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U.S. Patent No. 6,299,535: Method of processing interactive game, program product and game system for the same
Issued October 9, 2001, to Square Co., Ltd. 
Priority Date April 28, 2000






Summary:
U.S. Patent No. 6,299,535 (the '535 Patent) describes a method for creating branching storylines in an RPG. The storylines are tied to characters in the game and happen separately from the player's character. A classic example of this the '535 Patent is recruiting secret characters in an RPG. A player must meet certain in-game conditions to add the secret character to the part, or the character will continue down his path. The game will not always tell a player when a condition has been met; nevertheless, the game progresses the secret character's story. The '535 Patent also encompasses situations where a player may have to choose between two characters, especially if there is an alternative path to acquire both.

Abstract: 
A method of processing an interactive game, and a program product and game system for the same, which enables a character other than the player character to act separately from the player character in the game virtual space, sets an event which a character other than the player character can execute when a condition in the progress of the game is satisfied, displays on the screen the existence of that event for the character other than the player character acting separately from the player character when the condition in the progress of the game enabling execution of that event is satisfied, selectively accepts execution of the event displayed on the screen by an operation of the player in the screen display, and selectively executes and displays on the screen the event for the character other than the player character acting separately from the player character in accordance with the acceptance of the selection and execution of that event.

Illustrative Claim:
1. A method of executing an interactive game program giving a plurality of characters roles in a game and making each character play out an assigned role, comprising: making at least one character among the plurality of characters play out a first assigned role and displaying the at least one character on a screen, preparing in advance at least one event shared by the plurality of characters and judging if the at least one character playing out the first assigned role on the screen has reached the at least one event, switching display of the role played out by the at least one character to another character in the plurality of characters when determining that the at least one event has been reached, and making the other character play out a second assigned role and displaying the other character on the screen, wherein when the display is switched, the other character playing out the second assigned role is displayed instead of the at least one character playing out the first assigned role.


Researched By Andrew F. Thomas


U.S. Patent No. 7,803,048: Radar manipulation in a video game
Issued September 28, 2010, to Microsoft Corp.
Priority Date March 15, 2006





Summary:
U.S. Patent No. 7,803,048 (the '048 Patent) describes methods and systems for a deception in an online multiplayer game. One such method is for a player to manipulate the game's radar to trick other players. The player's in-game character could shoot a fake bullet to create a noise at another location, triggering the virtual acoustic radar. Also, a player can temporarily jam an opponent's radar, or make all the opponents visible on the radar. The '048 Patent describes several methods for deception using the in-game radar.

Abstract:
Methods and systems for deceiving other characters in a video game are disclosed. A video game may include a simulated environment in which player and computer controlled characters can monitor each other's positions using radar, e.g., an acoustic radar that detects noise (such as the firing of various weapons) associated with other characters. A character may fire a decoy bullet, which creates noise at the location of impact rather than the location of firing. A character may temporarily jam another character's radar so that the other character's radar does not display character locations. A first character may mimic an enemy character so that the first character appears as a friend to enemy characters on each enemy characters' radar. A special weapon may make all visible characters visually appear as enemies to a first character, thereby confusing the first character. Another special weapon may create a duplicate image of a character, thereby confusing others.
Illustrative Claim:
1. One or more computer readable storage device storing executable instructions for performing a video game method of representing characters on a radar image displayed on a video output device, said method comprising steps of: determining a first simulated noise level associated with a first object in a simulated environment operating under control of the video game; and displaying on the radar image, said radar image corresponding to a first character, a first radar blip corresponding to the first object, said first radar blip having a first characteristic based on the first simulated noise level associated with the first object determining a second simulated noise level associated with the first object in the simulated environment operating under control of the video game, wherein said second simulated noise level is determined to be louder than said first simulated noise level; and displaying on the radar image corresponding to the first character, a second radar blip corresponding to the first object, said second radar blip having a first characteristic based on the second simulated noise level associated with the first object, wherein the first characteristic of the first radar blip comprises a first amount of time based on the first simulated noise level, wherein the first characteristic of the second radar blip comprises a second amount of time based on the second simulated noise level, said second amount of time being longer than said first amount of time, wherein displaying the first radar blip comprises displaying the first radar blip for the first amount of time, and wherein displaying the second radar blip comprises displaying the second radar blip for the second amount of time.

Researched By: Andrew F. Thomas


U.S. Patent No. 8,882,590: Touch-controlled game character motion providing dynamically-positioned virtual control pad
Issue November 11, 2014, to Nintendo Co., Ltd.
Priority Date April 28, 2006






Summary:
U.S. Patent No. 8,882,590 (the '590 Patent) describes a method to control a game through touch controls. The '590 Patent relates to the Nintendo DS and its touch screen. On the DS, a player could move a game character by touching the bottom screen. If the player wanted the character to move to the right, he would first need to touch the screen then move his finger or the stylus to the right. At the first point of contact, the system divides the screen into multiple zones around that point of contact. Each zone indicates a direction, so when the player moves his finger to the right, the system moves the character to the right.  


Abstract:
Methods and apparatus for controlling movement of a digital object displayed on a screen provide a virtual dynamic direction control pad based on zone detection and touch stroke direction to control customized animated character motion. A player wishing to move the digital object can use a stylus or other touch to indicate a first point on the screen. When the player first touches the stylus to the screen, the system analyzes the touch and divides the screen into multiple zones around the first point indicated by the player. To move the object, the player moves the stylus to a second point on the screen. Movement of the stylus to a second point within one of these zones causes the digital object to perform a predetermined action. Each zone has a predetermined associated action. Direct control of character motion by the game player is enhanced.


Illustrative Claim: 
1. A method of controlling movement of a moveable digital object displayed on a touch screen that is coupled to at least one processor, the method comprising: displaying the moveable digital object on the touch screen; using a touch to the touch screen to select the moveable digital object and indicate a first touch point on the touch screen corresponding to the displayed digital object; automatically dynamically dividing, using the at least one processor, the screen into plural virtual zones that (1) are associated with the first touch point, and (2) emanate from a neighborhood determined in accordance with the selected moveable digital object; detecting a further touch to at least a second touch point on the touch screen different from the first point; determining, using the at least one processor, in which of said automatically divided plural virtual zones said second touch point is disposed within to thereby select one of said plural virtual zones; and controlling, using the at least one processor, the movable digital object to perform an action that moves the movable digital object based at least in part on said which of said determined virtual zones is selected by said second touch point.


Researched By: Andrew F. Thomas

U.S. Patent No. 8,313,379: Video game system with wireless modular handheld controller
Issued November 20, 2012, to Nintendo Co., Ltd.
Priority Date: August 22, 2005



Summary:
U.S. Patent No. 8,313,379 describes the Nintendo Wii system. The Wii incorporation of motion controls into a video game system. Motion controls were not a new concept in video games, but the Wii certainly push motion controls into the mainstream. The Wii utilized a small remote and IR sensor bar to track a users movement. The IR sensor bar would be place usually on top of or below the television. A user would point the Wii remote in the direction of the television/sensor bar, and the Wii would generate a cursor on the TV in the corresponding area. When the user moved the remote, the cursor would follow. The Wii remote used accelerometers and infrared detection to determine its position in 3D space when pointed at the sensor bar. Calculating position in a 3D space is essential for games that require movement along a Z axis, such as a boxing game. Despite the complexity it took to track a user's movement, the motion controls were simple to understand. 

The Wii was a hugely successful console for Nintendo, selling around 100 million units. A big reason for the Wii's success was the accessibility. The motion controls made playing video games simple for the non-gamer. A person could easily understand that to play a golf game only required swinging the Wii remote like a golf club. The Wii had a significant impact on the video game industry. Shortly after the Wii launched, Microsoft and Sony introduced their versions of motion controls. Nintendo still uses a form of motion control in its current system, the Nintendo Switch, though the system does not require motion controls to operate. 


Abstract:
A home entertainment system for video games and other applications includes a main unit and handheld controllers. The handheld controllers illumination emitted by emitters positioned at either side of a display, and information derived from the sensed illumination is used to calculate the orientation of the controllers. The controllers can be plugged into expansion units that customize the overall control interface for particular applications including but not limited to legacy video games. Further, the controllers can be used in one-handed or two-handed modes of operation.

Illustrative Claim: 
1. A handheld controller operable in a one hand mode of operation and a two hand mode of operation, said controller for use in wirelessly communicating with an electronic game machine having an associated display screen, a first light emitting marker and second light emitting marker each mounted spaced from, but in the vicinity of, the display screen, said handheld controller comprising: an elongated housing having an upper surface, a lower surface, a forward end, a rearward end and a longitudinal axis defining at least one longitudinal center line, and sized to be operable by one hand of a user; a first set of game controls proximate said forward end of said housing; a second set of game controls proximate said rearward end of said housing; said first set of game controls and said second set of game controls being operable in use in a two hand game playing mode of operation, wherein during said two hand game playing mode said first set of game controls are disposed so as to be actuated by one thumb of a user and said second set of game controls are disposed so as to be actuated by the other thumb of the user, and wherein said first and second sets of game controls are actuated in use by the cooperative action of the user's thumbs; the lower surface of said housing having a concave portion provided with a trigger switch; a processor enclosed within said housing; an imaging device located in said forward end of said housing at least substantially aligned with said longitudinal center line and including a filter, a lens, an image sensor and an image processing circuit, wherein the image sensor, in use, detects light from the first light emitting marker and the second light emitting marker and generates image data, and wherein the image processing circuit, in use, receives and processes said image data and generates position data related to positional coordinates of the first light emitting marker and the second light emitting marker, and wherein the image processing circuit outputs the position data to said processor; at least said trigger switch and said imaging device being used in a one hand game playing mode of operation, wherein game play is controlled by the user holding the controller in one hand; linear accelerometer circuitry for detecting acceleration of the controller along each of three axes and for generating acceleration data along each of said three axes, said linear accelerometer circuitry being, in use, in communication with said processor; and a wireless communication device disposed within said housing and operatively connected to said processor and operable, in use, to transmit signals to said electronic game machine representing operational states of at least said first set of operational controls, said second set of operational controls, said trigger switch, said position data, and said acceleration data.

Researched By: Andrew F. Thomas


U.S. Patent No. 8,814,677: Using real-time constructive solid geometry to provide painting and thinning game mechanics
Issued August 26, 2014, to Disney Enterprises, Inc.
Priority Date September 2, 2010




Summary:
U.S. Patent No. 8,814,677 (the '677 Patent) relates to the Disney video game Epic Mickey, specifically the game mechanic allowing players to manipulate the game world using in-game paint and paint thinner. Epic Mickey followed Mickey Mouse as fights ink-blobs who invaded the Cartoon Wasteland, a place where the forgotten or obscure Disney cartoons live. The game was primarily a 3D platformer. In the game, Mickey wields a paintbrush which can spray paint or paint thinner. Spraying paint in a certain area would cause a hidden object to appear while spraying paint thinner would make the object disappear. The '677 Patent describes the method behind this game mechanic. The game causes the objects to appear or disappear based on the spray pattern using two binary space partitioning (BSP) trees. The first BSP determines the physical shape of the object before any paint or thinner is applied. A second BSP identifies the spray pattern. The game merges the two BSPs to create a new version of the object with the applied spray pattern.

Abstract:
Techniques are described for providing a painting and thinning mechanic within a computer-generated environment (e.g., in a video game). The painting and thinning mechanic allows geometry within the computer-generated environment to be “painted” or “thinned.” Painting and thinning refers to a mechanic that involves making parts of the virtual environment visibly and collidably transparent (thinning) or visibly and collidably opaque (painting). The painting/thinning mechanic may be achieved using binary space partitioning (BSP) trees.


Illustrative Claim:
1. A computer-implemented method for executing a video game, comprising: receiving an input indicating to apply a liquid paint or a liquid thinner material to a first set of geometry in the video game, wherein the liquid paint or the liquid thinner material is rendered as a capsule held by a game character and wherein the input directs the game character to throw the capsule at the first set of geometry; determining a burst location on the first set of geometry where the capsule impacts the first set of geometry; determining a second set of geometry corresponding to a spreading effect of the liquid paint or the liquid thinner material from the burst location to an area of the first set of geometry, wherein the spreading effect of the liquid paint or the liquid thinner material is determined by a physics engine; merging, by operation of one or more processors, a first binary space partitioning (BSP) tree with a second BSP tree to create a merged BSP tree, wherein the first BSP tree represents the first set of geometry, wherein the second BSP tree represents the second set of geometry, of the liquid paint or the liquid thinner material, wherein one or more elements of geometry represented in the first BSP tree are associated with a respective paint/thinning state, and wherein the merged BSP tree represents a merged set of geometry created from the first and second sets of geometry;updating, based on the spreading effect determined by the physics engine of the liquid paint or the liquid thinner material on the area of the first set of geometry, a paint/thinning state associated with a respective one or more elements of the merged set of geometry in the merged BSP tree; and rendering the respective one or more elements of the merged set of geometry opaque or transparent based on the paint/thinning states of the respective one or more elements in the merged set of geometry.


Researched By: Andrew F. Thomas



U.S. Patent No. 8,802,953: Scoring of free-form vocals for video game
Issued August 12, 2014, to Activision Publishing
Priority Date February 5, 2009



Summary:
U.S. Patent No. 8,802,953 (the '953 Patent) describes a method for a video game to evaluate and score a person singing. In a music based video game, a person's singing score is determined by comparing the person's performance to a set of predetermined criteria. Aspects of the performance, like pitch, tempo, and key, are evaluated against a targeted range. A player singing inside the targeted range for pitch will earn points, while a player singing outside the range will lose points. The evaluation is happening in real-time and the player can see their score while performing. 

Abstract:
A music based video game in which a game player's singing performance is digitally sampled while the player performs a free-form vocal over a prerecorded musical composition. Aspects of the game player's free-form vocal performance are compared with predetermined criteria. For example, the vocal performance may be compared with tempo and key information to generate performance evaluation data. The performance evaluation data may be used to present performance feedback to the game player while the game player is singing.

Illustrative Claim:
1. A method for evaluating vocal inputs in a music based video game, comprising: repeatedly over time receiving input signals providing audio information; repeatedly over a particular time period determining a pitch of the audio information so as to determine a plurality of pitches of the audio information; determining if the pitches are in accordance with a plurality of target pitches, without regard to particular timing of individual pitches of the plurality of pitches; determining a valuation based on whether the pitches are in accordance with a target key; and commanding presentation of an indication of the valuation.

Researched By: Andrew F. Thomas

U.S. Patent No. 7,663,045: Music replacement in a gaming system
Issued February 16, 2010, to Microsoft Corp.
Priority Date September 20, 2005




Summary:
U.S. Patent No. 7,663,045 (the '045 Patent) describes a method for a user to replace the background music in a video game with their music. The Xbox 360 allowed users to rip music from a CD and download it to the system's hard-drive. A benefit to having the music on the 360 hard-drive was the system allowed users to listen to their music while playing a game. The system would mute game's background music and then insert the user's music. If the game had a scripted moment that required preselected music, then the system would mute the user's music until the scripted moment finished.  Sound effects remained in the game, so effectively the 360 allowed users to create customized soundtracks.

Abstract:
A user of a game system can replace background music from a game with the user's selected background music, while still hearing any other audio streams (e.g. sound effects related to gameplay). A music engine and system audio mixer allow the playback of the user's requested replacement music. The game tags background music streams with an identifier indicating that they are background music, and such streams are muted at the music engine and system audio mixer (if the game is using the provided music engine in order to play the game's audio streams) or by the game if the game is using a game music engine and has received information indicating that a mute request has been issued.


Illustrative Claim:
1. A system for providing audio playback from a gaming system running an application, wherein said application generates an application default audio stream, said system comprising: application programming interfaces, said application programming interfaces integrating gaming system audio playback control features into said application, wherein audio commands issued by said application are implemented by said gaming system concurrently with execution of said application; an audio input for receiving said audio commands and said application default audio stream from said application; an audio replacement indicator for indicating when replacement of said application default audio stream is requested; an audio output, operably connected to said audio input and said audio replacement indicator, wherein said audio output plays audio comprising said application default audio stream if said audio replacement indicator indicates that no audio replacement is requested, or an alternate audio stream if said audio replacement indicator indicates that audio replacement is requested.


Researched By: Andrew F. Thomas


U.S. Patent No. 9,687,733: Game apparatus, storage medium, game controlling method and game system
Issued June 27, 2017, to Nintendo Co., Ltd.
Priority Date February 23, 2011




Summary:
U.S. Patent No. 9,687,733 (the '733 Patent) describes a video game that utilizes a step counter as a game mechanic. The player needs a device capable of counting steps and transmitting the information to the system or else the player can not utilize their steps. If the player does have the necessary device, then the player's steps can be used as a means to advance the game. A player can choose how to spend their steps by selecting from a variety of in-game options such as currency, experience points, or even a hint. Unspent steps are utilized to advance supplemental areas of the game, so no step is wasted. The '733 Patent mainly lists a number of ways a player can spend the steps.

Abstract:
A game apparatus includes a micon, and the micon measures step counts in correspondence with the magnitude of accelerations indicated by acceleration data from an acceleration sensor when a user carries the game apparatus in a sleep mode in which the apparatus is closed. The step counts are converted into earned coins. In each of a plurality of games executed by the game apparatus, by using the earned coins, a special item is purchased, playing in a special course is permitted, a hint is displayed, and a game is played in fast-forward.


Illustrative Claim:
1. A game apparatus comprising an input device, the apparatus configured to at least:
measure step counts using a motion detection device; advance a game on the basis of an input from said input device; and execute processing of supplementing advancement of said game by using the measured step counts during execution of the game, said game being advanceable independently from the measured step counts.


Researched By: Andrew F. Thomas


U.S. Patent No. 8,784,202: Apparatus and method for repositioning a virtual camera based on a change game state
Issued July 22, 2014, to Nintendo Co., Ltd.
Priority Date June 3, 2011




Summary:
U.S. Patent No. 8,784,202 (the '202 Patent) describes a method for automatically shifting a virtual camera's position based on a character's movement speed. The '202 Patent relates to third-person games since the player generally controls the camera in first-person games. A game utiliz04ing the '202 Patent will start the camera in a high angle position while the character is walking or standing. As the character begins to run, the camera shifts down. Shifting the camera down allows for the players to see ahead and have a better understanding of the characters footing. When the character starts to slow down, the camera begins to move back into the original high angle position.

Abstract:
An apparatus and method is provided for controlling a virtual camera. The virtual camera is positioned in a first position and a first direction while an object is in a first state and the virtual camera is moved to a second position and second direction when the object transitions from a first state to a second state. The virtual camera is held in the second position and second direction while the object is in the second state and then moves back to the first position and first direction when the object transitions from the second state back to the first state. While the virtual camera is in the second position and second direction, the lowest part of the object is made more easily viewable.

Illustrative Claim:
1. An information processing system, comprising: a processing system having at least one processor, the processing system configured to: position a virtual camera in an initial orientation while an object is moving at a first velocity, and change downwardly the angle of orientation of the virtual camera while moving the virtual camera above the object from the initial orientation when the object transitions from moving at the first velocity to moving at a second velocity greater than the first velocity.


Researched By: Andrew F. Thomas

U.S. Patent No. 9,511,292: Video game competition notifications
Issued December 6, 2016, to Sony Interactive Entertainment America, LLC
Priority Date October 20, 2009




Summary:
U.S. Patent No. 9,511,292 (the '292 Patent) describes a method and system for in-game notifications. The notifications will alert a user if a friend has completed a predetermined goal in a video game. The goals can be achievements created by the game's developers or custom goals created by a group of players. Once a user has finished a goal, the system sends a notification to every friend on the user's friends list. Users can choose to receive notifications on any device, but certain features may not be compatible with some devices. A key feature described by the '292 Patent is the ability for a user to launch the game upon receiving a notification to beat the friend's achievement. For example, if a user completes a level under five minutes, the notification sent out will encourage the friends to beat the users time by allowing them to launch the game quickly.
Abstract:
Methods and systems are described for automatically sending a popup or other message to another person's electronic device upon finishing a predetermined goal in a video game. The predetermined goal can be, for example, killing a first boss in under five minutes. The message to the friend can include a link or button enabled such that the friend can begin the game on his device in the same room, mission, scenario, etc. that the first player started out in so that the friend can attempt to duplicate or ‘one up’ the first player's achievement. Friends who are interested in receiving such messages can be determined from existing social networking sites.


Illustrative Claim:
1. A computer-implemented method of challenging another person to a video game, the method comprising: indicating interest in a video game from a client electronic device associated with a first person to a server; sending a custom goal for the video game from the client electronic device associated with the first person to the server; receiving, on a client electronic device associated with a third person, a message from the server, the message indicating, based on a determination of the server, that a second person playing a first instance of the video game has met or exceeded the custom goal in the video game, the message including a selectable element enabled to begin a second instance of the video game for the third person at a specified point of the video game associated with the custom goal; retrieving from an electronic device associated with the second person, a game state condition of the first instance of the video game; and beginning the second instance of the video game using the retrieved game state condition on the client electronic device associated with the third person in response to a selection of the selectable element.


Researched By: Andrew F. Thomas



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