U.S. patent application number 10/139637 was filed with the patent office on 2003-09-11 for quick passing feature for sports video games.
Invention is credited to Baker, Bob, Brandwood, John, Knauer, Mike, Mayer, Umrao, Palmer, Colin.
Application Number | 20030171146 10/139637 |
Document ID | / |
Family ID | 29552686 |
Filed Date | 2003-09-11 |
United States Patent
Application |
20030171146 |
Kind Code |
A1 |
Mayer, Umrao ; et
al. |
September 11, 2003 |
Quick passing feature for sports video games
Abstract
An improved passing feature for sports videogames that enables
passing of, for example, a virtual ball, in a direction that is
different than the direction in which the virtual player is moving
on the virtual playing field. In accordance with the instant
invention, the moving direction for a virtual player and the
passing direction for that player are made independent, thereby
providing more fluid passing and greatly enhancing gameplay. The
passing feature can be implemented on a game controller having one
or two analog joysticks.
Inventors: |
Mayer, Umrao; (Camarillo,
CA) ; Baker, Bob; (Thousand Oaks, CA) ;
Brandwood, John; (Ventura, CA) ; Knauer, Mike;
(Newbury Park, CA) ; Palmer, Colin; (Seattle,
WA) |
Correspondence
Address: |
NIXON & VANDERHYE P.C.
1100 North Glebe Road, 8th Floor
Arlington
VA
22201-4714
US
|
Family ID: |
29552686 |
Appl. No.: |
10/139637 |
Filed: |
May 7, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60290644 |
May 15, 2001 |
|
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|
Current U.S.
Class: |
463/37 ;
463/38 |
Current CPC
Class: |
A63F 2300/8011 20130101;
A63F 13/812 20140902; A63F 2300/64 20130101; A63F 13/428 20140902;
A63F 2300/6054 20130101; A63F 13/57 20140902; A63F 13/10 20130101;
A63F 13/5372 20140902 |
Class at
Publication: |
463/37 ;
463/38 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. In a videogame, wherein a user interactively controls a game
player having a game object in a virtual game environment using a
game controller having a first analog joystick and a second analog
joystick, the method comprising: monitoring signals from the first
joystick and controlling the moving direction of the game player
having a game object based on signals received from the first
joystick; monitoring signals from the second joystick while the
moving direction of the player is being controller by the first
joystick; and upon receipt of signals from the second joystick,
display a pass of the game object in a direction indicated by the
second joystick while also displaying the player continuing to move
in the direction indicated by the first joystick.
2. The method of claim 1, wherein the videogame is a sports
videogame having two virtual teams, and the game object is an
object used to score points in the videogame.
3. The method of claim 2, wherein the videogame is a basketball
videogame and the game object is a virtual basketball.
4. The method of claim 1, further including providing a plurality
of trick animations for the player that display the player moving
in one direction while passing in another direction, and selecting
a trick animation for display from the plurality of animations when
the user causes the player to pass in a direction that is different
from the direction that the player is moving in at the time of the
pass.
5. The method of claim 1, wherein the videogame is executed on a
game console that is connected to a television for display.
6. The method of claim 1, further including using the first
joystick as an analog joystick and using the second joystick as a
digital joystick, wherein the first joystick adjusts the direction
and speed of the player and the second joystick causes a pass upon
reaching a predetermined threshold.
7. The method of claim 1, further including using the first
joystick and the second joystick as analog joysticks, wherein the
first joystick controls the direction and speed of the player based
on an angle of inclination thereof, respectively, and the second
joystick controls the direction and characteristic of the pass
based on the direction and angle of inclination thereof,
respectively.
8. The method of claim 7, wherein the angle of inclination of the
second joystick controls the speed of the pass of the game
object.
9. The method of claim 7, wherein the angle of inclination of the
second joystick controls the type of pass of the game object.
10. The method of claim 7, wherein the angle of inclination of the
second joystick controls the distance of the pass.
11. In a videogame, wherein a user interactively controls a game
player having a game object in a virtual game environment using a
game controller having a analog joystick and a digital control
element, the method comprising: monitoring signals from the
joystick and controlling the moving direction of the game player
having a game object based on signals received from the joystick;
monitoring signals from the digital control element while the
moving direction of the player is being controller by the joystick;
upon receipt of a signal from the control element, displaying the
player continuing to move in the current direction that the player
was moving at the time the signal from the control element is
received; while continuing to move the player in the current
direction, monitoring the joystick for a pass signal; and upon
receiving the pass signal, displaying a pass of the game object in
a direction indicated by the joystick while also displaying the
player continuing to move in the current direction.
12. The method of claim 11, wherein the videogame is a sports
videogame having two virtual teams, and the game object is an
object used to score points in the videogame.
13. The method of claim 12, wherein the videogame is a basketball
videogame and the game object is a virtual basketball.
14. The method of claim 11, further including providing a plurality
of trick animations for the player that display the player moving
in one direction while passing in another direction, and selecting
a trick animation for display from the plurality of animations when
the user causes the player to pass in a direction that is different
from the direction that the player is moving in at the time of the
pass.
15. The method of claim 11, wherein the videogame is executed on a
game console that is connected to a television for display.
16. The method of claim 12, further including using the first
joystick as an analog joystick, wherein the first joystick adjusts
the direction and speed of the player.
Description
RELATED APPLICATION
[0001] This application claims the benefit of U.S. provisional
application No. 60/290,644 filed May 15, 2001 and entitled "Quick
Passing Feature For Sports Video Games", the disclosure of which is
incorporated herein in its entirety.
FIELD OF THE INVENTIONS
[0002] The instant invention relates to the field of video games
and, more particularly, to an improved passing feature for sports
video games and the like. The invention provides an improved
passing feature for passing a virtual ball or other game object in
a quick, effective and convenient manner from one virtual game
player to another game player during gameplay.
[0003] In accordance with an important feature of the instant
invention, the improved passing feature enables passing of, for
example, a virtual ball, in a direction that is different than the
direction in which the virtual player is moving on the virtual
playing field. In other words, in accordance with the instant
invention, the moving direction for a virtual player and the
passing direction for that player are made independent, thereby
providing more fluid passing and greatly enhancing gameplay.
BACKGROUND OF THE INVENTION
[0004] Sports videogames have been very successful and popular.
There are a variety of sports games that have been provided for use
on videogame consoles, such as Nintendo's N64, NINTENDO GAMECUBE,
Sega's Dreamcast, and Sony's Playstation2 to name just a few.
Numerous basketball, football, soccer, baseball and hockey games,
as well as many other sports games, have been created for playing
on videgame consoles. Due mainly to the major advancements in
graphics hardware over the years, these sports videogames have
become very realistic and provide users of the games with an
exciting and enjoyable experience that closely simulates real
sports competition. The software behind these videogames has also
become very sophisticated and facilitates many elements of real
sports competition in order to provide the user with an experience
that simulates real sports play as close as possible. For example,
in basketball video games, the player is provided with the ability
to dribble, pass, shoot, block and perform many other simulated
acts that a real basketball player would perform during an actual
game. A few better known basketball videogames include Nintendo's
NBA Courtside I and II, NBA Live 2000-2002, Midway's NBA Showtime,
Acclaim's NBA Jam, as well as college games (NCAA) provided by
Electronic Arts and others (just to name a few).
[0005] While prior videogames have very realistic gameplay, the
industry is constantly striving to improve the games and provide
even greater realistic and exciting experiences for the player.
Constant improvements are needed in order to continue to satisfy
the every increasing demand for high quality and realistic sports
video games. One important feature of sport videogames is the
ability to pass a game object, such as a basketball, baseball,
hockey puck, football or the like, from one player to another in an
accurate and convenient manner. Every sports videogame has included
some type of functionality for enabling the user to pass a ball (or
other game object) during the game using some type of game
controller that is typically held by the user while playing the
game.
[0006] The most common and currently popular method for passing
involves using a passing button on the game controller to indicate
to the game an intention of the user to pass the ball. In other
words, one of the buttons on the game controller is designated as a
pass button. Such game controllers also typically include an analog
stick or "joystick" that is used during gameplay to move the active
player (typically the player having the ball or other passable
object) around the virtual playing field defined by the video game.
The joystick typically can be moved in a 360 degree arc to enable
the user to move and/or rotate the active player within the game
space, such as a virtual basketball court. Joysticks are typically
analog control devices as opposed to digital devices such as a
button. Thus, the analog stick can define an entire range of
control for the game depending on the amount that the joystick is
rotated relative to an initial or zero position. Analog sticks can
also be used in a digital mode, where only on/off states are
detected, by, for example, causing the software to only respond to
a full rotation of the joystick (or some other defined amount of
rotation). Other buttons or control elements, such as joypads, are
also generally provided on the game controller for controlling all
other available aspects of the game.
[0007] In order to enable fast and realistic action in sports video
games, the control elements (e.g., buttons, joystick(s) etc.) on
the game controller must be positioned on the controller and
designed to operate in an easily, effective and comfortable manner.
The ease at which a user can accurately manipulate the game player
to perform in the game as desired using the game controller is an
important factor in the enjoyment and success of a sports
videogame. This is due to the fact that sports videogames have fast
action that require quick and accurate input from the user for
exciting competition and ultimate success against an opponent in
the game.
[0008] A variety of controllers have been provided in the past for
use by the player to manipulate the action during game play. Such
controllers generally have several digital buttons and an analog
joystick for use by the user during the game. More recently, game
controllers, such as the controller for the Sony Playstation2 and
for the NINTENDO GAMECUBE, have incorporated a second analog
joystick.
[0009] Passing of the ball or other game object is obviously a very
commonly used and integral part of virtually all sports videogames.
As indicated above, passing is typically done using a passing
button on the controller. Pressing the passing button typically
places the user in a passing mode wherein movement of the joystick
indicates a direction for a pass of the ball or other game object.
In other words, pressing of the pass button changes the function of
the joystick from a moving mode to a passing mode. Before pressing
the pass button the joystick is used to move the player. However,
once the passing button is pressed, the player typically stops and
then faces and passes the ball in the direction indicated by the
joystick at the time or shortly after the passing button is
pressed. While this passing technique has been very popular in
videogames, one disadvantage is that it does not enable the player
to be moving while passing. More particularly, such prior art
passing techniques do not enable the player to be moving in one
direction and pass in another and different direction. This
limitation reduces the realism and enjoyment of sports
videogames.
[0010] Another method of passing a ball or other game object used
in prior sports games is called "icon passing". In icon passing, a
button on the controller is typically used to enter icon passing
mode, which is different than the passing mode described above.
Once in icon passing mode, small icons are shown on the display
screen above each of the players that the user can pass to. For
example, in basketball the icon passing button causes small icons
to appear above each of the four players on offense that do not
have the ball. The software associates each icon with a particular
button on the controller, respectively. The user can then select
one of the defined buttons on the controller to indicate a specific
player that the user desires to pass to. Icon passing can be
clumsy, slow and inconvenient in operation, and is often not
preferred by players over the regular passing method explained
above, particularly by players who enjoy the fast action provided
by such games.
[0011] Another problem with icon passing is that, during icon
passing mode, several of the buttons are unavailable for other
control features. Thus, icon passing "hogs" the buttons on the
controller and interferes with other aspects of gameplay. Moreover,
switching between regular passing mode and icon passing mode can be
distracting and inconvenient for the user. It also is too slow to
use in, for example, a fast break situation in a basketball game.
Also, because players move around the court or playing field, the
player on the right side does not always correspond to a button on
the right side of the controller, thereby further complicating icon
passing for the user. As a result of these disadvantages, many
users do not even use the icon passing feature, electing instead to
use the regular passing feature to accomplish passes during a game
(i.e., they use the regular pass button to exit moving mode (i.e.
stop) and enter passing mode, and use the joystick to indicates the
direction of the pass (which corresponds to the direction that the
player is facing at the time of the pass). Many prior sports
videogames enable the user to selectively use either regular
passing or icon passing.
[0012] As explained above, regular passing has the disadvantage of
not enabling the player to move and pass at the same time and in
different directions. For example, the regular passing method does
not enable the player to be moving forward and pass the ball to
another player behind the player. As explained above, this is due
to the fact that pressing the regular passing button causes the
player to exit the moving mode (where the user can move the player
by operation of the joystick), and make a pass by using the
directional signal from the joystick (which is the direction that
the player is facing at the time of the pass). As also explained
above, icon passing also has significant disadvantages, even though
it does enable the user to indicate a passing direction that is
different from the direction that the player is facing (by
selecting a player to pass to based on the icons).
[0013] Regardless of the changes and improvements in the
configuration and operation of game controllers, these two passing
methods (regular and icon) have been consistently used in the most
popular sports video games. Both single and dual analog joystick
controllers have used these same two passing methods. Thus,
regardless of the fact that controllers, like Sony's Playstation2
controller, has two analog joysticks, sports videogames have still
been designed in accordance with the two passing methods described
above. Thus, while controllers have improved and added additional
analog sticks, passing features in sports games have remained
substantially the same with respect to the inability to quickly and
easily pass in one direction while moving in another direction.
[0014] Not being able to pass in one direction while moving in
another direction without the use of icon passing, makes a sports
game less realistic, due to the fact that real basketball players
frequently pass when they are moving and, more importantly,
frequently pass in one direction while moving in another direction.
In fact, this skill is imperative to a good player in real
basketball in order to enable the player to successfully pass the
ball without having it stolen by the other team. This limitation on
passing also reduces the realism and enjoyment of sports
videogames. For example, when using regular passing in a basketball
videogame, if a player with the ball is running from the right side
to the left side of the baseline and wants to pass the ball, the
ball can only be passed to a player in front of the player (plus or
minus some correction angle, like 45 degrees, that the game
considers to be in the direction that the player is facing). To
pass in another direction without using icon passing, such as
behind the player when moving across the baseline, the user would
have to direct the player towards the intended player (turn the
player around in this example) and then use the pass button in
order to make this play. Thus, in regular passing (the passing mode
most frequently used by players of such games), the player must be
facing (e.g., plus or minus 45 degrees) the player that he intends
to pass to at the time of the pass. Not only does this technique
tend to "telegraph" the pass to the opposing team, it also reduces
the realism and corresponding excitement of the game.
[0015] For at least the foregoing reasons, further improvements in
passing techniques for sports video games are needed. The instant
invention addressed this need by providing an improved passing
feature for sports videogames which, in the preferred embodiment,
uses two analog joysticks in a manner that enables the player to
easily and conveniently pass in one direction while moving in
another direction and without the use of the icon passing method.
In accordance with the preferred embodiment of the invention, a
first analog joystick is used to control the directional movement
of the player while a second analog joystick is used to pass the
ball. An important advantage of the invention is that it makes the
moving direction and the passing direction independent from one
another. In this way, the user can use the first joystick to run or
dribble in a first direction and, at the same time, use the second
joystick to pass the ball in a different direction. Thus, referring
to the example above where a basketball player is running from
right to left on the baseline, the first joystick can be used to
maintain movement of the player across the base line while the
second joystick can at the same time be used to cause the player to
pass the ball behind the player to another player located behind
the player. The invention enables quick and fluid passes to be
achieved in a very intuitive and realistic manner, and in a manner
that greatly improves the overall enjoyment of sports games
involving frequent passing of an object from one player to another
player or the like.
[0016] The second joystick (the passing joystick) can operate in an
analog or digital mode. In other words, the game may be configured
such that the passing joystick must be moved to a maximum
inclination to indicate a pass in the direction indicated.
Alternatively, the passing joystick can be analog, thereby enabling
the amount of inclination to be used to indicate, for example, the
type of pass, distance of pass, speed of pass or any other suitable
parameter for the pass.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] These and other features, objects and advantages of the
instant invention will be better understood from review of the
following detailed description of the invention when read in
conjunction with the following drawings, in which:
[0018] FIG. 1 shows a game console for use in playing videogames
and a game controller for enabling the user to control operation of
the game;
[0019] FIG. 2 is a screen shot of a basketball videogame
incorporating the improved passing feature of the instant
invention. In this figure, a player is shown dribbling the ball
down the court;
[0020] FIG. 3 is a screen shot showing the player of FIG. 2
preparing to make a pass across the court while moving down the
court;
[0021] FIG. 4 is a screen shot showing the player of FIG. 1 passing
the ball across the court while still moving down the court, in
accordance with the instant invention.
[0022] FIG. 5 is a screen shot showing the ball being passed across
the court to the intended recipient (other player) of the pass;
[0023] FIG. 6 is a screen shot showing the other player receiving
the pass from the original player of FIG. 1;
[0024] FIG. 7 is a high level flow chart illustrating a first
embodiment of the instant invention which uses a two joystick game
controller;
[0025] FIG. 8 is a high level flow chart of a second embodiment of
the instant invention which uses a single joystick game controller;
and
[0026] FIGS. 9 and 10 show an exemplary game system that can be
used to implement the instant invention and generate the displays
of FIGS. 2-6.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0027] The preferred embodiments of the instant invention will now
be described with reference to the drawings. FIG. 1 shows a
videogame console 10 that can be used to run videogames
implementing the improved passing feature of the instant invention.
While the NINTENDO GAMECUBE videogame console is shown in FIG. 1,
the invention can be implemented on any suitable game platform
capable of running sports games, including PC based games
incorporating a game controller. In the videogame console 10 of
FIG. 1, a memory medium, such as a CD or DVD, is used to store
videogame software. The software containing disk or other storage
medium is placed in the console for controlling the operation
thereof and enabling a desired game to be played on the console.
The console preferably includes a graphics co-processor in addition
to the central processing unit (CPU) in order to enable fast action
games to be played and displayed in a very realistic and exciting
manner. The console is typically connected to a display device,
such as a television.
[0028] The game console is also provided with a game controller 20
for use by the user in controlling the game by providing input to
the console 10 through selective operation of the buttons and other
control elements on the controller 20. The controller 20 is
preferably connected by wire 22 to the console via the connection
port 24, although a wireless connection or any other operable
connection may be used. The controller 20 includes several
different buttons that provide various corresponding signals to the
game console for use by the game software to control the game in
accordance therewith. More particularly, the exemplary controller
20 of FIG. 1 includes a cluster of four digital buttons 26a-26d,
two analog buttons 28a and 28b, a joypad 30, a first analog
joystick 32 and a second analog joystick 34, as well as other
control elements, such as a start/stop button. Thus, the controller
20 of FIG. 1 includes dual analog joysticks 32 and 34.
[0029] The instant invention has particular applicability to sports
videogames in which a player passes a game object, such as a ball
or puck, during game play. Such games include but are not limited
to basketball, baseball, soccer, football and hockey. In accordance
with the instant invention, the game software is programmed to
respond to signals from the controller 20, such that operation of
the first joystick 32 causes the player to move in the game in the
direction indicated thereby, such as dribble down a basket ball
court or a soccer field, and the second joystick 34 causes passing
of the game object (e.g., basketball or soccer ball) in the
direction indicated by the direction of the joystick. Thus, in
accordance with the instant invention the player can pass in a
different direction than the player is moving. This enables a
basketball player to, for example, pass the ball to a player behind
him when dribbling down the court, without having to turn and face
the other player prior to passing the ball. In accordance with a
preferred embodiment of the instant invention, this play is
achieved by holding the first joystick 32 in the forward direction
and then, when the pass is desired, pulling the second joystick 34
in the reverse direction. Any other combination of moving angles
and passing angles can be achieved simply by operating the
joysticks 32 and 34 independently with, for example, the user's
thumbs.
[0030] By using the joysticks 32 and 34 to respectively control the
movement and passing in the game, a pass can be made in a very
quick and fluent manner, and also without alerting the opponent in
advance as to the direction of the pass by having to face in the
direction of the pass. Regardless of the direction that the user is
moving, the passing stick (joystick 34) can be easily and quickly
operated in any direction to pass the ball in any direction.
Preferably, the passing stick 34 operates in a digital mode, i.e.,
the analog passing stick only causes a pass when it is rotated to
its maximum inclination. Thus, while the stick 34 is an analog
stick the software preferably uses it in a digital (pass/no pass)
manner. Other angles other than the maximum may also be used as the
pass threshold, depending on the particular desire of game
programmers for a particular application. The passing joystick may
also operate in an analog passing mode, wherein the particular
amount of inclination is detected and used as a parameter in
determining one of more characteristics of the pass. For example,
the amount that the passing stick 34 is rotated may be used to
determine how far the pass will go, how hard the pass will be, how
fast the pass will be, what type of pass will be made, and/or to
define any other desired passing characteristic.
[0031] A major advantage of the instant invention is that the user
can perform quick and easy passes during a sports game and in a
manner that more closely simulates real sports play. In contrast to
the regular passing method of prior games, the instant invention
enables, for example, a basketball player to move down the center
of the court on a fast break towards one player in the lane,
thereby drawing the defender towards that player thinking that you
intend to pass to that player, then hitting the passing stick 34 to
pass to another player that is wide open because of the movement of
the defender. In this example, the user was able to improve his
play by drawing the defender away from one player and then passing
(in a direction different than the moving direction) to another
player. This type of fast break play could not be done with the
regular passing of prior games because the player had to be facing
the player he passes to. This play is also difficult with the icon
passing method because there is not enough time to enter icon
passing mode with one button and select a player to pass to with
another button. The quick passing feature provided by the instant
invention greatly improves sports games by making passing much
easier, faster and more realistic, thereby improving the entire
game as compared to prior games.
[0032] FIGS. 2-6 show a series of screen shots in a basketball
videogame that implements the improved passing feature of the
instant invention. FIG. 2 shows a first player 150 dribbling a
basketball 154 down the court towards two defenders. As can be seen
in FIG. 2, the player is moving directly down court as a result of
the user pushing the first joystick 32 in the forward direction. A
teammate (second player 152) of the first player 150 is positioned
across the court or to the left of the first player 150. FIG. 3
shows the same player 150 advancing further down the court with the
ball 154 and about the pass the ball 154 to the second player 152.
FIG. 4 shows the first player 150 passing the ball 154 to the
second player 152 behind his back while still traveling in the
forward direction. This pass is achieved by moving the passing
joystick 34 to the left while the first joystick 32 is continued to
be held in the forward direction. Thus, the pass can be made
quickly and without alerting or telegraphing the pass to the
defenders in advance of the pass. FIG. 5 shows the ball 154 in
route to the second player 152. FIG. 6 shows the second player
catching the passed ball. The second player 152 now has the ball
and the user can control this second player and pass the ball 154
in the same manner just described, i.e. by moving the player with
the first joystick 32 and passing the ball with the second joystick
34. As can be seen from FIGS. 2-6 and from the description above,
the invention enables the player to pass the ball in any direction
regardless of which and independently from the direction in which
the user is moving the player or in which the player is facing.
[0033] The invention is not limited to any specific types of sports
games and can be implemented in any game where passing of an object
from one player to another is used. The invention is particularly
advantageous for use in connection with sports videogames with fast
passing action, such as football, baseball, basketball, hockey,
soccer and the like. In football, the player could for example use
the quick passing feature of the instant invention to pass to any
of his downfield players or to a guy cutting across backfield
without having to face in any specific direction. In baseball, an
outfielder could, for example, use the quick passing feature to
designate any of the bases to throw to. In soccer and hockey the
user could use the quick passing feature to pass the ball or the
puck in the same manner described above with respect to basketball,
i.e. the second stick 34 is used to pass the ball or puck in any
direction regardless of the moving direction indicated by the first
joystick 32.
[0034] The instant invention is not difficult to implement in a
videogame. To implement the invention, the game software can simply
be programmed to look at the second joystick 34 for a pass signal
instead of, for example, the passing button and first joystick 32
in the regular passing method of the prior art. The animation for
the game is then preferably also updated to show passes being
performed in a direction that is different from the moving
direction. The invention enables trick passing animation (such as
the behind the back pass shown in FIG. 4) to be used in a more
realistic and effective manner in sports games.
[0035] While the preferred embodiment of the instant invention uses
two analog joysticks (e.g., joysticks 32 and 34), other embodiments
are also possible. For example, if a controller only has one analog
joystick, the quick passing feature of the present invention could
be implemented through the use of a "continue moving" button or the
like. In this embodiment, one of the buttons on the controller
would cause the player to continue to move in the direction in
which the player is moving at the time the button is pressed. The
joystick can then be used as a passing joystick (like 34) to enable
passing in any direction regardless of the direction in which the
player is moving in the continue moving mode. Thus, in this
alternative embodiment, a single joystick is used to control both
moving and passing, but the player is still able to pass in a
direction that is different from the moving or facing direction,
due to the "continue moving" button. Obviously in this alternative
embodiment, a certain amount of control over the player is lost as
compared to the dual analog stick embodiment described above.
However, the benefit of being able to pass in a direction different
from the direction of movement of the player is still provided. In
addition, the joypad 30, instead of a second joystick, could be
used to control the direction of a pass independently of the
direction of the player's movement.
[0036] As can be seen from the foregoing description, the invention
greatly enhances sports games by enabling passing of a game object
(e.g., ball) in a direction that is different from the moving
direction of the player and without requiring use of the icon
passing method. By using the second joystick for passing, passing
and moving are made independent from one another and enable the
player much greater freedom to pass the ball in a more realistic,
fluid and effective manner as compared to prior art passing
techniques.
[0037] FIG. 7 shows a high level flow chart of the main steps
performed in accordance with an embodiment of the invention that
uses a game controller having two analog joysticks. As shown in
FIG. 7, the process starts upon initiation of gameplay, such as by
starting a sports videogame (step 700). The game software is
programmed to monitor the game controller for signals from the
first joystick (step 702). When a moving signal is received (step
704), the software is programmed to move the player on the virtual
playing field in the direction indicated by the signal from the
first joystick (step 706). At the same time, the software is
programmed to monitor the second joystick for control signals
indicating the user's desire to pass the game object (e.g.,
basketball) from the player currently in control of the ball to
another player (step 708). When a pass signal is received from the
second joystick (step 710), the software is programmed to display a
pass of the game object in the direction indicated by the second
joystick while continuing to display the passing player moving in
the direction indicated by the first joystick (step 712). Inasmuch
as programming techniques are known to implement the gameplay
features based on the disclosure herein, particular details
regarding the programming of a game to operate as described herein
is not provided.
[0038] FIG. 8 shows a high level flow chart of the main steps
performed in accordance with an embodiment of the invention that
uses a game controller having only one analog joystick and at least
one other control element, such as a digital button or
cross-switch. As shown in FIG. 8, the process starts upon
initiation of gameplay, such as by starting a sports videogame
(step 800). The game software is programmed to monitor the game
controller for signals from the joystick. When a moving signal is
received, the software is programmed to move the player on the
virtual playing field in the direction indicated by the signal from
the joystick (step 802). At the same time, the software is
programmed to monitor the other controller element (e.g., button)
for a control signal indicating that the user desires to have the
player continue to move in the current direction (step 804), so
that the joystick can then be used to cause a pass at a desired
time during the continued movement of the player in the current
direction. When such as signal is received (step 806), the software
is programmed to cause the player to continue to move in the
direction indicated by the joystick at the time the button is
pressed and the corresponding signal is received (step 808). The
software then monitors the joystick for a signal indicating the
user's desire to pass the game object (step 810) from the player
currently in control of the ball to another player. When a pass
signal is received from the joystick (step 812), the software is
programmed to display a pass of the game object in the direction
indicated by the joystick while continuing to display the passing
player moving in the current direction (step 814), i.e., the
direction defined by the joystick at the time the button was
pressed. In this way, the fluid passing feature of the instant
invention is implemented in a game console having a controller with
only a single joystick. Of course, this method could also be
implemented using a two joystick controller by using a button on
the controller for the continue-to-move feature rather than using
the second joystick. However, when two joysticks are present, the
preferred method is shown in FIG. 7.
[0039] Example Illustrative Implementation
[0040] FIG. 10A shows an example interactive 3D computer graphics
system 50. System 50 can be used to play interactive 3D video games
with interesting animation provided by a preferred embodiment of
this invention. System 50 can also be used for a variety of other
applications.
[0041] In this example, system 50 is capable of processing,
interactively in real time, a digital representation or model of a
three-dimensional world. System 50 can display some or the entire
world from any arbitrary viewpoint. For example, system 50 can
interactively change the viewpoint in response to real time inputs
from handheld controllers 52a, 52b or other input devices. This
allows the game player to see the world through the eyes of someone
within or outside of the world. System 50 can be used for
applications that do not require real time 3D interactive display
(e.g., 2D display generation and/or non-interactive display), but
the capability of displaying quality 3D images very quickly can be
used to create very realistic and exciting game play or other
graphical interactions.
[0042] To play a video game or other application using system 50,
the user first connects a main unit 54 to his or her color
television set 56 or other display device by connecting a cable 58
between the two. Main unit 54 produces both video signals and audio
signals for controlling color television set 56. The video signals
are what controls the images displayed on the television screen 59,
and the audio signals are played back as sound through television
stereo loudspeakers 61L, 61R.
[0043] The user also needs to connect main unit 54 to a power
source. This power source may be a conventional AC adapter (not
shown) that plugs into a standard home electrical wall socket and
converts the house current into a lower DC voltage signal suitable
for powering the main unit 54. Batteries could be used in other
implementations.
[0044] The user may use hand controllers 52a, 52b to control main
unit 54. Controls 60 can be used, for example, to specify the
direction (up or down, left or right, closer or further away) that
a character displayed on television 56 should move within a 3D
world. Controls 60 also provide input for other applications (e.g.,
menu selection, pointer/cursor control, etc.). Controllers 52 can
take a variety of forms. In this example, controllers 52 shown each
include controls 60 such as joysticks, push buttons and/or
directional switches. Controllers 52 may be connected to main unit
54 by cables or wirelessly via electromagnetic (e.g., radio or
infrared) waves.
[0045] To play an application such as a game, the user selects an
appropriate storage medium 62 storing the video game or other
application he or she wants to play, and inserts that storage
medium into a slot 64 in main unit 54. Storage medium 62 may, for
example, be a specially encoded and/or encrypted optical and/or
magnetic disk. The user may operate a power switch 66 to turn on
main unit 54 and cause the main unit to begin running the video
game or other application based on the software stored in the
storage medium 62. The user may operate controllers 52 to provide
inputs to main unit 54. For example, operating a control 60 may
cause the game or other application to start. Moving other controls
60 can cause animated characters to move in different directions or
change the user's point of view in a 3D world. Depending upon the
particular software stored within the storage medium 62, the
various controls 60 on the controller 52 can perform different
functions at different times.
[0046] As also shown in FIG. 10A, mass storage device 62 stores,
among other things, a sports video game program E that enables an
interactive game to be played using the system 50 and incorporates
the adrenaline feature of the instant invention. The program E in
the preferred embodiment makes use of various components of system
50 shown in FIG. 10B including:
[0047] a main processor (CPU) 110,
[0048] a main memory 112, and
[0049] a graphics and audio processor 114.
[0050] In this example, main processor 110 (e.g., an enhanced IBM
Power PC 750) receives inputs from handheld controllers 52 (and/or
other input devices) via graphics and audio processor 114. Main
processor 110 interactively responds to user inputs, and executes a
video game or other program supplied, for example, by external
storage media 62 via a mass storage access device 106 such as an
optical disk drive. As one example, in the context of video game
play, main processor 110 can perform collision detection and
animation processing in addition to a variety of interactive and
control functions.
[0051] In this example, main processor 110 generates 3D graphics
and audio commands and sends them to graphics and audio processor
114. The graphics and audio processor 114 processes these commands
to generate interesting visual images on display 59 and interesting
stereo sound on stereo loudspeakers 61R, 61L or other suitable
sound-generating devices. Main processor 110 and graphics and audio
processor 114 also perform functions to support and implement the
preferred embodiment program E based on instructions and data E'
relating to the program that is stored in DRAM main memory 112 and
mass storage device 62.
[0052] As further shown in FIG. 10B, example system 50 includes a
video encoder 120 that receives image signals from graphics and
audio processor 114 and converts the image signals into analog
and/or digital video signals suitable for display on a standard
display device such as a computer monitor or home color television
set 56. System 50 also includes an audio codec
(compressor/decompressor) 122 that compresses and decompresses
digitized audio signals and may also convert between digital and
analog audio signaling formats as needed. Audio codec 122 can
receive audio inputs via a buffer 124 and provide them to graphics
and audio processor 114 for processing (e.g., mixing with other
audio signals the processor generates and/or receives via a
streaming audio output of mass storage access device 106). Graphics
and audio processor 114 in this example can store audio related
information in an audio memory 126 that is available for audio
tasks. Graphics and audio processor 114 provides the resulting
audio output signals to audio codec 122 for decompression and
conversion to analog signals (e.g., via buffer amplifiers 128L,
128R) so they can be reproduced by loudspeakers 61L, 61R.
[0053] Graphics and audio processor 114 has the ability to
communicate with various additional devices that may be present
within system 50. For example, a parallel digital bus 130 may be
used to communicate with mass storage access device 106 and/or
other components. A serial peripheral bus 132 may communicate with
a variety of peripheral or other devices including, for
example:
[0054] a programmable read-only memory and/or real time clock
134,
[0055] a modem 136 or other networking interface (which may in turn
connect system 50 to a telecommunications network 138 such as the
Internet or other digital network from/to which program
instructions and/or data can be downloaded or uploaded), and
[0056] flash memory 140.
[0057] A further external serial bus 142 may be used to communicate
with additional expansion memory 144 (e.g., a memory card) or other
devices. Connectors may be used to connect various devices to
busses 130, 132, 142. For further details relating to system 50,
see for example U.S. patent application Ser. No. 09/723,335 filed
Nov. 28, 2000 entitled "EXTERNAL INTERFACES FOR A 3D GRAPHICS
SYSTEM" incorporated by reference herein.
[0058] As can be seen from the above-description, the invention
greatly improves sports video games by enabling the user to cause a
virtual player to pass in one direction while moving in another
direction. As a result, the user can cause the virtual player to
make unexpected and/or fluid passes during gameplay. In this way,
sports games are made much more realistic and enjoyable for the
users.
[0059] While the preferred forms and embodiment of the invention
have been described herein, various modifications may be made
without deviating from the scope of the instant invention, as one
skilled in the art will understand from the description herein. The
invention is not limited to the particular controller configuration
shown in FIG. 1 and may be used with any suitable controller, game
console and game software.
* * * * *