U.S. patent application number 11/432003 was filed with the patent office on 2006-12-21 for real-time control system for console-based gaming.
Invention is credited to Nicholas Grant Dixon, Mark Hardisty, Nicholas John-Adams, Christopher Swan.
Application Number | 20060287027 11/432003 |
Document ID | / |
Family ID | 37574068 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287027 |
Kind Code |
A1 |
Hardisty; Mark ; et
al. |
December 21, 2006 |
Real-time control system for console-based gaming
Abstract
A control layout for a game console that supports intuitive play
of a game comprising both first person point of view (FPPOV) and
third person point of view (TPPOV) control elements. The game
control layout uses a plurality of functions that support in-depth
third person control and large-scale unit commands that require a
minimum of buttons to achieve complex motion and strategic decision
making.
Inventors: |
Hardisty; Mark; (Leamington
Spa, GB) ; John-Adams; Nicholas; (Leamington Spa,
GB) ; Dixon; Nicholas Grant; (Leamington Spa, GB)
; Swan; Christopher; (Leamington Spa, GB) |
Correspondence
Address: |
ROBERTS, MARDULA & WERTHEIM, LLC
11800 SUNRISE VALLEY DRIVE
SUITE 1000
RESTON
VA
20191
US
|
Family ID: |
37574068 |
Appl. No.: |
11/432003 |
Filed: |
May 11, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60680785 |
May 13, 2005 |
|
|
|
Current U.S.
Class: |
463/8 |
Current CPC
Class: |
A63F 13/42 20140902;
A63F 13/5255 20140902; A63F 2300/6045 20130101; A63F 13/837
20140902; A63F 2300/1018 20130101; A63F 13/22 20140902; A63F
2300/6623 20130101; A63F 2300/6661 20130101; A63F 13/10 20130101;
A63F 2300/306 20130101 |
Class at
Publication: |
463/008 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A process for selection of a portion of a group of characters in
a game, the process comprising: positioning a reticule in a space
occupied by characters of interest using a directional controller;
defining a circular reticule boundary centered on the reticule by
depressing a trigger button, wherein a circular reticule boundary
circumference increases while the trigger button remains depressed;
and selecting characters from the characters of interest within the
circular reticule boundary by releasing the trigger button.
2. The process for selection of a portion of a group of characters
of claim 1, wherein the circular reticule boundary is adjustable to
encompass from one character of interest to all of the characters
of interest within the space.
3. A process for selection of a portion of a group of characters in
a game, the process comprising: selecting characters by tapping a
trigger; and representing the selection made via a center view
reticule.
4. The process for selection of a portion of a group of characters
of claim 3, wherein tapping the trigger selects one character per
tap.
5. A process for selection of a portion of a group of units in a
game, the process comprising: positioning a reticule in a space
occupied by units of interest using a directional controller;
defining a circular reticule boundary centered on the reticule by
depressing a trigger button, wherein a circular reticule boundary
circumference increases while the trigger button remains depressed;
and selecting units from the units of interest within the circular
reticule boundary by releasing the trigger button.
6. The process for selection of a portion of a group of units of
claim 5, wherein the circular reticule boundary is adjustable to
encompass from one unit of interest to all of the units of interest
within the space.
7. A process for selection of a portion of a group of units in a
game, the process comprising: selecting units by tapping a trigger;
and representing the selection made via a center view reticule.
8. The process for selection of a portion of a group of characters
of claim 7, wherein tapping the trigger selects one unit per
tap.
9. A process for fast grouping of characters or units in a game
space, the process comprising: defining an area that starts from a
point within the game space and radiates outwards from that point
in a pre-defined direction and dimension; and stopping outward
radiation of the area, thereby establishing a capture area, wherein
the capture area will increase in size based on a time period
defined by the depression of a selection button and the release of
the selection button; and selecting characters or units that fall
within the capture area to be part of a group.
10. The process for fast grouping of units in a game of claim 9,
wherein the point within the game space comprises a cursor.
11. The process for fast grouping of units in a game of claim 9,
wherein the point within the game space comprises a reticule.
12. The process for fast grouping of units in a game of claim 9,
wherein the pre-defined direction and dimension comprise a circle
with an increasing radius.
13. A process for fast grouping of characters or units in a game
space, the process comprising: defining an area that starts from a
point within the game space and radiates outwards from that point
in a pre-defined direction and dimension; and stopping outward
radiation of the area, thereby establishing a capture area, wherein
the capture area will increase in size based on a pressure applied
to a selection button and will become fixed in size upon the
release of the selection button, and selecting characters or units
that fall within the capture area to be part of a group.
14. The process for fast grouping of units in a game of claim 13,
wherein the point within the game space comprises a cursor.
15. The process for fast grouping of units in a game of claim 13,
wherein the point within the game space comprises a reticule.
16. The process for fast grouping of units in a game of claim 13,
wherein the pre-defined direction and dimension comprise a circle
with an increasing radius.
17. A process for controlling combat in a console game, the process
comprising: selecting a command using a switching element of a
console game controller; assigning a the selected command to a
trigger button of the console game controller; assigning a first
mode to the first trigger button, wherein the first mode comprises
pressing and releasing the first trigger button and wherein
executing the first mode results in a single execution of the
selected command; and assigning a second mode to the first trigger
button, wherein the second mode comprises pressing and holding the
first trigger button and wherein executing the second mode results
in a plurality of executions of the selected command.
18. The process for controlling combat in a console game of claim
17, wherein the command is selected from the group consisting of
attack, follow, mutate, and guard.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit under 35 U.S.C. .sctn.
119(e) of provisional application No. 60/680,785 filed May 13,
2005. The 60/680,785 provisional application is incorporated by
reference herein, in its entirety, for all purposes.
BACKGROUND
[0002] The present invention pertains to computerized gaming. More
particularly, the present invention pertains to a control system
for a console-based game. The description that follows may make
reference to console-based games by trademarked names. In
particular, XBox is a trademark of Microsoft Corporation.
PlayStation is a trademark of Sony Computer Entertainment Inc.
[0003] Computerized games, particularly those that involve
shooting, are loosely classified in either a "first-person shooter"
(FPS) genre or "third-person shooter" (TPS) genre. The FPS genre is
generally defined as a combat computer or video game genre in which
the player controls a character that provides a first-person view
of the action. The player thus sees the action from the screen
character's eyes. The player also has significant control over the
character and can interact directly with the game environment.
[0004] In a TPS game, the action is viewed from behind or above the
main player character.
[0005] The genre lines are often blurred in games in which the
point of view can change depending on game playing circumstances.
For example, many strategy-based and squad-based game use elements
of both FPS and TPS genres.
[0006] A challenge to the designers of hybrid games is to provide
an intuitive interface for the player so that the player can become
competent in dealing with the game environment. Intuitive interface
and real-time capable ease of use for strategy/squad-based gaming
has been the differentiating feature of PC (i.e. non-console) games
with respect to console gaming. Previous implementations of
console-based gaming (e.g., Xbox, PlayStation) have not been
intuitive to use and have not provided sufficient ease of use so as
to enable real-time game play for strategy based or squad-based
games.
[0007] What is needed is a control system for a console-based game
system that is intuitive to use and provides sufficient ease of use
so as to enable real-time game play for strategy based or
squad-based games that incorporate first and third person
viewpoints.
SUMMARY
[0008] An embodiment of the present invention is a control layout
that supports intuitive play of an exemplary hybrid game comprising
both first person point of view (FPPOV) and third person point of
view (TPPOV) control elements. In the exemplary game, the player is
in control of many Zombie units while controlling a third person
avatar. The game control layout uses a plurality of functions that
support in-depth third person control and large-scale unit
commands. In this embodiment, a right hand trigger button is
adapted to: (i) select characters or units either by holding the
trigger down (which selects anything from 1 to 100% of units) or
tapping the trigger (which selects one unit per tap). The selection
is represented via a center view reticule.
[0009] In another embodiment of the present invention, the control
layout supports a fast grouping feature. A first aspect of this
fast grouping feature is the selection of characters or units
inside an area that starts from a point on the screen (for example,
the cursor/reticule) and radiates outwards from that point in a
pre-defined direction and dimension (for example, a circle with an
increasing radius) until stopped by the player to establish a
capture area. The second aspect of this fast grouping is that the
capture area will increase in size based on the time the player
holds down the relevant selection button and/or the pressure
applied on the selection button by the player. When the selection
button is released, characters or units that fall within this
capture area become part of a group.
[0010] The fast grouping feature uses a TPPOV when issuing the fast
grouping selection command and the capture area emanates from an
on-screen cursor/reticule, not from the FP POV character (e.g. a
zombie enslaver or a commanding general). Once grouped, the
selected units may be given any one of a large number of
commands.
[0011] It is therefore an aspect of the present invention to
provide an intuitive interface to a player of a game.
[0012] It is another aspect of the present invention to provide an
interface that allows a player to become competent to deal with the
environment of a game.
[0013] It is still another embodiment of the present invention to
provide a game control layout that controls both TPPOV elements and
FPPOV elements.
[0014] It is yet another embodiment of the present invention to
provide an interface for a game console that provides the features
of a PC gaming interface.
[0015] It is an aspect of the present invention to provide a
control layout that can be implemented on commercially available
console-based gaming device, as for example, but not as a
limitation, Xbox and PlayStation.
[0016] It is another aspect of the present invention to provide a
control layout that allows the player to engage in massed battles
without feeling overwhelmed, without having to learn a complicated
system and without having to memorize long combination of button
sequences.
[0017] It is still another aspect of the present invention to
enable players to learn new ways to beat enemies and to use
small-scale tactics.
[0018] It is yet another aspect of the present invention to provide
a combat system that uses only three buttons of a console-based
gaming device.
[0019] It is another aspect of the present invention to maintain
control consistency between combat performed by different
characters.
[0020] These and other embodiments of the present invention will be
apparent from the general and detailed discussion that follows.
BRIEF SUMMARY OF THE DRAWINGS
[0021] FIG. 1 illustrates an "Enslaver" control system implemented
on an XBox controller according to an embodiment of the present
invention.
[0022] FIGS. 2A and 2B illustrate an "insta-grouping" operation
according to an embodiment of the present invention.
[0023] FIG. 3 illustrates the methods of attack of the Enslaver
according to an embodiment of the present invention.
[0024] FIG. 4 illustrates an exemplary scoring system for damage
caused to various body parts of a Civilian character according to
an embodiment of the present invention.
DETAILED DESCRIPTION
[0025] An embodiment of the present invention is a control layout
that supports intuitive play of an exemplary hybrid game comprising
both first person point of view (FPPOV) and third person point of
view (TPPOV) control elements. In the exemplary game, the player is
in control of many Zombie units while controlling a third person
avatar. The exemplary game uses a plurality of functions that
support in-depth third person control, and large-scale unit
commands.
An Exemplary Game
[0026] Embodiments of the present invention are most readily
illustrated by reference to an exemplary game played using an
XBox.RTM. controller. As will appreciated by those skilled in the
art, aspects of the present invention that are described in the
context of the exemplary game may be applied to other games and to
other physical controllers. Thus, the description that follows is
intended to be illustrative and not limiting.
[0027] In the exemplary game, the character the player plays is a
man turned into an intelligent zombie via exposure to experimental
chemicals from a laboratory he had broken into. In this embodiment,
the player controls the intelligent zombie, known as "The
Enslaver", who in turn commands the other undead. The Enslaver,
himself once human, is the result of a twisted experiment by an
unscrupulous corporation (the "Corporation"). Having escaped from
the lab in which he was created, The Enslaver sets about laying
waste to the Corporation-owned city (the "City") building an army
of the dead from inhabitants of the City and marching them through
the streets toward the offices of the Corporation.
[0028] A preternaturally strong and agile character, the Enslaver
may raise, command and mutate a huge horde of Zombies. In
controlling The Enslaver, players choose for themselves how best to
use the powers of The Enslaver and his Zombie horde, either
commanding directly from the front-lines or from a
distance--neither option is invalidated. Both will carry their own
distinct risks.
[0029] The Enslaver can survey the battlefield remotely by using
the Angry Cam, though distance imposes limits with a fog of war.
From the Angry Cam, he may not only gain a tactical overview but
can also possess any single zombie, using their unique vision,
special abilities and attacks as he wishes.
[0030] Arrayed against The Enslaver are all the forces that the
civil authorities can muster--police, riot police, SWAT, National
Guard and the might of the US Army. In addition the civilians
themselves will form bands of hardened survivors, willing to fight
with whatever arms they can scavenge. Finally the Corporation
itself will send their own deadly Black-ops units, who are
specifically trained to target and hunt the Enslaver.
[0031] The City will react to the threat of The Enslaver
accordingly. Every act of death and destruction committed by both
directly by him or one of his Zombies is remembered and applied to
an increasing scale--the Enemy Response Level (ERL). As the ERL
climbs, the enemy numbers, aggression, skill, rollout, distribution
and armament will increase accordingly, intensifying the enemy
threat as The Enslaver and his zombies push forward.
[0032] While primarily an action game, the player can reduce the
increasing threat of the Enemy Response Level, by carefully
choosing the order in which The Enslaver and his forces target
various groups of enemies and opponents. If the player targets one
group or location first, the forces at another may have built
stronger and better-armed defenses by the time the Enslaver reaches
them. However, destroying a certain enemy arms supply, vehicle
depot or command center first means that those forces will never
gain a chance to increase the threat in that manner. Direct media
and radio feed information, combined with a dynamic in-game map and
careful exploration, will reveal the potential targets and routes
for the player so that they can determine the best tactical
approach.
[0033] Successful outcomes of engagements with the enemy will, in
the end, be determined by how the player chooses to approach each
situation and how well they learn to use strengths and weaknesses
of The Enslaver and his Zombie mutations--the hard-to-kill but slow
Shamblers, the fast but vulnerable Runners, the wide-spread
infection capabilities of the Bloaters, the pack-hunting abilities
of the Shredders or the sheer brute strength of the Monster.
[0034] The Enslaver begins the game with a small number of Zombie
minions to whom he can give simple orders, such as "Attack",
"Defend" and "Infect". The latter command causes the Zombies to
seek out the nearest uninfected humans and kill them. Immediately
after, the victims will get back up as mindlessly loyal undead
servants of the Enslaver. The more Zombies under the Enslaver's
command, the more humans can be killed and infected, and the more
of the City can be overtaken. At its full extent, the Zombie army
can reach numbers of up to 300 fully controllable creatures, which
can be divided into multiple squads and assault divisions and
commanded to launch complex, multi-directional assaults on enemy
positions, just like real military forces.
[0035] The City is a huge metropolis populated by millions of
ordinary citizens. These civilians therefore will make up the
majority of the people which the Enslaver and his armies encounter
on their rampage through the streets. Weak and easy to kill,
civilians are good for swelling the zombie horde. The thousands of
different civilian characters all react in certain ways to the
Enslaver's path of destruction. They generally flock together into
groups, with the strongest civilians taking the lead, and try to
find their way to designated safe points (police stations,
hospitals, army bases etc.). When two such groups meet, they join
together into a single large gaggle of civilians, with the stronger
of the two group leaders becoming the "shepherd". Some civilians
may even try to fight back.
[0036] The exemplary game is based around both a tactical command
system and close combat. The Enslaver is a fearsome warrior with
massively upgradeable strength and abilities, and can engage in
wholesale frontline slaughter on his own. Also, he can "hijack"
members of his zombie army and control that member in first-person
combat.
[0037] Much of the single-player control mirrors that of
traditional console first person shooter (FPS) controls. Movement,
although predominantly controlled in third person, uses an input
method similar to that of most console FPS games.
Controls Overview
[0038] FIG. 1 illustrates an XBox controller layout as known in the
prior art. XBox controller 100 comprises a D-Pad 110, right trigger
115, left trigger 125, Right Analog Stick 120, Left Analog Stick
130, "Y" button 140, "B" button 145, "X" button 150, "A" button
155, "Q" Button 160, and "R" Button 165. D-Pad 110 is adapted to
issue a signal when rocked to a left position, a right position, an
up position and a down position. Right Analog Stick 120 and Left
Analog Stick 130 are adapted to issue an analog signal that is both
pressure sensitive and directional. The Right Analog Stick 120 and
the Left Analog Stick 130 will toggle a switch when pressed
downward.
[0039] Table 1 maps commands of the Enslaver commands of the
exemplary game to the control elements of the XBox Controller
according to an embodiment of the present invention. TABLE-US-00001
TABLE 1 ENSLAVER COMMAND MAP XBOX Control Element EXEMPLARY GAME
ASSIGNED FUNCTION Move Enslaver The Left Analog Stick 130 is used
to move the Enslaver. Movement will be screen relative and
sensitive to the degree of analog input. If the Left Analog Stick
130 is pushed forward slightly then the Enslaver will walk forward
at a steady pace. If the Left Analog Stick 130 is pushed fully
forward then the Enslaver will walk quickly and purposefully.
Pressing left or right on the Left Analog Stick 130 will cause the
Enslaver to strafe in the corresponding direction. When moving
forwards, the Enslaver will automatically vault over or move around
small environment objects. The Enslaver will also jump down from
edges or grab hold of ladders automatically. Look/Turn The Right
Analog Stick 120 is used to look around and turn the character. The
yaw speed will accelerate when the player is pushing towards the
extremes in the X-axis, up to a maximum turn speed. This will allow
the player to have precise aiming without losing the ability to
turn quickly. Pushing up or down on the Right Analog Stick 120 will
change the pitch of the character viewpoint accordingly, with the
pitch sensitivity being reduced slightly over that of the yaw
sensitivity. Aim Mode By clicking the Right Analog Stick 120, the
Enslaver will enter Aim Mode. This mode will allow the Enslaver to
more specifically direct commands about the terrain, targeting
longer-range objectives. This is particularly effective if the
Enslaver is on higber ground. When entering Aim Mode, the camera
will quickly move to a position close to and just over the
character's right shoulder, and will zoom in on the environment
beyond the Enslaver. In addition, a targeting reticule (appropriate
to the game aesthetic) will appear around the Command Reticule (see
FIG. 2 described below). The player may exit Aim Mode by simply
re-pressing the Right Analog Stick 120. Attack The "A" button 155
is designated as the "Attack button." Pushing the Attack button
will cause the Enslaver to lash out with a head butt, punch or
kick. The actual move will depend upon the Enslaver's proximity to
the enemy with each move reaching progressively further. There will
be several different versions of each to keep variety high and in
addition each time the Enslaver mutates (as he progresses through
the game) his moves will become more powerful and new attack
animations will be added. Grab The "X" button 150 is designated as
the "Grab button." Pressing the Grab 150 button will enable the
Enslaver to lift an enemy by the throat and hold it above the
ground. By continually holding the grab button the Enslaver will
eventually strangle the enemy one-handed --a silent act that will
allow the Enslaver to kill stealthily. Once grappled, most enemies
won't be able to attack back thus allowing the Enslaver to target
specific threats and remove them from the combat. With a grappled
enemy in hand the Enslaver won't be able to move, leaving him
vulnerable to attack. He will, however, be able to turn on the
spot, allowing him to use the grappled enemy as a "bullet shield."
Additional Grab Moves Neck Snap The Neck Snap is an additional move
available during a grab. The Enslaver can execute this move by
pressing Grab ("X" button 150) followed by Attack ("A" button 155).
Throw Grappled characters (enemies and Zombies) can also be thrown
by double tapping the Grab button ("X" button 150). This move can
prove particularly useful when used on Bloaters or burning Zombies.
Evade The "B" button 145 is designated the "Evade" button. Pressing
the Evade button 145 will cause the Enslaver to dodge or block
hand-to-hand attacks. Evading attacks will be a reaction based
gameplay element whereby the player will be warned of an incoming
attack (via a visual cue) and will be able to react in time to
avoid taking damage. The evade command will also be used to add a
layer of depth to the hand-to-hand combat system whereby a
successful block will temporarily leave an enemy in a stunned
during which time the player will be able to deliver a more
substantial or even lethal blow. The player will also be able to
chain a series of consecutive blocks enabling them to inflict
substantial damage on multiple enemies in one go. Context Action
The Evade button ("B" button 145) will also double up as a context
sensitive action button. Whenever the Enslaver is near an "action
point" an onscreen prompt will appear during which time the Context
Action button will become active enabling the Enslaver to carry out
the designated action for that point (for example smashing a panel,
ripping out wires or inputting into a terminal). Sprint Clicking
the Left Analog Stick 130 will put the Enslaver into sprint mode.
While in sprint mode the Enslaver will be able to move faster than
a normal human for a short duration. When the player returns to
normal move mode, the Enslaver will begin to recover, enabling him
to sprint again shortly after. Clicking the Right Analog Stick 120
while in sprint mode will return the Enslaver back to normal move
mode. Angry Cam Button 165 is designated the "Angry Cam" button.
Activating the Angry Cam will cause the camera to shift from the
Enslaver third person view to a first person perspective allowing
the player to explore the environment, survey the opposition and
possess Zombie units. While in Angry Cam mode the Enslaver will
enter a hibernation state making him vulnerable to attack and
adding a degree of risk. Should the Enslaver come under attack
while in this state, HUD information will alert the player and by
pressing the Angry Cam button again the player will be enable to
return to the Enslaver to take defensive action. The Command
Reticule (see FIG. 2 and description below) will be available in
this mode, to help the player correctly target a Zombie for
possession. Other than a "possess" context action (described below)
the player will have no ability to issue commands while in Angry
Cam mode. Possessing Zombie Units The "Y" button 140 is designated
the "Select Zombie" button. By moving the Angry Cam to view a
Zombie unit and pressing the Select Zombie button 140 when a
Possess context icon appears, the Enslaver may possess any Zombie
under his command. When in possession of a Zombie unit, the
viewpoint will change to first person, retaining the same Enslaver
control mechanisms and swapping the Enslaver's attack routines for
those of the possessed Zombie unit. Summon Energy Button 160 is
designated the "Summon Energy" button. As previously described, the
player will be able to mutate Zombies during the course of the game
by using the Enslaver's "mutation power". If the Enslaver runs out
of mutation power he won't be able to mutate any more Zombies until
one of his Zombies dies. When this happens, a portion of the
mutation power used to mutate the Zombie will be left-in the world.
The Enslaver can re- claim this energy by either walking over it or
holding down the Summon Energy button (button 160) causing the
Enslaver to draw all the energy in his immediate vicinity towards
him.
[0040] In an embodiment of the present invention, the effective
distance that the Enslaver will be able to move the Angry Cam or a
possessed Zombie unit from the Enslaver is subject to a preset
maximum. Should the Angry Cam or possessed Zombie unit begin to
approach this preset maximum, a filter effect will apply (fog of
war) and the viewpoint will become increasingly poor as the maximum
range is reached.
[0041] Because only a portion of the mutation power invested into a
Zombie is released on its death, the Enslaver runs the risk of
exhausting his supply. In order to ensure that this does not
happen, the Enslaver will need to keep killing enemies (high yield)
or use his Zombies to do so (lower yield) and acquire the new power
that becomes available as a result of this action.
[0042] As previously described, the Enslaver commands his Zombie
units, so that he may destroy level opposition and tactically
overwhelm the environment. Commands are designed to be simple to
issue and control from the perspective of the player, yet complex
enough from an artificial intelligence (AI) perspective to yield
different AI related results, depending on how they are applied.
Although under the direct command of the player, the Zombies' AI
routines allow them a degree of autonomy that exists within the
parameters of the command state. This will ensure that, while under
the control of the player, Zombies will still carry out enough AI
activity so as to be strategically useful to a player who cannot
possibly keep an eye on all things at all times, in addition to
being interesting to simply sit and watch if desired.
[0043] When not directly engaged in command activity, Zombie units
will perform a variety of Idle Routines. Specific Idle Routine
activity may also be initiated if the Zombie unit is idling within
range of an Interest Point, attracting a Zombie unit to its
vicinity whereupon the Zombie unit will begin to conduct activity
particular to the Interest Point in question.
[0044] The Command Reticule allows the player to see what the point
of origin for a command will be within the environment. Without a
clear indication of aiming point, the player will only be able to
hazard a guess as to who or what they are targeting, for an Attack
or Guard Command, with the risk that their command may be issued or
interpreted incorrectly.
[0045] The Command Reticule exists at the absolute center of the
screen. As the player moves the viewpoint of the character, whether
vertically or horizontally, the reticule moves accordingly, and
uses a camera ray, that is fired out from the character/camera POV
to a point beyond the Enslaver. When the camera ray impacts with a
potential target, the Command Reticule will alter to indicate that
an attack opportunity is available. When doing so the effect will
hang for a brief time before fading, so that it does not irritate
when passing across multiple targets.
[0046] Referring again to FIG. 1, the Zombie commands are now
described. D-pad 110 is used as a Command Selector. Four commands
are available--Attack, Guard, Follow and Mutate, which are all
selected via the Command Selector by pressing the D-Pad in the
direction of the command required. The selected command is assigned
to the right trigger 115. The command selected will remain assigned
to the right trigger 115 until the user changes the command
selection to a different type of command.
[0047] According to an embodiment of the present invention,
pressing the right trigger 115 once commands a single Zombie Unit
to perform the selected command. Each single press of the right
trigger 115 will commit a further single Zombie unit to the action.
Therefore pressing the right trigger 115 5 times will order 5
Zombie units to commit to the action. The player may also hold down
the right trigger 115, which assigns an increasing percentage (1%
to 100%) of Zombie Units to a task. In another embodiment, the
increase is staged in predefined increments. By way of illustration
and not as a limitation, holding down the right trigger 115 will
increase the percentage of Zombie units committed to action in
stages of 25%, 50%, 75% and 100%.
[0048] In an alternate embodiment of the present invention, game
play default is a commitment of all fighting units. Holding down
the right trigger 115 reduces the commitment of fighting units
(from 100% to 1%). In still another embodiment, the decrease of
fighting units committed to action is staged in predefined
increments. By way of illustration and not as a limitation, holding
down the right trigger 115 decreases the percentage of fight units
committed to action in stages of 75%, 50%, and 25% and 1 unit.
[0049] When Zombie units are created and mutated, they are assigned
to Zombie Unit Types. The Enslaver may wish to command numbers from
a type of Zombie, rather than simply issuing commands to any or all
Zombie units currently under his command.
[0050] To do this the player must simply press the Zombie Select
Button 110. This will bring up a radial selector displaying all the
available Zombie types. The player must then simply move the left
analog stick 130 towards whichever Zombie type he wants to select.
This will then select that Zombie type and remove the radial
selector. Pressing the Zombie Select Button 110 again or selecting
"all" will remove the radial selector with the Enslaver able to
order any Zombie type.
[0051] Table 2 maps other Zombie commands of the exemplary game to
the control elements of the XBox Controller according an embodiment
of the present invention. TABLE-US-00002 TABLE 2 ZOMBIE COMMAND MAP
XBOX Control Element EXEMPLARY GAME ASSIGNED FUNCTION Attack The
Attack Command is issued by rocking the D-pad 100 upward. The
Attack Command can be issued against opponents and designated
structures such as barricades. The Zombie units will take the
quickest route to reach the target, which they will attack using
their default attack. The Zombie units will continue to attack the
specified target until either they or the target has been
destroyed. The player selects an attack target by issuing an Attack
Command, based on the current positioning of the Command Reticule.
Guard The Guard Command is issued by rocking the D-pad 100 to the
right. Issuing a Guard Command will cause the Zombie units to
remain within a designated guard area and attack any viable target
that comes within range. The position of the Command Reticule, when
the Guard Command was issued, will become the centre point for the
Guard Radius. The Guard Radius is automatically set dependent upon
the number of Zombie units committed to the Guard command. Zombie
Units will not pass beyond the guard Radius boundary. Follow The
Follow Command is issued by rocking the D-pad 100 to the left. The
Follow Command instructs the Zombie units to follow the Enslaver's
path. Zombie units will surround and follow the Enslaver on all
sides, rather than trail behind him. The Zombie units will continue
to follow the Enslaver until otherwise directed or unless an
attacking threat becomes apparent. If either the Enslaver or Zombie
units come under attack they will deal with the threat but then
return to the Follow command as soon as possible. The Follow
Command does not require the use of the Command Reticule as it uses
the Enslaver as the commands point of reference. Mutate I, II, III
& IV The Mutate Command is issued by rocking D-pad 100
downward. At the start of the game, the Enslaver already has the
Mutate I command, which allows him to mutate any Shambler Type
Zombies into Runners. As the Enslaver progresses through the
single-player game and finds each Genetic Upgrade, he will gain one
of four additional Mutate commands. Each Mutation will offer
differing capabilities that will offer various strategies. All
Zombie units, regardless of what Zombie Type infected them in the
first place, will start off as Shamblers. Zombie units can be
mutated up the scale at any stage, but can never be mutated back
down the scale. To mutate a Zombie unit, the player simply selects
the Mutate level (if available) by pressing down on the D-Pad until
the desired command appears. Any selected Zombie units are mutated
into the selected type, when the right trigger 115 is pressed (for
single Zombie units) or held and released (for a percentage of
Zombie units). The Mutate Command does not require the use of the
Command Reticule but the player may target a specific Zombie unit
for mutation, via the Command Reticule, if desired. LEFT
Insta-Group exists for players who want to quickly create a Zombie
unit TRIGGER group. Holding down the left trigger 125 activates a
variable radius effect, centered from the position of the Command
Reticule. The longer the left trigger 125 is held down the larger
the Insta-Group radius will be. Any Zombie units caught within the
radius are assigned to this temporary group, but only if they are
of the type selected by the player (see above). So if the player
had selected Shamblers the Insta-Group radius would only select
Shamblers and would ignore other Zombies. This "Insta-Group" will
commit to the very next command issued, unless the Insta-Group is
cancelled by another action (selecting a Zombie Type instead or
creating a new Insta- Group).
[0052] FIGS. 2A and 2B illustrate an "insta-grouping" operation
according to an embodiment of the present invention. An Enslaver
205, a command reticule 210, a group of zombies 215 and a small
group of Civilian units 220 are illustrated. The Enslaver 205 (and
Command Reticule 210) are looking north, towards the top of the
image. At this time the Enslavers Zombie units are idling at the
west end of a street. The Enslaver 205 wishes to quickly command a
large number of Zombies 215 to attack the Civilian units 220 at the
east end of the street section. The Enslaver turns towards the
Zombie units and uses the look controls (see, FIG. 1, right analog
stick 120) to position the Command Reticule 210 roughly in the
center of the idling Zombies. Then holding down the left trigger
125, the Enslaver 205 creates an expanding Insta-Group radius 225
(illustrated in FIG. 2B), which instantly groups the Zombies 220
caught within it who can now be commanded to attack the Civilian
units 215.
[0053] In an embodiment of the present invention, the control of a
possessed Zombie is similar as to the control of the Enslaver
layout. This will enable the player to possess a Zombie and start
fighting and issuing commands immediately. As a result all of the
Zombie types will use the Attack button (see FIG. 1, "A" button
155) for their primary attack and the Evade/Context button (see
FIG. 1, "B" button 145) for their "special" attack. These commands
are explained in Table 3 below. TABLE-US-00003 TABLE 3 COMBAT WHILE
CONTROLLING ZOMBIES Zombie B Button 145 Shambler Shoot whichever
weapon the Zombie is carrying. If the Zombie is unarmed then this
button activates "Zombie attack 2", which is a slower but more
powerful lunge attack. Runner Burst of speed. Pushing this sends
the Runner diving forward at increased speed for a short distance
(the player has to keep pressing the button again to maintain the
speed). Bloater Explode Zombie. This button activates the Bloater's
explode function, releasing the gas as normal. Shredder Toggle
wall-climbing mode. Once this button is pushed the Shredder can
stick to vertical surfaces. Pushing attack while stuck to a wall
will cause the Shredder to dive forward at the point it's looking
at. Pushing X again while already on a wall will cancel
wall-climbing mode, dropping the Shredder to the ground. Monster
Pound attack. This causes the Monster to smash both arms down onto
the ground, sending out a shockwave of dirt and debris and stunning
any nearby enemies.
[0054] None of the attacks above will have any affect on the
player's own Zombies if used against them. If the player also tries
to attack a Zombie as the Enslaver he will simply play his
"backhanding objects" animation to shove the Zombie out of the way.
This removes any worry that the player might attack his own Zombies
in the midst of a panicked, swirling melee. The player can however
pick up his own Zombies using the grab button (see FIG. 1, "X"
button 150) as mentioned previously. In addition the Enslaver can
also choose to snap the neck of any Zombie he has grappled in the
same way as snapping an enemy's neck. The player might want to do
this to remove a specific Zombie from his horde (for example to
lower the number of Zombies in his horde so he can mutate new, more
powerful Zombies).
Multi-Player Mode
[0055] In an embodiment of the present invention, the exemplary
game may be played as a single player game or a multiple player
game. In a multiplayer embodiment of the present invention, one
player acts as the Enslaver using the third person control from the
single-player game. In this embodiment, the Enslaver will command a
massive Zombie Horde against the survivors, and the other players
will take the role of these survivors, adopting a traditional FPS
control system, attempting to survive the onslaught of the
Enslaver's Zombie Horde. The Enslaver multiplayer control system is
identical to that of the single-player layout. As has been
previously stated, the Enslaver controls have been specifically
created in order to allow the player to command large numbers of
Zombie units quickly and efficiently, without the necessity of
navigating complex menu systems. This will allow the player to
comfortably command the Zombie hordes against the Survivor players,
reacting quickly to the speed of their FPS attacks.
[0056] In the multiplayer embodiment of the present invention, the
survivor controls are defined. Table 4 maps other survivor commands
of the exemplary game to the control elements of the XBox
Controller according an embodiment of the present invention. Button
references are to FIG. 1. TABLE-US-00004 TABLE 4 Multiplayer
Controls (Survivor) XBOX Control Element EXEMPLARY GAME ASSIGNED
FUNCTION Move Survivor The Left Analog Stick 130 is used to move
the Survivor. Movement will be screen relative and sensitive to the
degree of analog input. If the Left Analog Stick 130 is pushed
forward slightly then the Survivor will walk forward at a steady
pace. If the Left Analog Stick 130 is pushed fully forward then the
Survivor will walk quickly and purposefully. Pressing left or right
on the Left Analog Stick 130 will cause the Enslaver to strafe in
the corresponding direction. When moving forwards, the Survivor
will automatically vault over or move around small environment
objects. The Survivor will also jump down from edges or grab hold
of ladders automatically. Look/Turn The Right Analog Stick 120 is
used to look around and turn the character. The yaw speed will
accelerate when the player is pushing towards the extremes in the
X-axis, up to a maximum turn speed. This will allow the player to
have precise aiming without losing the ability to turn quickly.
Pushing up or down on the Right Analog Stick 120 will change the
pitch of the character viewpoint accordingly, with the pitch
sensitivity being reduced slightly over that of the yaw
sensitivity. Aim Mode By clicking the Right Analog Stick 120 the
Survivor will be able to enter Aim Mode. During this mode the
camera will shift to an over the shoulder perspective and present a
zoomed in view of the action as the player literally aims down the
length of their weapon. During Aim Mode, the player's accuracy will
almost certainly improve. However to balance this advantage, their
movement speed will reduce making them more vulnerable to attack.
Sprint Clicking the Left Analog Stick 130 will put the Survivor
into sprint mode. While in sprint mode the Survivor will be able to
move faster than a normal human for a short duration. When the
player returns to normal move mode, the Survivor will begin to
recover, enabling him to sprint again shortly after. Clicking the
Right Analog Stick 120 while in sprint mode will return the
Survivor back to normal move mode. Right Primary Weapon Fire
Trigger Pressing or holding down the Right Trigger 115, will fire
the current primary weapon. Some weapons will have multiple fire
modes. An automatic rifle, for example, may have both full auto and
a three-round-burst fire mode. In this instance pressing the Right
Trigger 115 will use the three-round-burst, whereas holding down
the Right Trigger 115 will initiate a full auto fire mode. Left
Secondary Weapon Fire Trigger There will be various types of
secondary weapon, though these weapons will predominantly be small,
one-handed weapons such as grenades, pistols or small
sub-machineguns. Pressing the Left trigger 125 will fire or throw
the secondary weapon. Certain weapons will be double handed and
fill both primary and secondary weapon slots (such as a double
barreled shotgun or machine gun with grenade launcher). In these
instances, the secondary fire will activate the secondary attack of
the weapon. Switch Primary Weapon/Switch Secondary Weapon The
player may switch the currently selected primary weapon to another
by pressing left or right on the D-Pad 110. In the same manner the
player may switch the secondary weapon carried to another by
pressing up or down on the D-Pad 110. A Survivor may only carry a
limited number of weapons, dependent on size of the weapons being
carried, and the carrying combination chosen (during game the
set-up phase). Weapons are classed as primary weapons, secondary
weapons or both. In principal, a weapon that requires two hands to
wield will always be considered a primary weapon, whereas weapons
that can be used single-handedly can double as either primary or
secondary weapons. Melee Attack Melee fighting involves the use of
the primary weapon in the character's hands. Each press of the "A"
button 155 will initiate a quick, close-range melee attack. This is
handy when the enemy is in close or when the player is out of
ammunition. If the character is already wielding a melee-specific
weapon, the attack will be a further, close range attack that is
appropriate to the weapon being used. Otherwise, when performing a
melee attack, the player's currently selected weapon will be used
as a crude, blunt instrument. Reload Weapon In an embodiment of the
present invention, the player is required to initiate a weapon
reload by pressing the "X" button 150. This will emulate real-life
and will help to stimulate a sensation of heightened panic reaction
when the player runs out of ammunition during tense moments. For
example, a player may find himself being overwhelmed by Zombies,
firing happily into them only to hear the sudden click, click,
click of the trigger action as the ammunition runs out. In this
situation, the player will have to back off in order to quickly
reload the weapon. Context Action When the player is in range of a
context object, an on screen prompt will inform the player that a
context action is available. This will be initiated by pressing the
"B" button 145. Context actions will cover many activities from
opening or locking doors to placing barricades and picking up
objects and weapons. Toggle Flashlight/Night-Vision Survivors may
choose to carry either a flashlight or a pair of night-vision
goggles. Night-vision goggles cover the player's peripheral vision
however they are susceptible to bright lights, explosions and
flashlights causing the player's view to partially whiteout.
Flashlights have a more limited cone of vision and are thus less
effective however they don't have the disadvantages associated with
night-vision. Teams will need to be careful when choosing their
preference in order to prevent selections from clashing and team
members hampering each other. Night-vision goggles and Flashlights
are switched on and off using the "Y" button 140.
[0057] As the player sweeps the target reticule over an enemy, the
pitch and yaw rate decreases. This makes the enemy "sticky" to the
view control, aiding rapid targeting. As the figure to the left
demonstrates, the speed of turning decreases as the target reticule
passes over the enemy's screen area. The amount of screen area
surrounding the enemy that is made sticky will require
experimentation so that the correct balance is achieved. It may be
required to increase this area beyond the outline of the enemy.
[0058] Climbing is activated as an automatic response to pushing
the Survivor against a climb object, such as a ladder. Normally,
when approaching a wall or other solid surface, the Survivor will
come to a halt (he will neither run or smash into it). With a
climbing surface, if the user continues to push the Survivor into
it, he will begin to climb as appropriate. When climbing a ladder
the player must push upwards on the Left Analog Stick 130 for the
Survivor to continue climbing up, or push down on the Left Analog
Stick 130 to make him climb back down. When reaching the uppermost
part of the climb object, the Survivor will automatically climb up
and off the object. If climbing down an object, the Survivor will
dismount the object when reaching the bottom. When climbing a
ladder the player may still fire a single-handed weapon, though
when firing the character will be unable to continue climbing.
[0059] Survivors will jump in the same way as the Enslaver--under
context sensitive control. If the player is near a ledge and walks
toward it, the Enslaver will stop when he reaches the edge and
acknowledge the presence of the ledge via a suitable animation. If
however, the Enslaver is sprinting as he approaches the ledge, the
Enslaver will jump down off of the ledge as his momentum carries
him forward. By utilizing the sprint mode only to perform a jump,
the player will always be in control of when and where they jump
thus removing any ambiguity or unintended jumps.
[0060] In an embodiment of the present invention, a player may
invest as much or as little effort into the fighting as the player
elects. Thus, the Enslaver does not have to fight. In this
embodiment, the presence of the Enslaver in a battle will make a
difference, and will significantly improve the player's odds.
[0061] In another embodiment of the present invention, the combat
system of the exemplary game is based on the player dealing with
two buttons. Thus, the player is either continually pressing the
attack button (see FIG. 1, "A" button 155) or the evade button (see
FIG. 1, "B" button 145) or holding down the grab button (see FIG.
1, "X" button 150). According this embodiment, these mechanics
never swap over so the attack button is not held down and the grab
button is not repeatedly pressed. By keeping the mechanics
consistent the player has one less thing to remember and can
concentrate on other things. Thus, the interface is more
intuitive.
[0062] In this embodiment of the present invention, the other
control element involved in combat is the Left Analog Stick 130
(used for moving the Enslaver and to aim the Enslaver's
attacks.
[0063] The Enslaver has a set amount of health (more later in the
game when he has mutated). If this runs out the Enslaver has "died"
and it's game over. However if the Enslaver avoids taking any
damage for a few seconds then his health begins to recover,
eventually returning to its maximum. This means that taking damage
can kill the Enslaver in the short term (in one fight) but has no
effect in the long term (if the Enslaver survives a fight then he
is back to full health). This approach means that the player needs
to be aware of the damage inflicted on the Enslaver taking but
avoids the "hunt for the health pack" issue utilized in other
games.
[0064] In an embodiment of the present invention, an intelligent
manual aiming system assists the player in combat thereby reduces
the likely incidence of missed attacks. To engage manual aiming,
the player pushes the Left Analog Stick 130 in the required
direction while pushing the attack button (see FIG. 1, "A" button
155). The game will then deduce where exactly the attack should
most likely be aimed and execute the attack accordingly. In this
embodiment, the manual aiming system is designed to facilitate the
selection of the enemy that the Enslaver attacks but does not to
require aiming with 100% accuracy. To facilitate this, in an
embodiment of the present invention, manual aiming system will
"snap" the Enslaver's manually aimed attacks to the enemy
considered closest to the player's intended aim (with closer
targets also having priority over more distant ones). The "snap
zone" will allow for a fairly comfortable margin of error ensuring
that unless the player misses wildly, they will not have to endure
the frustration of continually missing a desired target. Once the
Enslaver has executed a manually aimed attack he will either return
to his default combat pose, or blend seamlessly into another attack
(depending on whether the player is still pressing attack buttons).
This blending between Enslaver attacks will also make the combat
look spectacular.
[0065] FIG. 3 illustrates the methods of attack of the Enslaver
according to an embodiment of the present invention. As
illustrated, the Enslaver has four primary methods of attack. The
specific nature of the attack will be dictated by the player's
choice of action and the proximity of the Enslaver to his targeted
enemy.
[0066] The effect of distance on the attack is also illustrated in
FIG. 3. When the player launches an attack the game will calculate
the move most appropriate for the situation and execute it
accordingly (either head butt, punch or kick but not grab). The
game will always default to the closest range attack due to the
fact that close range attacks will always do more damage than long
range attacks. If the player decides to execute a grab the game
will check that the character is close enough. If they are within
grab range the appropriate animation will play. If the player is
out of range the Enslaver will play a "failed grab" animation and
is vulnerable to damage while the animation plays.
[0067] The exact nature of the outcome will also be dependent on
where the attack hits the target. Table 5 below illustrates each of
the possible outcomes. TABLE-US-00005 TABLE 5 OUTCOMES OF ATTACK BY
ENSLAVER Target Attack Areas Outcome Head Head Enslaver leans back
then smashes his forehead into the butt enemy's nose Punch Head
Enslaver jabs the enemy in the mouth Torso Enslaver brings his arm
back then slams it into the enemy's stomach Arms Enslaver grabs the
enemy's arm at the elbow and snaps the bone with a twist Kick Torso
Enslaver slams his foot up into the enemy's groin Arms Enslaver
swings his foot round from the side, catching the enemy's arm and
breaking it Legs Enslaver steps forward and brings his foot down on
the enemy's knee, snapping the bone
[0068] FIG. 4 illustrates an exemplary scoring system for damage
caused to various body parts of a Civilian character according to
an embodiment of the present invention.
[0069] Each enemy character will have specific damage points for
their head, torso and limbs. The Enslaver's attacks will randomly
strike different locations on the targeted enemy dependent on the
factors listed in the table below. FIG. 4 illustrates how much
damage the Enslaver's attacks will do, the chances of different
attacks hitting different body parts and the effects of different
body parts being destroyed. When the Enslaver attacks a character,
the game determines the location that has been hit. If the attack
is deemed to have hit a location, the system will automatically
target the enemy's torso instead. As illustrated in FIG. 4, the
value assigned to the body parts of the Civilian character are 50
torso damage points, 25 per limb and 15 for the head. Additionally,
the chances of different Enslaver attacks hitting different body
parts is illustrated. As will be appreciated by those skilled in
the art, the point values assigned to the Civilian body parts is
exemplary only and is not limited. Other point systems may be
assigned without departing from the scope of the present
invention.
[0070] Once the hit location has been determined, the damage caused
by the attack is calculated. According to an embodiment of the
present invention, what happens next is dependent upon whether the
damage caused by the attack will kill the attacked character or
not. In this embodiment, if the damage caused does not kill the
character, the Enslaver will play an appropriate attacking
animation, causing him to head butt, punch or kick the enemy before
returning to his ready state. If the damage caused does kill the
character the Enslaver will play a "killing blow" animation. This
will knock the character away and drop them to the ground.
[0071] In another embodiment of present invention, the animations
are overridden by the "moving characters into dynamic objects"
system. By way of illustration and not as a limitation, the
following are "killing blow" animations: [0072] Smashing both fists
into the enemy's chest at the same time. [0073] A rapid series of
blows to the throat/face, with the last sending the enemy sprawling
[0074] Kicking the enemy in the stomach and when they're reeling,
booting them again
[0075] It should be noted that the choice of killing blow animation
will be irrelevant as the resulting action will always be the same
(i.e., the enemy is killed). The enemy's state at the time of death
is recorded so that the resulting Zombie will accurately reflect
the state of the enemy just before it was killed.
[0076] Each enemy body part will have a specific health level that
will if reduced to zero will become destroyed. This is of course
significant because if an enemy is raised as a Zombie, its state
(or indeed its ability to be raised) will be affected by the state
of the enemy's body before it was killed. Table 6 illustrates a set
of consequences that follow from the destruction of each enemy's
body part according to an embodiment of the present invention.
TABLE-US-00006 TABLE 6 CONSEQUENCES OF DESTRUCTION OF VARIOUS BODY
PARTS Body Part Effect of Body Part's Destruction Head Character is
killed but can still be raised as a Zombie (neck broken for
instance) Torso Character is killed and will not be raised as a
Zombie Arm Arm is broken or removed and can't be used Leg Leg is
broken and can't be used. Characters with a broken leg move much
more slowly
[0077] In an embodiment of the present invention, the Enslaver is
endowed with an Evade move that enables him to block attacks and
counter them with even more lethal blows. In this embodiment, the
Evade move is a reaction based game-play element whereby the player
will be warned of an incoming threat and will have a short window
of opportunity in which to use the Evade move to avert the threat.
The warning itself is integrated into the game and will take the
form of a "sixth sense" whereby the Enslaver's appearance will
alter slightly to alert the player of impending danger. Threats
will come in a variety of forms from claymores to missiles. In an
embodiment of the present invention, bullets are not be detected in
this way. In yet another embodiment of the present invention, the
"sixth sense" will also detect impending blows in melee combat.
[0078] In yet another embodiment of the present invention, the
Evade move is used to stun an enemy leaving it temporarily
vulnerable to a significantly more powerful and potentially lethal
counter attack. This transforms the Evade move from a defensive
move into an attacking one. Having stunned an enemy with a block,
in addition to being able to counter with a more damaging attack,
the player will also have the option to select another enemy and
block another attack. The player can then continue to chain a
number of these blocks together and if quick enough will be faced
with a number of stunned enemies around him. It is at this point
that the player can choose to execute a massacre move whereby the
Enslaver will counter attack all stunned enemies inflicting massive
damage in one lethal fluid movement.
[0079] It should be noted that when faced with multiple enemies the
AI will coordinate its attacks so that the Enslaver will not be hit
by several characters at the same time. When an enemy is attacking
the Enslaver the other enemies will hold back before taking their
turn. This will also enable the player to chain multiple stuns in
order to execute a massacre.
[0080] While the exemplary game is described using an XBox
controller, the present invention is not so limited. By way of
illustration and not as limitation, the commands and controls may
be implemented on a PlayStation controller. Table 7 is a button
assignment map illustrating the controls of the XBox controller
implemented on a PlayStation Controller according to an embodiment
of the present invention. TABLE-US-00007 TABLE 7 XBOX TO
PLAYSTATION MAP PLAYSTATION XBOX CONTROL ELEMENT CONTROL ELEMENT
D-Pad 110 D-Pad right trigger 115 Right Trigger 1 left trigger 125
Left Trigger 1 Right Analog Stick 120 Right Analog stick Left
Analog Stick 130 Left Analog Stick "Y" button 140 "Triangle" Button
"B" button 145 "Circle" Button "X" button 150 "Square" Button "A"
button 155 "X" button Button 160 Left Trigger 2 Button 165 Right
Trigger 2
[0081] The various aspects of the present invention have been
explained by way of description of exemplary embodiments. It will
be understood by those skilled in the art that the present
invention may be embodied in other specific forms without departing
from the scope of the invention disclosed and that the examples and
embodiments described herein are in all respects illustrative and
not restrictive. Those skilled in the art of the present invention
will recognize that other embodiments using the concepts described
herein are also possible. Further, any reference to claim elements
in the singular, for example, using the articles "a," "an," or
"the" is not to be construed as limiting the element to the
singular.
* * * * *