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U.S. Patent No. 8,882,594: Control Scheme for real time strategy game
Issued November 11, 2014, to Microsoft Corp.
Priority Date April 5, 2007




Summary:

Real-time strategy games allow the player to command an army against imposing forces in real time. The player builds his army at the same time his opponent. The classic example of a real-time strategy game is StarCraft. Every movement in a real-time strategy game is crucial because time is a factor; wasteful motion can be the difference between winning and losing. Because time is such a factor, PC has dominated the real-time genre due to the flexibility and quickness of a mouse and keyboard offer. Traditionally, the cursor and screen position moved independently of each other. Early attempts at bringing real-time strategy kept the tradition control scheme, but cursor's movement speed on a console could not match the quickness of a PC mouse. U.S. Patent No. 8,882,594 (the '594 Patent) describes a control scheme for a real-time strategy game on a console that locks the cursor to a fix position in the center of the screen. When the player moves the cursor, the screen position also moves. The cursor always stayed in the center of the screen even if the player tilted the camera. By bolting the cursor to the center and moving the screen position instead, players could move and select units at a quicker pace. Also, the control scheme allowed for players to switch between different units using certain buttons. Microsoft used the '594 Patent's control scheme in the Halo Wars franchise.

Abstract:
A control scheme for a real time strategy game using a game controller includes maintaining a cursor in a known, fixed position of the monitor in a manner so that it appears the game space if moving behind a cursor even during changing viewing positions such as tilting movements. The control scheme further includes other aspects including a technique for selecting units using the game controller and interacting with menus using the game controller.

Illustrative Claim:

18. A system comprising: a processor; an input device having a user activated button; a rendering device; and a computer readable storage medium having instructions accessible by the processor and which when executed on the processor conduct a real time strategy game based on user input from the input device, the instructions comprising: operating a plurality of units of a plurality of different unit types in a game space, each of the units taking action in the game space based on corresponding instructions; determining a first user position relative to at least some units in the game space, the first user position being spaced apart from the units and having a parameter indicative of a first tilt with respect to the units; rendering a first view of a portion of the game space on the rendering device based on the first user position, the first view not corresponding to a view as seen by any of the units in the game space, the first view having the first tilt and including a cursor for selecting a unit, the cursor being at a known position relative to an edge of the rendered first view; receiving an indication of activation of the input device and, in response, identifying a set of the units based on the unit types; determining a second user position, with the processor, based on the identified set of the units, the second user position being spaced apart from the units and having a parameter indicative of a second tilt with respect to the units that is different than the first tilt; and for at least some of the execution of the game, rendering a second view of a portion of the game space based on the second user position, the second view having the second tilt and showing the identified set of units, while maintaining the cursor in the known position relative to the edge of the rendered view, the second view not corresponding to a view as seen by any of the units in the game space.


Researched By: Andrew F. Thomas





U.S. Patent No. 9,138,648: System and method for dynamically loading game software for smooth game play
Issued September 22, 2015, to Sony Interactive Entertainment America, LLC
Priority Date October 10, 2001




Summary:
"See that mountain over there, you can climb it," is the open world game's promise that a player can travel to an object seen in the environment without encountering a load screen, no matter how far the object is from the player. U.S. Patent No. 9,138,648 (the '648 Patent) describes a system and method for a video game to load an environment without entering into a load screen. It is impossible for a game to load the entire environment because doing so would require too much computing power, which ultimately would slow down other aspects of the game. Loading the environment in pieces allows for the game to present large environments without sacrificing other elements, but could slow down the game's pacing or compromise the openness feeling. The '648 Patent solves this problem by loading the next environment piece while the player is traveling in the game. Loading boundaries are set so that when a player crosses the boundary, the game begins to load in the next section. The boundary is set to give the game enough time to load correctly. New loading boundaries are set once the player has crossed into the new environment section. The previous section eventually becomes another loading boundary. Using this method for dynamically loading a game creates the illusion that the entire game world is persistent without overloading the system. 


Abstract:
A system and method are disclosed for dynamically loading game software for smooth game play. A load boundary associated with a game environment is identified. A position of a character in the game environment is then monitored. Instructions corresponding to a next game environment are loaded into a memory when the character crosses the load boundary, such that game play is not interrupted.


Illustrative Claim:
1. A method for dynamically loading game software, the method comprising: generating a display of a current game environment, wherein the current game environment is associated with a plurality of next game environments; determining a load time for each of the plurality of next game environments, wherein the next game environments are not yet displayed; identifying in the current game environment a plurality of different load boundaries that are each associated with loading one or more of the plurality of next game environments, wherein the location of each load boundary in the current game environment is based on the load time of the associated next game environment; identifying that a character has crossed a load boundary in the current game environment associated with one of the plurality of next game environments; determining a direction in which the character has crossed the crossed load boundary; identifying one of the next game environments for loading based on the crossed load boundary and the determined direction in which the character has crossed the load boundary, wherein the next game environment associated with the load boundary is identified for loading when the character is determined to have crossed the load boundary moving in a forward direction toward one of the next game environments associated with the load boundary, and a different next game environment is identified for loading when the character is determined to have crossed the load boundary in a backward direction away from the one of the next game environments associated with the crossed load boundary; and loading instructions corresponding to the identified next game environment into a memory prior to the character entering the identified next game environment, loading of the instructions commencing when the character crosses the load boundary in the current game environment in the determined direction such that game play is not interrupted by loading instructions for display of the identified next game environment when the character enters the identified next game environment.


Researched by: Andrew F. Thomas


U.S. Patent No. 9,266,022: System to pause a game console whenever an object enters an exclusion zone
Issued February 23, 2016, to David Paul Pasqualone
Priority Date August 21, 2012



Summary:
U.S. Patent No. 9,266,022 (the '022 Patent) describes a method to pause a game due to the player physically entering into a danger zone. Motion control video games often require players to move physically. Physically moving can become a problem when the player does not realize where he/she is in relation to other objects, like the television. It is possible that a player does not realize he/she has moved closer to the television due to being intensely focused on the game. The '022 describes a method to warn players before crashing into the television by creating several exclusion zones using a console's motion sensors. The first zone is a warning zone, so when a player enters into it, a warning is displayed telling the player he/she is getting too close. If the player ignores the warning and enters the second zone, the system pauses the game. The game will resume after a set amount of time or if the player manually resumes.

Abstract:
A system for use in an interactive gaming console system wherein the gaming console system uses a sensor monitor to detect player actions, wherein either the sensor monitor's motion and proximity sensors or dedicated motion and proximity sensors detect whenever an object enters an exclusion zone, which is the area wherein the object is too close to the sensor monitor. If an object is detected within the exclusion zone, then the game being played by the gaming system is paused at the point of played and resumed after a set or settable time delay or after a manual resume command is issued by user in the usual way. A warning zone can also be defined just beyond the exclusion zone so that a warning signal of appropriate type can be issued to warn a player that the player is approaching the exclusion zone allowing the player to back away from the exclusion zone.
Illustrative Claim:
1. An interactive gaming system, for use by at least one player, the interactive gaming system comprising: a gaming control unit running a software routine that runs a game and displays the game being run on an output device, the software routine capable of being paused at a point within the game, and thereafter resumed from the point; a forward direction looking sensor monitor determines motion of an object and a proximity of the object from the sensor monitor in the forward direction, the sensor monitor in communication with the gaming control unit such that the gaming control unit receives input signals gathered from the sensor monitor and uses the input signals to control the software routine such that if the sensor monitor senses that a moving object is in the forward direction and is closer to the sensor monitor than a first threshold distance, the gaming control unit issues a threshold pause and pauses the software routine and wherein the gaming control unit issues a perceptible warning if the sensor monitor senses that a moving object is in the forward direction and at a proximity distance greater than the first threshold distance and less than a second threshold distance; and wherein the first threshold distance is variable and wherein the gaming control unit automatically resumes running of the software routine after a set amount of time has elapsed and the sensor monitor no longer determines that a moving object is closer to the sensor monitor than the first threshold distance in the forward direction and wherein the gaming control unit has an accumulator that calculates the number of times the threshold is exceeded during a set time interval and if the number of times calculates exceeds a threshold number, the software routine pauses the software routine until a set code is communicated to the gaming control unit.


Researched By: Andrew F. Thomas
U.S. Patent No. 9,669,291: System and method to facilitate moves in a word game
Issued June 6, 2017, to Zynga, Inc.
Priority Date May 31, 2011




Summary:
U.S. Patent No. 9,669,291 describes a system and method for distributing letters in a digital scrabble game. In an analog Scrabble game, a player has to rely on luck when pulling their letters, compared to a digital game where a computer algorithm is selecting the pieces. Each letter has a probability rate based on the number of pieces that letter has in the physical board game. Once probability rates are established, the game then analyzes the digital game board, list of playable words, player skill levels, and relationships of particular letters in word formations. From there, the game adjusts the probability rates of the remaining letters. Changing the rates helps balance the competition between players of different skill levels and ensure that a player can play a word in most situations.

Abstract:
A system and method to facilitate moves in a word game includes a game asset distribution module that adjusts the respective distribution weights of letters in a set of alphabet letters. The letters are distributed to players in a word game with a probability proportional to the distribution weights. The game asset distribution module includes an analysis module to analyze the game board, lists of playable words, player skill levels, and relationships of particular letters in word formations. Accordingly, distribution weights of the letters are adjusted in order to facilitate allocation to the player of those letters which will facilitate word formation, ensure at least a minimum playable word experience, and enhance an overall user experience, even amongst players with significantly different skill levels.

Illustrative Claim:
1. A computer-implemented method comprising: assigning, via at least one processor, to each alphabet letter a respective distribution weight according to a weighting rule of an online game, wherein each respective distribution weight reflects a frequency the corresponding alphabet letter, to which the respective distribution weight is assigned, is available for a game action in the online game of a game network server system; allocating based on respective assigned distribution weights, for availability in one or more game actions by a particular player, instances of each alphabet letter in a plurality of the alphabet letters; initiating display, to the particular player, of the allocated instances of each alphabet letter in a game interface of the online game; receiving a game action representing completion of a formation of a word, the word based on selection of a subset of the allocated instances of each alphabet letter; determining a losing player being the particular player having a point score in the online game lower than any further player within the online game, wherein each further player has a respective social network connection in a social network server system with the particular player; based on determining the losing player being the particular player: determining a number of remaining instances of the alphabet letters, available for distribution, and yet to be allocated to the losing player, in accordance to the respective distribution weights and the plurality of alphabet letters previously allocated to the losing player; determining the number of the remaining instances of the alphabet letters is less than or equal to a predetermined threshold; comparing a set of played words based on one or more words previously formed in one or more game action selected by the losing player in the online game; determining a prospective word formation, in a subset of the remaining instances of the alphabet letters, matches at least one of the words previously formed; adjusting the respective distribution weight of each letter in the subset of the remaining instances of the alphabet letters, the adjusted respective distribution weight being greater than a prior corresponding distribution weight.

Researched By: Andrew F. Thomas


U.S. Patent No. 9,005,033: Game movie maker
Issued April 14, 2015, to Sony Interactive Entertainment America, LLC
Priority date April 11, 2008



Summary:
U.S. Patent No. 9,005,033 (the '033 Patent) describes a method for recording the successful completion of a level in a video game. The patent is concerned about how gamers describe their conquests to their friends. The '033 Patent addresses the issue by providing players a video archive every time the player completes a level. While a person is playing a video game, the system begins to create an archive. If the player fails to complete the level then the system deletes the archive. A separate video is created for each level completed, but upon the completion of the game, the system will combine all the videos into a single video. The claims in the '033 Patent only relate to the creation of videos, and does not claim any method for sharing.

Abstract:
Methods, apparatuses, and techniques for recording a user's game play experience. The player's game play can be recorded by recording a player's commands as the player navigates a game level as well as game data that can include a state of the game and variables, such as random numbers, generated during the game play that were used to control aspects of the game. The recording of the player's game play can then be reviewed and shared with others.

Illustrative Claim:
1. A method for recording a path of completed levels of a game by a player, the method comprising: determining if the player completed a particular level of the game, wherein the player completes a level of the game when the player makes it through the level, and wherein the game includes a plurality of levels including a start level and an end level; storing data captured during gameplay of the particular level of the game by the player to a file if it is determined that the player completed the particular level of the game; and discarding the data captured during the gameplay of the particular level of the game by the player if it is determined that the player did not complete the particular level of the game, wherein as the player plays through the plurality of levels of the game, the data captured during the gameplay of each completed level is saved to each respective files and when the end level is reached, files for all levels from the start level to the end level is combined into a single video file such that contents of the single video file upon completion of the game comprise data representing a completed path of the gameplay taken through the game from the start level to the end level.



Researched By: Andrew F. Thomas


U.S. Patent No. 8,858,330: Music video game with virtual drums
Issued October 14, 2014, to Activision Publishing, Inc.
Priority Date July 14, 2008







Summary:
U.S. Patent No. 8,858,330 (the '330 Patent) describes a music rhythm game that uses motions controls without any peripheral equipment. An excellent example of the '330 Patent is a game with virtual drums. The game represents the drums on the screen. To play the virtual drums, the user must do the correct controller inputs, which could include motions. A person using the Nintendo Wii might have to swing the Wiimote down for the system to register an input. A drum sound will be played on the television once the system logs the input. The '330 Patent is not limited to just motion controls; a player can use traditional controller inputs as well.

Abstract:
A video game maps each of a plurality of outputs to inputs associated with a video game controller. In some embodiments, the plurality of outputs represent the various potential outputs of a drum set. Combinations of video game controller inputs are used to generate the outputs. Video game controller inputs include traditional input devices such as button inputs, as well as input signals generated from positioning and movement of the video game controllers. In some embodiments, a video game console provides a video representation of the outputs generated by input combinations received from the video game controllers.
Illustrative Claim:
1. A method of providing audio and video outputs for a video game, comprising: receiving an input signal from a video game controller, the input signal being based on an output of an accelerometer of the video game controller; receiving additional signals from a plurality of additional inputs on the video game controller, the additional signals being based on status of a plurality of buttons of the video game controller, at least one combination of the additional inputs being associated with a predefined sequence of successive audio outputs; selecting one or more audio outputs to output based on the input signal and the additional signals, the one or more audio outputs including the predefined sequence of successive audio outputs; and determining a video output based on the selection of the one or more audio outputs.

Researched By: Andrew F. Thomas


U.S. Patent No. 8,851,993: Game device, game method, non-transitory storage medium encoded with computer readable program for controlling game device, and game system, allowing for fun in tactics and enhanced zest of game
Issued October 7 2014, to Nintendo Co., Ltd.
Priority Date: June 3, 2011





Summary:
U.S. Patent No. 8,851,993 (the '993 Patent) describes a board game video game where all the players travel along the same path together. Normally, every player in a board game travels an independent route. Each player will roll a dice that determines how far an individual player travels. Depending on the game, the route may have forks in the road where a player can choose which direction to travel. The '993 Patent describes a board game where each player travels together. Each player will get to roll dice but the distance traveled will be applied to the group. If the group lands on a special square, then the player who rolled the dice will receive the benefit or determent of the square. Some squares will apply to the group as a whole. Nintendo has used the board game described in the '993 Patent in the most recent Mario Party games.

Abstract:
An exemplary embodiment provides a game device. The game device includes an indication acceptance unit for accepting an indication for determining an amount of movement, a movement amount determination unit for determining an amount of movement on the prescribed route, a position updating unit for updating positions of all player characters on the route in accordance with the determined amount of movement, and an event processing unit for executing an event on the player character and the indication acceptance unit includes a normal indication acceptance unit for accepting a normal indication for determining a normal amount of movement and a special indication acceptance unit for accepting a special indication for determining an amount of movement different from normal, which is executed alternative to the normal indication and of which number of permitted times of issuance by the plurality of player characters is limited.
Illustrative Claim:
1. A device for playing a game in which a plurality of player characters move on a prescribed route in a game space displayed on a display, comprising: an information processing device including one or more processing units configured to perform functions and operates as: an indication acceptance unit that accepts a movement indication for determining an amount of player character movement on said prescribed route directed to a player character among said plurality of player characters; a movement amount determination unit that determines an amount of player character movement on said prescribed route when said indication acceptance unit accepts the movement indication; a position updating unit that updates positions of said player character for which the movement indication has been accepted and of all other player characters on said prescribed route in accordance with said amount of player character movement determined by said movement amount determination unit; an item acquirement/loss processing unit that performs processing by which player characters acquire or lose a prescribed item in accordance with an update of a position of said player character for which said movement indication has been accepted; an event processing unit that executes an event at least on said player character for which the movement indication has been accepted in accordance with the position to which said player character has been moved; and a win/loss processing unit that performs a win/loss determination in which winning and losing is determined for player characters based on an amount of said prescribed items acquired by each of said plurality of player characters; wherein said indication acceptance unit further operates as: a normal movement indication determiner that accepts a normal movement indication for determining an amount of player character movement of a type that is a normal movement for a player character in the game, wherein said normal movement indication corresponds to a value of a cast shown by using a normal die, and a special movement indication determiner that accepts a special movement indication for determining an amount of player character special movement which is of a type that is different from said type that is a normal movement for a player character in the game, the special movement indication being used as an alternative to said normal movement indication and for which a number of permitted times of usage by each of said plurality of player characters is limited, and wherein said special movement indication corresponds to a value of a cast shown by using a special die different from said normal die.


Researched By: Andrew F. Thomas



U.S. Patent No. 8,821,260: System and method for granting in-game bonuses to a user
Issued September 2, 2014, to Kabam Inc.
Priority Date November 6, 2012






Summary:
U.S. Patent No. 8,821,260 describes a system and method for granting in-game bonuses to a player connected to in-game items or other in-game features. For example, equipping a magic hat will give the player's character +3 Magic bonus. Often, a player's character will outgrow an item as their character levels up. The '260 Patent allows for players to upgrade an item to enhance the bonus. However, a failed upgrade could break the item which would decrease the bonus. 


Abstract:
Disclosed herein is technology for providing in-game bonuses to a user's in-game persona. The technology involves virtual items that provide quality-based bonuses and level based bonuses. The technology provides systems and methods for upgrading an item's level and enhancing the item's quality. If an upgrade or enhancement is unsuccessful, the item may be broken and the quality bonuses and level bonuses may be decreased until the item is repaired.


Illustrative Claim:
1. A method, executed on a computer processor, for granting bonuses to a user's in-game persona, the method comprising: defining an interface that allows a user to place a first virtual item in a first slot within the interface, the virtual item comprising a first quality value and a first level value; receiving input by the user to place the first virtual item in the first slot; establishing, responsive to reception of the input, a set of one or more quality bonuses based on the first quality value; establishing, responsive to reception of the input, a level bonus for each of the one or more quality bonuses based on the first level value; causing the interface to offer the user the ability to upgrade the first virtual item; assigning a percentage likelihood of the first virtual item being upgraded; causing the interface to present an indication of the percentage likelihood of the first virtual item being upgraded; causing the interface to offer the user the ability to increase the percentage likelihood of the first virtual item being upgraded by providing a second virtual item; causing the interface to present an indication of the increased percentage likelihood of the first virtual item being upgraded in response to the user providing a second virtual item; determining, responsive to an acceptance of the offer, whether the first virtual item is upgraded or broken; increasing the level bonus for each of the one or more quality bonuses responsive to the first virtual item being upgraded; decreasing each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses responsive to the first virtual item being broken; and providing each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses to the user's in-game persona.


Researched By: Andrew F. Thomas

U.S. Patent No. 8,814,687: Multi-player music game
Issued August 26, 2014, to Activision Publishing, Inc.
Priority Date: May 5, 2010



Summary:
U.S. Patent No. 8,814,687 (the '687 Patent) describes a method to allow a multiplayer game in Guitar Hero. If a person was already playing a song in the game, the '687 Patent allows for a second person to join without interrupting the song. The system would quickly configure the settings and information for the second player while the first player kept play. A player could also leave a session without forcing other players to leave as well. The system removes all the information relating to the player who quit but leaves the remaining player's information intact.

Abstract:
A video game allows dynamic transitions in the number of players. A player may join other players already playing the game without interrupting the play of the existing players, and a player may cease playing the game without interrupting the play of players who continue playing. The video game uses a method including providing game play for at least one game player including displaying video information based on game program instructions and inputs from a controller. The method also includes determining whether a further player is joining the video game, and if the further player is joining the video game, displaying player specific information associated with the further player to the video information. The method also includes determining whether a player is quitting the video game, and if the player is quitting the video game, removing display of the player specific information associated with the player


Illustrative Claim:
1. A method of providing for video game play of a music-based video game, comprising: displaying, for the music-based video game, video of a band performing, the band including musicians whose roles players may perform, with each of the players provided a score; determining whether a further player is joining the video game during a presentation of a music piece based on at least an input signal from a further controller, the further controller not already associated with another game player; if the further player is joining the video game during the music piece, providing game play for the further player without disrupting play of other players, including commanding display of instructive cues for operation of the further controller and commanding display of a score for the further player based on compliance with the instructive cues based on inputs from the further controller; determining whether the further player is quitting the video game during display of the instructive cues for the further player; and if the particular player is quitting the video game, removing display of the instructive cues for the further player.


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!
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