Method of Playing a BINGO Game with Progressive Jackpot Issued on January 9, 1996 to Gary Weingardt and assigned to Gary Weingardt Trust. Summary: In case you were bored with the original game, or thought that BINGO was a game for your grandparents… This patent attempts to create a more challenging BINGO game than the traditional by adding two columns and two rows to the BINGO card and adding an additional 72 numbered balls. The new and improved game would be called BINGOES. The new and improved BINGO card could be used to play the traditional BINGO game or BINGOES. The card could be marked with different colors in order to play the traditional BINGO game. i.e. the five rows by five columns may have a white background, where the remaining two columns and two rows would have a red background to play BINGOES. In BINGOES, a winning combination could be a straight line of seven numbers in a row either vertically, horizontally or diagonally. Additional payouts could be made for the four corners, the eight spots around the center free space, the outside rectangle, or an intermediate rectangle. The operator can designate payouts based on the degree of difficulty of obtaining the winning combination. In addition, a user could play the traditional game of BINGO while simultaneously playing BINGOES, increasing the odds of winning. Claims appear limited to a variation that includes a progressive jackpot in addition to usual game jackpot. Exemplary Claim: The method of playing a game of bingo comprising: a) providing a player with a bingo card consistent essentially of: a. a plurality of numbered spaces formed as a matrix having seven rows and seven columns; b. a first indicium designating a portion of the matrix comprising five contiguous rows and five contiguous columns whereby a five-by-five bingo game can be played thereon; and c. a second indicium designating a portion of the matrix comprising two contiguous rows and two contiguous columns whereby, when combined with the first indicium, a seven-by-seven bingo game can be played thereon; b) providing a plurality of bingo balls each having individual numbers corresponding to the numbered spaces on the bingo card; c) a player making a first wager to be eligible for the five-by-five bingo game and a second wager to be eligible for the seven-by-seven bingo game; d) randomly selecting consecutive bingo balls; e) awarding a first preselected amount when the player achieves a predetermined winning combination on the five-by-five matrix of the bingo card; f) awarding a second preselected amount when the player achieves a predetermined winning combination on the seven-by-seven matrix of the bingo card; g) a player making a third wager to be eligible for a progressive jackpot pool; h) designating a portion of the third wager to a separate progressive jackpot pool; i) establishing a predetermined combination as a winning combination for the progressive jackpot pool; and j) awarding the progressive jackpot pool to the player when he achieves the predetermined winning combination on the bingo card.
Issued on January 31, 2006, to Electronic Arts Inc.
Summary: This patent issued to EA, discloses a system and method for providing real-time control over character animation. Basically this patent allows the user to change a character’s animation by real-time input into a joystick. For example in a golf game, the user can control the back swing, forward swing, the power or speed of the swing, whether the ball is hooked, sliced or straight, or whether or not the character takes a practice swing. The input from the joystick is monitored real time by a processor which converts motions in the joystick, such as pulling the joystick handle backwards into a back swing. Since the input is detected real-time, the user is able to change the animation continuously, i.e. the user can change the golf swing in the middle of the back swing, which might not improve your score.
Exemplary Claim: A system for providing user input for animated character display on an animation display system comprising: an analog input module configured to receive user analog input related to animated character display and to normalize the user analog input, thereby creating normalized user analog input; a control state machine module configured to receive normalized user analog input from the analog input module and create a time-based state based on the received normalized analog input, the time-based state modeling an intent of the user with respect to the animated character, and an animation state machine module configured to receive the time-based state from the control state machine module and to create a list of animations and at least one blending percentage for combining the list of animations based on the time0based state, and providing the list of animations and at least one blending percentage to the animation display system.
Bingo Game Method
Issued on December 8, 1995 to Inventor Gary Weingardt Summary: This invention attempts to reinvigorate the classic game of Bingo and lure the gamblers away from video poker, slot machines and table games by providing larger bingo jackpots. The invention includes a bingo card with different colored squares, or a board readout that displays the numbers and their associated colors. The colors may be Blue, Red, Green, and Yellow, etc., and specific jackpots or progressive payouts are associated with each color. For example, a player could obtain the largest Bingo by getting a Bingo of all Blue numbers. The next highest payout might be a Green Bingo, followed by a Red Bingo and then a Yellow Bingo. The smallest payout would then go to a multi-colored Bingo. In this example, there would be the smallest amount of numbers designated as Blue, the next smallest as Green, a larger amount of Red, and the remainder of numbers would be Yellow. There may even be a payout for a “Case Bingo” meaning a Bingo which the player has missed by one number. Exemplary Claim: The method of playing a game of bingo comprising: a) providing a player with a bingo card having a plurality of numbered spaces; b) providing a plurality of bingo balls each having individual numbers corresponding to the numbered spaces on the bingo card; c) providing an electronic number reader bingo board having a plurality of numbered spaces corresponding to the number of bingo balls used in the bingo game; d) a player making a wager to be eligible for the bingo game; e) randomly designating a portion of the numbered spaces on the bingo board with a first designated marking; f) designating the remaining numbered spaces on the bingo board as a second designated marking; g) randomly selecting consecutive bingo balls; h) if the player achieves a predetermined winning combination on the bingo card of selected numbers having only the first designated marking, awarding the player a first preselected amount. [Editor’s Note: based on the breadth of that claim, at first blush it appears that the claim would read on a Bingo game in which there is a “four corners” bingo in addition to the usual bingo methods. That having been said, I have not read the entire specification or reviewed the prosecution history.]
Battle Method with Attack Power Based on Character Group Density
Issued May 4, 2004, assigned to Koei Co., Ltd.
Summary: Although the Sam Fishers, John Matrixs, Solid Snakes, and John Rambos of the world would gladly demonstrate how false this premise is, this patent contends a soldier’s attack and defense strength synergizes with the number of surrounding support soldiers. For example, a bow soldier’s attack strength is increased according to the number of surrounding bow soldiers transverse to the enemy’s army. Therefore, five archers in a line parallel to the enemy’s army would have an attack strength greater than five archers in a line perpendicular to the enemy army. This causes individual soldiers within a formation to have a variable attack/defense strength (displayed to a user by the soldier’s color). The differences in the attack/defense strength are due to changes in the soldier’s support area. The support area is defined by their relative position in the overall formation, the predefined size and shape of the support area, and the type of soldiers in the current soldier’s support area (e.g., archer, foot soldier, etc.). Additionally, different types of soldiers have support areas of different shapes. Interestingly, the patent manages to offend a plethora of game characters by capping a soldier’s attack/defense strength at a maximum value to prevent it from exceeding the strength of “an actual person.” Exemplary Claim:
A character group battle method in which a plurality of characters that are displayed in a three-dimensional virtual space form groups of friends and enemies that battle against one another, comprising the steps of: calculating the position of each of the characters in the three-dimensional virtual space; calculating the character number of the other one or more friend characters existing in a predetermined region about the character; and calculating at least one of an attack or a defense value respectively expressing at least one of an attack power or a defense strength of the character on the basis of the character number.
Issued December 30, 2003, to Electronic Arts, Inc.
Electronic Arts has developed a way to negate the effects of technology advancing faster that software can be developed–a mechanism to provide episodic delivery of entertainment content to a user. EA apparently uses some sort of application module with episodic content technology (e.g., sold at stores, over the Internet, etc.). The application module contains an initial episode of the game and a technology shell to allow future episodes to be downloaded over the Internet and executed. As new technology is developed, the new technology can be incorporated into the technology shell, independent of the content development. While the patent describes a lot of these features, the (single) claim is a little elusive. It’s interesting, though, that with Xbox Live we are seeing more games providing episodic content delivery after the game’s initial launch.
1. A method of providing an Internet-enabled game, the method comprising:
- receiving information regarding a user’s current state in the game;
- responsive to the current state, enabling episodic content to be accessed by the user;
- receiving a search request from the user; and
- responsive to the current state of the user in the game, transmitting game-generated search results to the user.
What does this claim cover? We’re not sure either. But when we figure it out, we’ll let you know. To help out, however, we’re posting some dependent claims as well, as they are somewhat informative…
2. The method of claim 1 wherein the search results are game-related responsive to the search request being game-related and the current state of the user indicating that the user is permitted to receive game-related search results.
5. The method of claim 1, wherein the current state information comprises a user action.
6. The method of claim 5 wherein the user action is calling a predefined telephone number.
7. The method of claim 5 wherein the user action is accessing a predetermined web site.
8. The method of claim 5 wherein the user action is requesting a specific search term.
9. The method of claim 1, wherein episodic content is stored within a third-party website that is content-related to the storyline, and the users are directed to the web-site to discover the episodic content.
10. The method of claim 9 wherein episodic content is placed on a third party web site for compensation related to user traffic to the web site related to users searching for the episodic content.
11. The method of claim 1, wherein an episode is made available responsive to determining whether the user has submitted payment, for the episode.
Here is a fine example of how a game company can similarly participate in the “gaming” industry. Konami’s patent is for a bonus wild in a slot machine. The slot machine has rows and columns, as one would expect. The apparent novelty of Konami’s machine is that they have incorporated a “bonus” element where the slot machine recognizes the bonus indicator when present in any of the columns, and modifies all the game elements within that column to represent a wild game element, without modifying any of the game elements in other columns in which a bonus element is not present. That catch, as many of us have spent many a penny/nickel/dime/quarter/dollar learning, is that the bonus-to-wild modification occurs only if a wild character in any one of the cells of the column would result in a winning outcome to a sucker, errr, player of the slot machine.
A video gaming machine, comprising: a housing having a display device for displaying a plurality of game elements in a grid having a plurality of cells defined by rows and columns; a memory device for storing a pay-table; a game controller coupled to the display device and the memory device, the game controller being adapted to randomly select the game elements to be displayed in the display device, from a set of possible game elements, and to determine an outcome based on the displayed game elements, the pay-table, and predetermined paylines; and wherein the set of possible game elements includes a bonus element, and wherein the game controller is adapted to identify the presence of the bonus element in one of the cells of at least one column and to modify all of the game elements within the column to wild without modifying any of the game elements in other columns in which a bonus element is not present and only if a wild character in any one of the cells of the column would result in a winning outcome to a player of the video gaming machine.
The ‘989 patent describes a portable electronic communication device with game software that simulates a virtual pet. The virtual pet is able to converse with a user who in turn is able to teach the pet new words. Attributes of the words are modified based upon the responses of a user to questions asked by the pet during conversation and stored in a database. For example, with reference to the figure above, the user might tell the pet that the word “Jane” is a “Human” (1 in the “Human” column) and not “Food” (0 in the column) and that the user really likes “Jane,” (with degree of 4 in the “Like” column). Next time, the friendly virtual pet may begin a conversation by saying something like “I just e-mailed Jane saying that you like her!” (after which the pet can learn a plethora of curses and swears from the user). This innovation may well give rise to various other incarnations, such as a virtual girlfriend that will only accept compliments, or a virtual gunner that will enlighten you with its knowledge of random subjects.
A communication apparatus between a user and an entertainment apparatus, the entertainment apparatus having at least a microprocessor, memory, display controller and means for inputting user commands, said communication apparatus comprising:
an electronic dictionary comprising words and associated status information related specifically to said words;
an alteration element to modify the status information of one or more words based on user interaction with said entertainment apparatus;
a sentence generator creating a sentence including said one or more words and based on said modified electronic dictionary word status information associated with said one or more words and adapted to a situation between a user and said entertainment apparatus, and
a sentence output element for outputting a sentence generated by the sentence generator to display as a message to a user.
Issued May 11, 2004, to Electronic Arts, Inc.
This Electronic Arts patent describes a simulation module to simulate events occurring during a cautionary period of an event, such as when in a NASCAR game a yellow flag is raised, or when a player wrecks out of a race. During this “cautionary period,” a user may, for example, obtain performance related-statistics; view a partially or complete simulation of a completed race; or determine the projected outcome of an ongoing race based on current statistics. Several aspects of the invention include (1) a method to interrupt a normal game, simulate parts of the ongoing game, derive updated statistics, and resume the game; (2) a method to interrupt a normal game, derive statistics from the normal game, and compare such statistics with statistics from a past or predicted outcome; (3) and a collection of files configured to store such data on a computer-readable medium.
1. A method of simulating game state changes responsive to an interrupt condition in a computer-implemented racing game, comprising:
generating an interrupt condition during game play of the racing game at a first game state, the first game state having a first set of statistics associated therewith;
responsive to said interrupt condition, interrupting game play and calculating a second set of statistics associated with a second game state by simulating events that occur after the first game state based on the first set of statistics; and
wherein the second game state is a completed game state, and wherein the second set of statistics includes statistics associated with a completed race.
Nintendo describes the multi-player, portable version of its Pokemon game in this patent. In the pokemon game, each player collects and trains pokemon. When another player is encountered, the pokemon battle each other and the winner captures the loser’s pokemon. Capturing a pokemon includes transferring information about its appearance, strength, etc. to the wining player’s game machine.
Battling other actual players, as opposed to simulated opponents, is encouraged by allowing pokemon captured from another player to have a “virus” that allows them to be more effective in battle. The virus spreads quickly, thus helping a player’s entire collection of pokemon. The patent explains that players whose pokemon have the “virus” will become popular: “The player who luckily captures a virus-infected pokemon … becomes busy with other players’ requests for pokemon data exchange, thereby increasing popularity among other players. As such, the game is useful for cultivating friendship with other players.”
Although the game may bring you new friends, those friends don’t have to stick around once they’re done using you. It is possible to receive information about player and his cadre of Pokemon, and then do virtual battle with him later on. There may be some disadvantages to this approach, however. The properties of the pokemon change with the time of day, and a battle that takes place at night may come out differently than a battle that takes place during the day.
The patent also describes a system for allowing players of different versions of the game to battle each other: Whatever information about a captured pokemon is unavailable from the old version of the game gets made up (assigned randomly) at the time of data transfer. Conversely, data about a pokemon from the new version that cannot be received by the old version is discarded. This ingenious system can also be used to allow users who upgrade to the new version to transfer their old collection of pokemon.
A method of operating a multiplayer video game system for playing a video game involving characters that may be captured by a player comprising the steps of:
establishing communication between a first player’s video game device and a second player’s video game device;
associating time related data with at least a first video game character that may be captured by a player;
controlling the display of said first video game character based upon said time related data;
receiving by said first player’s video game device identification information identifying said second player; and
storing data in said first player’s video game device relating to said at least one video game character associated with said second player including said time related data.
Issued Jul. 17, 2001, to Nintendo Co., Ltd., Kyoto (JP)
Remember StarFox? I do (I’m getting old). The ‘179 patent describes a number of gameplay aspects of a video game in the StarFox series. As the patent correctly professes, I always enjoyed the ability to select the level I played, instead of having to sequentially move through each level every time I started the game. Allowing the player to replay a level without resetting the game the player avoids being “burdened with unwanted labor, thereby losing his interest in the game or having a burdensome feeling….” In addition to being able to choose the level I start at, I also liked the fact that only my highest score from each level counted towards my final score.
While the ‘179 patent only claims the above concept, it nonetheless also describes detecting collisions to individual sections of the plane the player is flying, instead of processing a hit on any part of the plane in the same way. Let me restate that. The entire plane doesn’t blow up when it gets hit (a la Galaga), but instead, only the portion of the plane that got hit blows up. This allows, for example, for individual wings of the plane to be shot off, but the plane remains navigable (to some extent) by the player. Nice feature. I’ll have to check to see if they claim it in a related patent.
Another feature described (but not claimed) is that of automatic messages shown in the picture below. When it is possible to easily attack the enemy or avoid crises by performing an operation, instructions for performing that operation appear on the bottom of the screen. If multiple messages are possible at a given time, only one is chosen based on a pre-defined hierarchy of importance. This allows “the player, even if unskilled” to advance in the game. Was this perhaps an early patent directed towards in-game hints??? Again, I’ll have to check to see if they claim this feature in a related patent.
A video game system for playing a video game having a plurality of different courses through which a player can successively advance by successfully completing a current one of said plurality of courses, said video game comprising:
a course choosing screen which enables the player to select a course to play from said plurality of courses when starting said video game and upon finishing a current course;
a first score counter for determining a current course score that the player has achieved by finishing a current course of said plurality of courses;
a score controller for writing a current course score to a memory upon completion of each course, wherein said score controller resets said current course score for said current course to an initial value if said user chooses to replay said current course using said course choosing screen after finishing said current course; and
a second course counter for combining each course score in said memory to provide an overall score for said video game.
Developers from Square Enix, publishers of the Final Fantasy series, describe a role-playing game using scenario cards. During the course of the role-playing game, the player is presented with multiple cards from which to choose. For example, each card may represent a different scenario. The player’s selection will directly affect the player character’s subsequent development of the story in the game. For example, upon being presented with cards representing branching quests, a player can select which quest to embark upon (e.g., rescue the town from evil wizard or flirt with waitress in tavern).
A game program for causing a computer to execute a role playing game which changes a development of a story forming the game on a screen according to an operational input of a player,
wherein the game program causes said computer to execute:
a displaying procedure for displaying a plurality of cards on said screen, each card comprising indicia associated with a significance of the card;
a selecting procedure for selecting one of said plurality of cards displayed in said displaying procedure according to the operational input of the player; and
a determining procedure for determining the development of said story according to a selected card,
wherein selecting of each card always directly affects a player character and the development of the story.
U.S. Pat. No. 6,522,333: Remote Communication Through Visual Representations
Electronic Arts has improved the traditional in-game (or out-of-game) chat feature. Instead of informing your sarcasm-impaired friends that you’re joking by typing ;-), you can instead make an on-screen avatar wink for you by typing (wink). In addition, the software can animate your avatar based on natural language processing techniques. A default mood (such as “humorous” or “stone-cold-serious”) is set in order to make sure the system animates ambiguous phrases correctly. This preset can be temporarily or permanently overridden at any time. Gestures can also be programmed to occur every time a specific word is typed. With all these features, you’ll never need an emoticon again… 🙂
A method of communicating over a network comprising:
receiving a data communication from a first user, wherein the data communication contains behavioral movement information;
translating the received behavioral movement information into a choreography sequence of behavioral movements of a figure of the first user by:
responsive to the data communication containing text, processing the text in accordance with at least one natural language processing rule; and
constructing a choreography sequence from at least one behavioral movement associated with at least one natural language processing rule; and
animating the figure responsive to the choreography sequence.
United States Patent No. 6,935,954: Sanity System for Video Game
Issued August 30, 2005, to Nintendo of America, Inc.
This patent by inventors from Nintendo of America Inc. discloses a video game system that modifies, monitors, and reacts to a game character’s sanity level. A character’s sanity level is modified by an amount based on the player character’s reaction to a particular occurrence or event in the game. In addition, game play and in-game effects may also change based upon a character’s sanity level. The sanity level of the suspicious Link-looking character in the figure, for example, may not be affected as much since a well-prepared warrior with shield and sword in tow will likely not be intimidated by an otherwise terrifying flying skull with bad teeth. Or the character may have been on the brink of insanity to begin with (after scouring Hyrule unsuccessfully for his lost princess) and the flying skull is actually part of his hallucinations. Now, if only people can monitor their sanity levels in real life…
A method of operating a video game including a game character controlled by a player, the method comprising:
a) setting a sanity level of the game character;
b) modifying the sanity level of the game character during game play according to occurrences in the game, wherein a modifying amount of is determined based on a character reaction and an amount of character preparation; and
c) controlling game play according to the sanity level of the game character, game play being controlled at least by varying game effects according to the game character sanity level.
Welcome to the first post of our VIDEO GAME PATENTS feature. May we present:
U.S. Pat. No. 6,923,717: Adrenaline Feature for Sports Video Games
Issued August 2, 2005 to Nintendo of America, Inc.
The ‘717 patent describes describes various methods of controlling a video game. In addition to all the regular buttons, joysticks, d-pads, thumbsticks, triggers, vibration motors, and other widgets and cogs found on video game controllers, Nintendo now allows the to control a level of virtual “adrenaline” of a player in a video game. A user can control the adrenaline level, e.g., with an analog trigger. When the adrenaline level is high, players in the video game act more aggressively. However, the players’ chance of overreacting also increases when the adrenaline increases. For example, a basketball player is more likely to block a shot if his adrenaline level is high, but the player is also more likely to commit a foul. Nintendo’s adrenaline feature adds more control and realism to sports video games. What’s next? The “steroid” trigger?
1. A method of controlling game play in a sports video game, wherein a user interactively controls a sports game character in a virtual sports game environment using a game controller, the method comprising:
defining initial character parameters for the sports game character and an opposing sports game character for use during game play, wherein the initial character parameters define play characteristics for the game character and the opposing game character;
detecting user input from at least one control element on the game controller requesting an animated action by the game character;
reading an adrenaline value from an analog control element on the controller indicating a level of aggression desired by the user for the animated action, wherein the analog control element is different from said at least one control element;
adjusting at least one of the initial character parameters for the game character based on the adrenaline value;
performing the animated action by the game character using the at least one adjusted character parameter, wherein the at least one adjusted character parameter is related to the animated action and influences the success or failure of the action depicted by the animated action; and
adjusting at least one of the initial character parameters for the opposing character based on the adrenaline value and performing an animated action by the opposing character at the same time as the same character’s animated action using the adjusted character parameter for the opposing character.