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U.S. Patent No. 3,659,285: Television gaming apparatus and method
Issued April 25, 1972, to Lockheed Sanders Inc.
Priority Date August 21, 1969





Summary:
U.S. Patent No. 3,659,285 (the '285 Patent) relates to U.S. Patent No. 3,728,848, titled Television gaming and training apparatus. Both patents are connected to the Magnavox Odyssey, the first commercial home video game console. The '285 Patent describes a method for providing visual feedback to the players. The television generates two types of symbols: a "HIT" dot and "HITTING" dot. "HITTING" dots are the players while the "HIT" dot is the ball. The "HITTING" dots move on a vertical axis on the sides of the screen, while the "HIT" dot moves on a horizontal axis in-between the two "HITTING" dots. "HITTING" dots can change the direction of the "HIT" dot by touching the "HIT" dot. The '285 Patent describes a type of game that would later be called Pong by Atari. Magnavox would sue Atari for infringement, but the case settled when Magnavox granted Atari a license.

The '285 Patent also describes a target shooting game as well. Target symbols are generated and move across the screen like a shooting gallery. Players use a light gun controller to shoot the target symbols.  The symbols would reverse direction when hit, but disappear off screen if missed.

Abstract:
Apparatus and methods are herein disclosed for use in conjunction with standard monochrome and color television receivers, for the generation, display and manipulation of symbols upon the screen of the television receivers for the purpose of playing games, training simulation and for engaging in other activities by one or more participants. The invention comprises in one embodiment a control unit, connecting means and in some applications a television screen overlay mask utilized in conjunction with a standard television receiver. The control unit includes the control means, switches and electronic circuitry for the generation, manipulation and control of video signals representing symbols which are to be displayed on the television screen. The symbols are generated by voltage controlled delay of pulses and coincidence gating. The connecting means couples the video signals to the receiver antenna terminals thereby using existing electronic circuits within the receiver to process and display the signals. An overlay mask which may be removably attached to the television screen may determine the nature of the game to be played. Control units may be provided for each of the participants. Alternatively, games may be carried out in conjunction with background and other pictorial information originated in the television receiver by commercial TV, closedcircuit TV or a CATV station.

Illustrative Claim:
7. Apparatus for playing handball type games by displaying and manipulating symbols on the screen of a cathode ray tube, comprising: means for generating a first ''''hitting'''' dot; means for generating a ''''second'''' hitting dot; means for generating a ''''hit'''' dot; means for generating a wall symbol; means for changing the vertical position of said first ''''hitting'''' dot; means for changing the vertical position of said second ''''hitting'''' dot; means for causing said hit dot to move off-screen away from said wall dot when coincidence is not made between eight of said ''''hitting'''' dots and said ''''hit'''' dot; means for changing said off-screen position; means for denoting coincidence between said first ''''hitting'''' dot and said ''''hit'''' dot; means for denoting coincidence between said second ''''hitting'''' dot and said ''''hit'''' dot; means for causing said ''''hit'''' dot to change horizontal direction upon coincidence between said ''''hit'''' dot and either of said ''''hitting'''' dots; means for denoting coincidence between said ''''hit'''' dot and said wall symbol; means for causing said ''''hit'''' dot to change horizontal direction upon coincidence between said ''''hit'''' dot and said wall symbol; and means for displaying said dots upon the screen of said cathode ray tube.

Researched by: Andrew F. Thomas

P.S. Happy Holidays!
U.S. Patent No. 9,295,912: Game aim assist
Issued March 29, 2016, to Sony Computer Entertainment America
Priority Date: July 13, 2008




Summary:
U.S. Patent No. 9,295,912 (the '912 Patent) describes a method for a game's aim assist in selecting a target when there are multiple targets in view. The target is selected based on the distance between each potential target on screen and the user character's center of focus. Once a target is selected, the game automatically adjusted the aim towards the chosen target. The player still has the choice about who and where to aim. Aim assist only tries to compensate for the limited range of motion offered by a joystick.

People associate aim assist with shooters, but action RPGs will also use aim assist to help players swing swords or cast spells. It does not matter if a player is attempting to aim a gun or a sword, the method described in the '912 Patent is meant to help the player when blindly aiming at a group of enemies. By adjusting the aim to select a target, the player will know which enemy he/she is shooting or hitting. Aim assist can be very helpful in frenetic games where the speed of the gameplay prevents players from carefully aiming.

Abstract:
Methods for game aim assist are provided. In electronic games, a game player may control the actions of a game character within a game environment. The game environment, which includes a focus area, may be displayed from a perspective of or with respect to a game character. During game play, one or more objects may be detected in the focus area. One of the objects may then be selected based on the distance between the object and the center of the focus area. The aim of the game character is then automatically adjusted toward the selected object, which allows the game player to direct an attack action on the object.

Illustrative Claim:
1. A method for game aim assist, the method comprising: executing instructions stored in memory, wherein execution of the instructions by a processor: generates a display of a perspective of a game environment, the generated display for a display device and including a defined focus area having one or more objects available for targeting, wherein the defined focus area has an area that is less than the display of the perspective of the game environment; selects an object from the one or more objects available for targeting in the defined focus area, wherein selection is based at least on a distance between each of the one or more objects and the center of the focus area; and automatically adjusts the aim of a game character, from an initial position in the display to a second position in the display, the second position being directed towards the selected object, wherein the selected object is indicated by a targeting display; and receiving an instruction via controller to activate a weapon of the game character, wherein the weapon is directed in accordance with the automatic aim.


Researched By: Andrew F. Thomas

U.S. Patent No. 9,358,456: Dance competition game
Issued June 7, 2016, to Harmonix Music Systems, Inc. 
Priority Date: June 11, 2010


Summary:
U.S. Patent 9,358,456 (the '456 Patent) describes a method for a dance competition game using a motion camera. Previous dance games, like Dance Dance Revolution, required a mat or pad that had nine squares. Eight of the squares feature an arrow pointing in a particular direction. The game would display similar arrows in time with the music, and the user had to step on the corresponding arrow to earn points. The '456 Patent describes a dance rhythm game utilizes Microsoft's Kinect or Sony's PlayStation Eye instead of a dance mat. A user stands in front of the camera and mimics the movements of an avatar being displayed on the television. The camera evaluates the users movements and scores each movement on how closely it resembles the avatar's movements. Harmonix utilized the '456 Patent to develop the Dance Central franchise.

Abstract:
Techniques for use with a game console and a camera system, the techniques include providing a first prompt to a first player to create and perform a dance move, receiving at the game console information from the camera system reflecting a position of the first player in response to the first prompt, generating, using the game console, a target frame using the received information relating to the first player, providing, using the audiovisual system connected to the game console, a second prompt to a second player to perform the dance move created by the first player, receiving at the game console information from the camera system reflecting a position of the second player in response to the second prompt, generating, using the game console, an input frame using the information relating to the second player, and comparing the input frame to the target frame to determine a comparison value.


Illustrative Claim: 
1. A non-transitory computer readable medium storing computer readable instructions that, when executed by a machine, cause the machine to: display a first prompt to a first player to create and perform a dance move; receive information from a camera system reflecting a position of the first player in response to the first prompt; generate a target frame using the received information relating to the first player; provide an icon that displays a representation of a body in at least one pose representing the position of the first player in response to the first prompt; display a second prompt to a second player to perform the dance move created by the first player by displaying the provided icon; receive information from the camera system reflecting a position of the second player in response to the second prompt; generate, by the machine, an input frame using the information relating to the second player; and compare, by the machine, the input frame to the target frame to determine a comparison value.


Researched By: Andrew F. Thomas


U.S. Patent No. 9,044,680: Low-friction synchronous interaction in multiplayer online game
Issued June 2, 2015, to Zynga, Inc.
Priority Date January 10, 2012





Summary: 
U.S. Patent No. 9,044,680 (the '680 Patent) describes a method for two players to interact in certain online games. The type of game depicted in the patent is a city building that could be found on Facebook or the free-to-play versions on iOS. The '680 Patent specifically relates to the ability to invite friends to help progress the game. A friend can help complete a building or generate income depending on the task assigned to the friend. Both players need to be playing the game for the invitation to be sent. A player accepting the invitation will obtain an in-game reward for helping.

Abstract:
Methods, systems, and computer programs are presented for executing an online game. One method includes an operation for executing a first game board for a first user and a second game board for a second user. The first game board is created when the first user plays the game for the first time and the second game board is created when the second user plays the game for the first time. The method further includes operations for detecting a visit by the second user to the first game board, and for detecting a request by the second user to place a game asset in the first game board. The game asset is installed in the first game board when the first user approves the request, and the second user obtains one or more game rewards when the first user interacts with the game asset while playing the online game.

Illustrative Claim:
1. A method for processing game operations during execution of an online game, the method comprising: executing, by a game server, a first game board for a first user and a second game board for a second user, wherein the first game board is created when the first user plays the online game for a first time and the second game board is created when the second user plays the online game for a first time; establishing, by a live interaction server, a synchronous mode of play when the first user and the second user play the online game at a same time, and an asynchronous mode of play when the first user and the second user are not playing the online game at the same time; sending from the live interaction server to the game server information identifying if the first user and the second user are in synchronous mode; detecting, while in synchronous mode, a visit by the second user to the first game board and a request by the second user to place a game asset of the second user in the first game board of the first user; presenting, while in synchronous mode, to the first user in the first game board an option to approve the request; and installing the game asset in the first game board when the first user approves the request, wherein the second user obtains one or more game rewards when the first user interacts with the game asset while playing the online game, wherein operations of the method are executed by a processor.

Researched By: Andrew F. Thomas


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