US20110086688A1 - Interactive Game - Google Patents

Interactive Game Download PDF

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Publication number
US20110086688A1
US20110086688A1 US12/577,197 US57719709A US2011086688A1 US 20110086688 A1 US20110086688 A1 US 20110086688A1 US 57719709 A US57719709 A US 57719709A US 2011086688 A1 US2011086688 A1 US 2011086688A1
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Prior art keywords
elements
game
difficulty
matches
level
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Abandoned
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US12/577,197
Inventor
Chester Godsy
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Individual
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Individual
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Priority to US12/577,197 priority Critical patent/US20110086688A1/en
Publication of US20110086688A1 publication Critical patent/US20110086688A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

An interactive game presents an apparatus generated game play where an array elements which are predetermined or randomly determined are aligned along the perimeter of two or more similar shapes. The elements are composed of but not limited to two or more different symbols, patterns, images, or colors. The shapes are similar but vary in size and are located with the smaller shape placed inside of the larger shape. The elements along the perimeter of one of more of the shapes are rotated in a direction. The rotation is started and stopped by a user input. The apparatus counts the number of matches of elements which are located on the perimeter of the shapes and awards points based on the number of matches of the elements from adjacent shapes located in the same positions along the perimeters.

Description

    TECHNICAL FIELD
  • This invention generally relates to graphical puzzles and, more particularly described, relates to creating a unique combination of elements placed along the perimeters of shapes and then allowing users to select positions of moving elements located along the perimeters of shapes which conform to the greatest number of matches of elements.
  • BACKGROUND OF THE INVENTION
  • There is a need for simple single toggle control input based games also known as one button games. The need is especially great for newer apparatus's such as mobile phones, PDA's, and mobile game devices where user inputs are small and limited. There is also a need for games which are easy to understand, easy to learn and easy to play on small apparatus's such as mobile phones, PDA's, and mobile game devices. There is a need for games which are easy to view on very small screens now commonly found on these same apparatus's. There is also a need for casual games which combine both skill and luck for the best overall gaming experience. Therefore, it would be beneficial to provide a simple single toggle control game that is easy to learn and understand. It would also be beneficial to provide a game that is easily adapted to modern mobile devices.
  • SUMMARY OF THE INVENTION
  • References Cited [Referenced by]
    5,423,556 Jun. 13, 1995 Latypov
    5,944,605 Aug. 31, 1999 Pajitnov
    7,207,569 Apr. 24, 2007 Haston
    6,579,177 Jun. 17, 2003 Mraovic
    6,102,796 Aug. 15, 2000 Pajitnov
    7,402,105 Jul. 22, 2008 Hutter, et al.
    7,350,781 Apr. 1, 2008 Shalit
  • The present invention satisfies the above described needs by providing the user with a single key user input for starting and stopping the moving elements during game play. The present invention is based on the concept of the rotation of elements around the perimeter of a shape or shapes and allowing the user to stop the rotation using an input device which is a method that is easy to learn and easy to play. The present invention through the use of simple geometry and easy to read elements is very easy to read on small apparatus displays. The present invention combines a requirement of both skill and luck. Skill is required by the player of the game in determining which positions to stop rotation to yield the greatest number matches for which points are awarded. The present invention creates each game screen by placing elements in a random or predetermined fashion along the perimeter of shapes and when employed in some embodiments this random factor establishes the requirement for a certain amount of luck for the player to be able to achieve the best possible scores.
  • Other and further objects of the invention, together with the features of novelty appurtenant thereto, will appear in the course of the following description.
  • BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
  • In the accompanying drawings, which form a part of the specification and are to be read in conjunction therewith in which like reference numerals are used to indicate like or similar parts in the various views:
  • FIG. 1: FIG. 1 is a flowchart illustrating the overall operation of the present invention. Main Flow Chart.
  • FIG. 2: FIG. 2 is a flowchart illustrating a sub-operation of the present invention. Game Flow Chart.
  • FIG. 3: FIG. 3 is a front view of the present invention. Selection of elements.
  • FIG. 4: FIG. 4 is a front view of the present invention. Creation of a screen.
  • FIG. 5: FIG. 5 is a front view of the present invention. Rotation of a screen.
  • FIG. 6: FIG. 6 is a front view of the present invention. Stopping a rotation on a screen and counting matches.
  • DETAILED DESCRIPTION OF THE INVENTION
  • Turning now descriptively to the drawings, in which similar reference characters denote similar elements throughout the several views, the figures illustrate elements in the form of symbols which in other embodiments could be but are not limited to patterns, circles, images, or colors which have been located in positions along the perimeter of shapes in predetermined or randomly determined positions.
  • FIG. 1 shows the high level flow chart. Generally, the user begins operation of the game where licensing is verified and introduction screens are presented. A menu system is presented to the user. When the menu is presented to the user, the user has the option to set playing difficulty levels or to begin play. When play is begun a new game screen is generated with elements positioned along the perimeter of a shape in this case a circle and then the inner shape of elements begins to rotate. By activating the user input device the player chooses when to stop the rotation of the elements. When rotation of the elements is stopped by the user, the number of matches is calculated and displayed on the display device. When the user input device is activated again either 1) rotation begins again if retries are available or 2) a new screen is generated and rotation of the new screen begins. The user again activates the input device to stop rotation of the elements. Matches are computed and this process is repeated until the best match rotations for a certain amount of predetermined screens are completed where a final score is computed.
  • FIG. 2 shows a flow chart of a typical game. In FIG. 2, the screen is created and the rotation of the elements is started until a user input stops the rotation. Then a score is calculated. Rotation is started again by user input until the game is completed. When a new game is started or when a rotation is completed and no additional rotations are available to a user, then a new game screen is generated for presentation to the user. These screens are generated randomly using random number generators to determine the combinations of the elements. In other embodiments these screens, for element selections could be pre-generated or predetermined.
  • Illustrated in FIG. 3 is an example of the possible elements to choose from. A new screen is created by choosing a smaller group of N elements from the total available group of elements. N is determined by the level of game play chosen by the player. If a player has selected the easy play level then N may be set to four elements. If medium play has been selected then N may be set to five elements. If the player has selected the hard play level then N may be set to six elements. Other embodiments could vary the value of N to vary the level of difficulty however N cannot be less than two.
  • New elements are placed on each position around the perimeter of each circle. In this example, there are 8 positions and therefore 8 elements per circle. These 8 positions are filled by making a random selection of elements from the group of elements. Also, in this example, there are two circles selected as the shapes. The 2 circles are comprised of an inner circle and an outer circle. Other embodiments could vary the number of positions for elements to be placed along the perimeter of circles to vary the level of difficulty. A minimum of 2 circles of elements are required, but more difficult embodiments could have more than 2 circles, some of which are stationary and some of which rotate.
  • FIG. 4 illustrates a typical game screen displaying the elements. Elements are located in 8 positions along the perimeter of an inner circle and 8 elements are located along the perimeter of an outer circle. The actual circles are shown as well as the elements to better illustrate the positioning of the elements along the perimeter of the circles. However, the circles do not need to be shown in the game as it is the elements which are of primary interest to the game player since it is the elements which are used for making matches. In another embodiment, elements could be embodied in pie shaped wedges or circles with unique colors for backgrounds.
  • FIG. 5 illustrates an animation of the elements of the inner circle rotating along the perimeter of the inner circle in a real time fashion at a rate which gives the user enough time to determine matches and yet fast enough to yield results in a timely fashion. This embodiment uses a rotate rate of approximately 1 element per second. Difficulty may be increased or decreased by increasing or decreasing the rotation rate.
  • In this embodiment, levels of difficulty selected by the player will determine if additional rotations are to be granted per screen after a rotation has been stopped by the user input. Easy level of play is granted 3 rotations per screen, medium level of play is granted 2 rotations per screen, and hard level of play is granted 1 rotation per screen. Additional rotations per screen are not needed if a maximum number of matches is achieved by the user after rotation is stopped. A maximum number of matches would be achieved if a player matched the maximum possible matches available when rotation was stopped. In other embodiments, the number of additional rotations granted per screen may be varied to vary the level of difficulty. In other embodiments, the rate of rotation of the elements could be varied to vary the level of difficulty. In other embodiments, rotation of elements or number of screens could be limited by a timer to vary the difficulty.
  • The user input control starts and stops the elements from rotating. The control works in a toggling fashion. Push the control once to stop the rotation. Push control again to start the rotation. Push the control again to stop the rotation, etc. The control may be but is not limited to any single user input device. In this embodiment, many keys including the 0-9, *, # and fire key on a mobile phone are mapped redundantly as the control button which gives the user the flexibility of finding the most advantageous input to suit their particular mobile phone.
  • FIG. 6 provides an example of the inner circle in a stopped position so the matches of elements may be scored. The scoring system counts the number of matches on a screen when the rotation is stopped. Matches are found by comparing the element positions on the inner circle with that of the outer circle. FIG. 4 shows an example of the elements position locations. If upon stopping of the rotation (see FIG. 6), the same element is found at position 2 on the inner circle as is found on position 2 on the outer circle then that counts as 1 match. The other seven positions on the circles are compared in the same fashion and a total number of matches for the current stop of rotation is calculated. In the example shown in FIG. 6, there are 4 matches shown when rotation is stopped.
  • In this embodiment, the player is presented with 10 unique screens. In the hard level of play, matches from 10 rotations are added together to compute a final game score because only one rotation of the elements is allowed per screen in the hard level of play. In the easy or medium level of play, the best number of matches is added together after rotations for 10 screens. The number of rotations in the easy of medium level of play is a variable because additional rotations are granted at these levels of play to allow the player to achieve the maximum possible number of matches. High scores are saved to permanent storage and may be available for viewing or may be available to be posted to network high score lists. Other embodiments could vary the number of rotations available to achieve the maximum number of matches for each screen to vary the difficulty. Additional embodiments could vary the number screens per game to vary the level of difficulty.
  • What has been described and illustrated herein are preferred embodiments of the invention along with some of its variations. The terms, descriptions and figures used herein are set forth by way of illustration only and are not meant as limitations. Those skilled in the art will recognize that many variations are possible within the spirit and scope of the invention in which all terms are meant in their broadest, reasonable sense unless otherwise indicated. Any headings utilized within the description are for convenience only and have no legal or limiting effect.
  • It should be understood that manipulations within the apparatus are often referred to in terms such as creating, comparing, moving, displaying, determining, selecting, playing, and the like, which may be associated with manual operations performed by a human operator. The operations described herein are machine operations performed in conjunction with various inputs provided by a human operator or user that interacts with the apparatus.
  • In addition, it should be understood that the programs, processes, methods, etc. described herein are not related or limited to any particular apparatus or apparatus, nor are they related or limited to any particular communication architecture. Rather, various types of general purpose machines may be used with program modules constructed in accordance with the teachings described herein. Similarly, it may prove advantageous to construct a specialized apparatus to perform the method steps described herein by way of dedicated apparatus systems in a specific network architecture with hard-wired logic or programs stored in nonvolatile memory, such as read only memory.
  • From the foregoing description, it will be appreciated that the present invention provides a system and method for creating a game based on elements which rotate along the perimeter of circles where the rotation is stopped by a player using an input device and where matches of elements from adjacent circles where the elements are located in the same positions along the perimeters are counted are used to determine player's score.
  • The foregoing system may be conveniently implemented in one or more program modules that are based upon the flow charts in FIGS. 1 and 2 and illustrated in FIGS. 3, 4, 5, and 6. No particular programming language has been required for carrying out the various procedures described above because it is considered that the operations, steps, and procedures described above and illustrated in the accompanying drawings are sufficiently disclosed to permit one of ordinary skill in the art to practice the present invention. Moreover, there are many apparatus and operating systems which may be used in practicing the present invention and therefore no detailed apparatus program could be provided which would be applicable to all of these many different systems. Each user of a particular apparatus will be aware of the language and tools which are most useful for that user's needs and purposes.
  • The present invention has been described in relation to particular embodiments which are intended in all respects to be illustrative rather than restrictive. The particular embodiments described are of a mobile phone game where the concepts are demonstrated. However, those skilled in the art will understand that the principles of the present invention apply to any apparatus environment.
  • Alternative embodiments will become apparent to those skilled in the art to which the present invention pertains without departing from its spirit and scope. Accordingly, the scope of the present invention is defined by the appended claims rather than the foregoing description.

Claims (9)

1. A computer readable medium having stored thereon a method for an interactive game comprising the steps of:
providing first and second members in a substantially planar configuration wherein each of said members includes at least two elements wherein each of said elements is distinguishable from each other, wherein at least one of said members is configured to rotate, and wherein at least one of said elements of said first member is substantially similar to at least one of said element of said second member;
receiving an user input;
stopping said rotation of one of said members in response to said user input, wherein one or more of said elements of said first member are substantially aligned with one or more of said elements of said second member;
assigning a score for each match between said elements of said first member and said elements of said second member; and
displaying said score.
2. The method of claim 1 wherein said user input is any input key on an apparatus such as a cell phone or mobile apparatus.
3. The method of claim 1 wherein said elements are composed of images with background colors located along the perimeters of shapes in the form of circles.
4. The method of claim 1 wherein said elements are drawn from a group of images by selecting randomly from said group of images for each screen upon screen creation, where a limited number of images are selected for each screen, and where additional images can be selected for a larger group size upon screen creation as a means for varying the level of difficulty of said game.
5. The method of claim 1 wherein said elements are rotated along the perimeter of a circle at a rate which is easily discernible to the human eye, where said rate of rotation can be increased or decreased as a means of increasing or decreasing the level of difficulty of said game.
6. The method of claim 1 wherein scores are calculated based on the number of matches of said elements located in the same positions along said perimeters from adjacent circles, where players can be given additional attempts to rotate said circles to improve said matches before computing a final score as a means for varying the levels of difficulty of said game.
7. The method of claim 1 wherein the number of positions where said elements are placed can be increased or decreased to vary the level of difficulty of said game.
8. The method of claim 1 wherein a limited number of screens of elements are created, where the scores are calculated based on the number matches for each of these screens, where the number of screens could vary to vary the level of difficulty of said game.
9. The method of claim 1 wherein a means for establishing a time limit comprises setting an initial time limit according to the level of difficulty of said game.
US12/577,197 2009-10-11 2009-10-11 Interactive Game Abandoned US20110086688A1 (en)

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Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020034976A1 (en) * 1999-11-10 2002-03-21 Prime Table Games Llc Game of chance using patterns of symbols having at least two defining criteria
US20040053673A1 (en) * 2002-09-12 2004-03-18 Shuffle Master, Inc. Matching symbol game associated with slot machine
US7179166B1 (en) * 2000-09-15 2007-02-20 Abbott Thomas S Reel game requiring skill to win
US20080176631A1 (en) * 2007-01-10 2008-07-24 Aruze Corp. Gaming machine providing an award corresponding to the number of played games within a predetermined time limit
US20100113143A1 (en) * 2007-04-24 2010-05-06 Wms Gaming ,Inc. Securing mobile wagering game machines
US20100120505A1 (en) * 2008-11-13 2010-05-13 Igt Gaming system, gaming device, and method for providing a game in which a player collects emblems by positioning accumulators in a field
US7736224B2 (en) * 2002-08-20 2010-06-15 Konami Gaming Incorporated Gaming machine and method of controlling the same
US7758421B2 (en) * 2004-06-22 2010-07-20 Wms Gaming Inc. Wagering game with win-deferral feature for payoffs

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020034976A1 (en) * 1999-11-10 2002-03-21 Prime Table Games Llc Game of chance using patterns of symbols having at least two defining criteria
US7179166B1 (en) * 2000-09-15 2007-02-20 Abbott Thomas S Reel game requiring skill to win
US7736224B2 (en) * 2002-08-20 2010-06-15 Konami Gaming Incorporated Gaming machine and method of controlling the same
US20040053673A1 (en) * 2002-09-12 2004-03-18 Shuffle Master, Inc. Matching symbol game associated with slot machine
US7758421B2 (en) * 2004-06-22 2010-07-20 Wms Gaming Inc. Wagering game with win-deferral feature for payoffs
US20080176631A1 (en) * 2007-01-10 2008-07-24 Aruze Corp. Gaming machine providing an award corresponding to the number of played games within a predetermined time limit
US20100113143A1 (en) * 2007-04-24 2010-05-06 Wms Gaming ,Inc. Securing mobile wagering game machines
US20100120505A1 (en) * 2008-11-13 2010-05-13 Igt Gaming system, gaming device, and method for providing a game in which a player collects emblems by positioning accumulators in a field

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