timing is right, to produce a hit on the ball. The speed of the bat is determined by the rotational speed the player inputs into the character.

Abstract:

With a game implemented by the present game program, a touch panel type of monitor will be used, and a bat character displayed on the touch panel type of monitor will be rotated by a command means from a first position to a second position while the command means is in contact with the bat character. Then, the bat character will be rotated in reverse from the second position to the first position based upon the characteristics set in the bat character in response to the amount of rotation.

Illustrative Claim:

1. A computer readable medium storing a game program for causing a computer to implement a game in which a rotatable bat character is displayed on a touch panel type of monitor, comprising: code for allowing control unit to recognize a first coordinate of input means which is placed into contact with the monitor, and allowing the control unit to recognize a position of the bat character as a frist position in case that the control unit identifies the first coordinate with at least any one of coordinates in the bat character; code for allowing the control unit to recognize a second coordinate of the input means after movement when the input means has moved in contact with the monitor, displaying the bat character, which is rotated from the first coordinate to the second coordinate around a coordinate of a predetermined point, on the monitor, and allowing the control unit to recognize a position of the bat character after rotation as a second position; code for allowing the control unit to calculate rotation between the first position and the second position when the bat character has rotated from the first coordinate to the second coordinate and allowing the control unit to set the rotational speed of the bat character in response to the amount of the rotation; code for allowing the control unit to issue command to rotate the bat character in reverse from the second position to the first position based upon the rotational speed set in the bat character when the recognition of the second coordinate has stopped; and code for displaying the reverse rotation state of the character on the monitor when the command is issued by the control unit.


U.S. Patent No. 7,697,015: Storage medium and game device storing image generating program
Issued April 13, 2010, to Nintendo


Summary:

The ‘015 patent attempts to fix a common problem experienced by most gamers. In past games when the camera is placed directly behind a character, the player had a hard time seeing friends or enemy players unless they were in front of the character. The current invention describes a method that allows a player to spot other players or enemies with greater ease. The system gives weight to each character in a game and then attempts to balance out the weights so that all characters can be shown on the screen. The user-controlled character is given the most weight and the camera will attempt to place him in the center of the screen when possible. Friendly characters (controlled by other users) are given the second most weight and the camera angle will attempt to fit them into the screen at all times as well. Lastly, enemy (computer-controlled) characters are given the least amount of weight and the camera will place them in the view if possible, but will not drastically change the angle to accommodate them. Under this invention the camera should make playing with friends easier and should help make them game more enjoyable.

Abstract:

In accordance with a level of importance of a character, a weight is provided for the character. For example, a character operated by a player is provided with a weight heavier than those provided for other characters, and other characters are provided with the respective weights lighter than that provided for the character operated by the player. Based on the weights and positions of the characters placed in a predetermined area, a position of a sight point of a virtual camera is determined. Thus, it is possible to generate a display image in which a plurality of characters in a virtual space are placed on a screen in a balanced manner.

Illustrative Claim:

1. A storage medium for storing an image generating program which causes a computer to generate a display image used for displaying a plurality of objects placed in a two-dimensional or three-dimensional virtual space, wherein the image generating program causes the computer to perform: storing weighted values of the objects; storing positions of the objects in the virtual space; determining a barycenter of the objects based on the weighted values and the positions of the objects; and generating a display image in which the barycenter lies in approximately a center of the display image, wherein a heaviest weighted value is assigned to a player character which is operable by a player, and wherein a weighted value equal to or greater than a sum of weighted values of objects other than the player character is dynamically assigned to the player character.


U.S. Patent No. 7,698,238: Emotion controlled system for processing multimedia data
Issued April 13, 2010, to Sony Deutschland GmbH


Summary:

The ‘238 patent provides for an emotion controlled system which monitors the user’s physical parameters and changes the content of the games based on the information gathered. The game measures at least one of the following: heart rate, blood pressure, or temperature. The environment of the game changes depending on the level of interest and the emotional state of the user.

Abstract:

The present invention relates to an emotion controlled system for processing multimedia data comprising a multimedia system for presenting multimedia content to a user an emotion model means for determining the emotional state of the user during the presentation of the multimedia content and an editing unit for changing said multimedia content in accordance with the emotional state of the user in order to present the changed multimedia content by the multimedia system.The present invention further relates to a method for executing the steps on this system.

Illustrative Claim:

1. A method for an emotion controlled system for processing multimedia data, comprising: presenting multimedia content to a user using a multimedia system; determining physical parameters of the user during the presentation of the multimedia content using an acquisition unit, said physical parameters including at least one of heart rate, blood pressure, and temperature; changing the multimedia content relative the determined physical parameters using an editing unit, the changed multimedia content created in real time while the multimedia content is being presented; presenting the changed multimedia content using the multimedia system, said changed multimedia content having a transmission bandwidth different than a transmission bandwidth of the multimedia content, and the transmission bandwidth of the changed multimedia content depending on a level of interest of the user; and controlling an environmental device relative the determined physical parameters to intensify an emotional state of the user.


U.S. Patent No. 7,704,146: Multiply interconnectable environmentally interactive character simulation module method and system
Issued April 27, 2010, to Mattel, Inc.


Summary:

The ‘146 patent describes a hand held game much like the Tamagotchi toys that were popular over the past ten years. The system described here involves two systems which can be electrically connected to each other. The first character has different traits than the second one. The two characters have their own screens (operated by different players), but when the two systems are connected both characters appear and interact on the same screen.

Abstract: 

The present invention relates to a game, including a first module having a housing, a processor, a display operably coupled to the processor and an electrical contact positioned such that access is available to the electrical contact of the first module through the first module housing, and a second module having a housing, a processor, a display operably coupled to the processor and an electrical contact positioned such that access is available to the electrical contact of the second module through the second module housing, the electrical contact of the second module configured to contact the electrical contact of the first module, allowing the processor of the first module to communicate with the processor of the second module. Wherein when the processor of the second module is in communication with the processor of the first module, the first module display and the second module display are configured to each display a portion of a the game, each such portion configured to not overlap each other such portion.

Illustrative Claim:

1. A game, comprising: a first module having a first electrical contact, a first processor and a first display, the processor configured to display a first character on the display, the character having a first set of traits; and a second module having a second electrical contact, a second processor and a second display, the processor configured to display a second character on the display, the character having a second set of traits; wherein the first electrical contact and second electrical contact are configured to electrically couple in two or more interconnection configurations, each interconnection configuration allowing the first and second processors to communicate, wherein the processor is programmed to display a first animation sequence if the first module and the second module are arranged in a first interconnection configuration, and wherein the processor is programmed to display a second animation sequence if the module and the second module are arranged in a second interconnection configuration, the second interconnection configuration being different from the first interconnection configuration, the second animation sequence being different from the second animation sequence.

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