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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!
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


U.S. Patent No. 9,381,430: Interactive video game using game-related physical objects for conducting gameplay
Issued: July 5, 2016, to Activision Publishing, Inc.
Priority Date: May 17, 2011


Summary:
U.S. Patent No. 9,381,430 describes a method for toys to interact with a video game. Only designated toys containing an identification tag can interact with a compatible video game. A peripheral detection device is needed for the video game to read the game data contained in the toy's tag. The toy's game data can alter the gameplay by giving a character a new attack or item. A user must place the toy in the designated area on the peripheral device for the video game to detect the data.

The '430 Patent relates to Activision's Skylanders franchise since the patent uses Spyro the Dragon in certain figures. Spyro appeared in the first Skylanders and has been a key character in the Skylanders lore. The Skylanders franchise popularized the toys-to-life video game genre. Since 2011, Activision has released six main Skylanders games and six spin-off games. By 2016, the Skylanders franchise had sold over 300 million toys. Both Disney and Lego tried to compete against Activision, but both companies have ceased to make toys-to-life games or products.

Abstract:
A video game includes a peripheral device that senses the presence and identity of toys near or on the peripheral. Each of the toys includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The interactive video game presents a play pattern such that when a toy is detected in a detection area of the peripheral, the virtual game system may process the placement of the toy so as to effectuate a video game control action such as an attack or a maneuver to evade an enemy.


Illustrative Claim:
1. A computer implemented method for controlling a movement of a virtual object in a video game using a physical object, comprising: detecting a physical object within a detection area of a detection device; determining a position for a virtual character, controllable by inputs from user input devices, corresponding to the physical object within a video game play sequence; retrieving identification information from the physical object; executing instructions to conduct a game play sequence to display the virtual character based on the identification information and to display a movement of the virtual character from an entry point to the determined position in response to detecting the presence of the physical object, the movement including an attack sequence determined according to the identification information; detecting removal of the physical object from the detection area of the detection device; and executing instructions to conduct a second game play sequence to display an exit movement of the virtual character from a last position of the virtual character to an exit point in response to detecting the removal of the physical object, wherein the exit movement including a defensive gameplay move and the exit point being different than the last position of the virtual character.

Researched By: Andrew F. Thomas


U.S. Patent No. 9,446,312: Video game systems and methods for protecting game characters during game play

Issued September 20, 2016 to Nintendo Co., Ltd.


 


Summary: 
U.S. Patent No. 9,446,312 helps both experts and beginners gamers play together. Often in a video game, if a player’s character hits an obstacle or fails a challenge, the character may lose health, return to the beginning of a level, or die. This becomes complicated if multiple players are playing a level together and the level is much too easy or difficult for certain players. It is neither enjoyable for a player if the game is much too easy or difficult for them.
A solution to this problem was shown at the E3 convention in 2009. During the demo for a Super Mario Bros. game, a character became encased in a protective bubble when the character lost a life. The character remained in the bubble until freed by another player. The character could not be harmed in the bubble, but also could not participate in the game. The player was penalized by not being able to participate directly but could continue playing once released from the bubble. This example helps to exemplify the ‘312 Patent. More generally, the patent outlines that if a certain condition is satisfied (a player dies, for example), the player's game character is protected from harm for a period. Movements of the protected game character are controlled based on another player. In the example above, for instance, it is not until a non-protected character popped the bubble that the protected player could continue in the game.

Abstract:
Example systems and methods relate to playing a multi-player video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world displayed on a display screen. Movements of each game character in the game world are controlled in accordance with respective first game character control operations during the playing of the multi-player video game. In response to satisfaction of one or more conditions, one player's game character is protected from harm in the game world, wherein one of the one or more conditions is a condition triggered voluntarily by the one player. Movements of the protected game character in the game world are controlled based on a position of another, unprotected game character.
Illustrative Claim:
1. A method for playing a multi-player video game, the method comprising: generating, in accordance with execution of a video game program by a computer, a virtual game world including multiple player-controllable game characters; generating, by the computer, images of the virtual game world for display on a display screen; receiving, by the computer, during the playing of the video game, game character movement control signals, the game character movement control signals being based on inputs to input devices, each used by a respective player, for controlling a corresponding game character in the virtual game world; controlling, by the computer, movements of each game character in the virtual game world in accordance with the respective game character movement control signals; in response to an input, predetermined by the video game program, to the input device of a first one of the players controlling a first one of the game characters during the playing of the multi-player video game, controlling, by the computer, the virtual game world so that the first game character becomes a protected game character protected from harm in the game world; and controlling, by the computer, movements of the protected first game character in the virtual game world based on a position of another, unprotected game character, wherein the first game character becomes a protected game character without a loss of vitality of the first game character or without a loss of life of the first game character.


Research By: Rachel Johns
Edited By: Andrew F. Thomas






U.S. Patent No. 9,452,363: Multi-player video game
environment for single-player use
Issued: September 27, 2016, to Sony Interactive Entertainment America




Summary:

U.S. Patent No. 9,452,363 relates to creating multi-player-like experiences in a single-player game. A video game often has both single-player and multi-player. In single-player games, a user is generally the only human player. The user may interact with game elements, such as non-player characters whose actions are controlled by a set of rules. Multi-player games, on the other hand, have multiple human users, each controlling a unique character. The users may be playing together cooperatively, be part of a team, or play against one another competitively.

Playing against other people can be beneficial in improving one's skill in a game. Human players can adapt and change strategies as opposed to a non-player character rigidly following prewritten rules. There are some ways to include the benefits of multi-player games in a single-player mode. For example, tutorials can allow a player to see a "walkthrough" of a game, providing a step-by-step guide. However, this does not echo a multi-player game environment with real human players.

Using this invention, a player could select a single-player game or a multi-player game. When the user selects a multiplayer mode, the user chooses one or more AI characters. The AI characters may be available individually or in themed "packs." The selected AI character or pack may be downloaded, stored, or otherwise accessible in an electronic entertainment system. The player could then choose a mode or skill level for each character. The environment would then be populated with AI characters selected by the player, which results in better guidance during cooperative gameplay and better competition during adversarial gameplay.


Abstract:

A multi-player game environment is created for single-player use. A user may select a single-player game or a multi-player game. When the user chooses a multi-player game, the user is prompted to select one or more customized AI characters. The AI characters may be available individually or in themed "packs." The selected AI character or pack may be downloaded, stored, or otherwise made accessible to an electronic entertainment system. The user may select a mode or skill level for each AI character. The user may begin playing the game in a multi-player mode with the game environment populated with an avatar effectuating behaviors of the selected AI character or characters.


Illustrative Claim:

1. A method for creating a multi-player game environment for single-player use on an electronic entertainment system, the method comprising: providing a first user with an option to play a single-player game or a multi-player game using at least one artificial intelligence (AI) character, wherein the at least one AI character is based at least in part on behavior data of a particular second user, and wherein the behavior data includes actions and game play style of the particular second user; receiving a selection by the first user of at least one AI character; receiving one or more selections indicating a user preference for the at least one AI character, wherein the user preference includes a mode for game play, and wherein the mode includes a tutorial mode; executing non-transitory computer readable instructions stored in memory to effectuate the at least one AI character in the single-player game or the multi-player game based on the selections made by the first user that includes the behavior data of the particular second user and the mode of game play; and executing non-transitory computer readable instructions stored in memory to display the game environment for game play, wherein the game environment is populated with an avatar effectuating a behavior of the at least one AI character based on the selections made by the first user that includes the behavior data of the particular second user and the mode of game play.



Research By: Rachel Johns








U.S. Patent No. 5,184,830: Compact hand-held video game system
Issued February 9, 1993, to Nintendo Co., Ltd.
Priority Date: January 10, 1989


Summary:
U.S. Patent No. 5,184,830 is the American patent for the original Game Boy released in 1989. Nintendo filed the patent first in Japan and then in 1992 filed at the USPTO. The USPTO granted the 1989 priority date based on the Japan application. The patent describes a handheld gaming system that utilizes cartridges to store the game data. Game cartridges would be inserted into a slot on the back of the system. A switch on the top would turn the system on and off. The user is supposed to grip the systems with both hands so that the user's thumbs rest upon the face buttons. Character movement was assigned to the D-pad while the A and B buttons handle action inputs. The Game Boy also featured a start and select button located at the bottom of the face plate. The start button typically started or paused the game, while the select button allowed players to select a game mode if offered. The Game Boy needed four AA batteries to operate, but the batteries could last up to thirty hours.

Nintendo released the Game Boy first in Japan on April 21, 1989, and then in North America on July 31, 1989. By the end of the Game Boy's lifespan, including the Game Boy Color, over 118 million units were sold. In 2009, the Game Boy was inducted into the National Toy Hall of Fame.

Abstract:
A hand-held electronic game machine for use with attachable/detachable memory game packs wherein the game machine includes a case of a size which may be held by a hand and capable of being sandwiched by both hands with a first switch disposed at a position such that during a game it can be operated by one thumb on a front surface of the case, a second switch disposed at a position such that during a game it can be operated by the other thumb on the first surface of the case and a third operation switch means provided in a region of said front surface where imaginary loci of both thumbs intersect with each other on the front surface, and wherein the game machine can be connected with others for simultaneous multiple player competition.

Illustrative Claim:
1. A hand-held electronic game machine, comprising: a case of a size which may be held by hand and having a subsonically rectangularly shape defined by a front surface, a rear surface, two latitudinal side surfaces, a lower side surface and an upper side surface, each of said two longitudinal side surfaces being of greater length than each of said lower side surface and said upper side surface, said case being sandwiched by both hands during game play, said front surface having an upper front surface portion bounded by an upper portion of each of said longitudinal side surfaces and a lower front surfaced portion bounded by a lower portion of each of said longitudinal side surfaces; a first operation switch disposed on a right portion of said lower front surface portion of said case such that during game play it can be operated by a thumb of a player's right hand sandwiching said case; a second operation switch disposed on a left portion of said lower front surface portion of said case such that during game play it can be operated by a thumb of a player's left hand sandwiching said case; a dot-matrix liquid crystal display panel including a display screen defining a matrix of rows and columns of dots disposed on said upper front surface portion such that in use said display shown is positioned above said first operation switch and said second operation switch; an insertion portion formed on said upper side surface of said case and extending, in use, behind said dot-matrix liquid crystal display panel in said case; an external memory attachably and detachably insertable into said insertion portion from said upper side surface of said case for storing a game program and background character data and moving object character data with which images for a game are displayed on said display screen; game processing means housed in said case for reading said game program and said background character data and moving object character data from said external memory and controlling the display of moving objects on said display screen in response to the actuation of said first operation switch and said second operation switch and for controlling the display of background characters on said display screen; a connector housed in said case for connecting said external memory being inserted in said insertion portion to said game processing means; a memory housed in said case and associated with said game processing means for storing said background character data and said moving object character data read from said external memory by said game processing means and transferred through said connector; display signal generating means housed in said case for generating display signals for displaying background characters and moving objects on the basis of said background character data and said moving object character data stored in said memory; a driver for driving said dot-matrix liquid crystal display panel in response to said display signals generated by said display signal generating means to display said background characters and said moving objects on said display screen, said driver including a first driver for driving said dot-matrix liquid crystal display panel in columns and a second driver for driving said liquid crystal display panel in rows.

Researched By: Andrew F. Thomas

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