U.S. patent application number 11/530860 was filed with the patent office on 2007-04-26 for video game controllers.
Invention is credited to Jeffrey Osnato.
Application Number | 20070093293 11/530860 |
Document ID | / |
Family ID | 38007092 |
Filed Date | 2007-04-26 |
United States Patent
Application |
20070093293 |
Kind Code |
A1 |
Osnato; Jeffrey |
April 26, 2007 |
VIDEO GAME CONTROLLERS
Abstract
Video game controllers including a housing, user controls
supported by the housing and configured to be manipulated by a user
for interacting with the video game console, and a holder supported
by the housing, the holder configured to receive and retain an item
of media.
Inventors: |
Osnato; Jeffrey; (Cranford,
NJ) |
Correspondence
Address: |
KOLISCH HARTWELL, P.C.
200 PACIFIC BUILDING
520 SW YAMHILL STREET
PORTLAND
OR
97204
US
|
Family ID: |
38007092 |
Appl. No.: |
11/530860 |
Filed: |
September 11, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60716563 |
Sep 12, 2005 |
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60717540 |
Sep 14, 2005 |
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60722143 |
Sep 29, 2005 |
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60730225 |
Oct 24, 2005 |
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60733653 |
Nov 4, 2005 |
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60765274 |
Feb 3, 2006 |
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60772314 |
Feb 10, 2006 |
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60797958 |
May 5, 2006 |
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60802607 |
May 22, 2006 |
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Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 13/02 20130101; A63F 13/235 20140902; A63F 2300/65 20130101;
A63F 2300/206 20130101; A63F 13/24 20140902; A63F 2300/8029
20130101 |
Class at
Publication: |
463/036 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A video game controller for use with a video game console,
comprising: a housing; user controls supported by the housing and
configured to be manipulated by a user for interacting with the
video game console; and a holder supported by the housing, the
holder configured to receive and retain an item of media.
2. The video game controller of claim 1, wherein the item of media
is a card.
3. The video game controller of claim 2, wherein the card is
between one and three millimeters thick.
4. The video game controller of claim 3, wherein the holder
includes a first engagement surface and a second engagement surface
generally parallel to the first engagement surface, the second
engagement surface between one and three millimeters from the first
engagement surface.
5. The video game controller of claim 1, wherein the holder
includes a clip.
6. The video game controller of claim 1, wherein the holder is
positioned on the housing so that a user, when holding the
controller in an intended manner, can easily observe an item of
media being retained by the holder.
7. The video game controller of claim 1, wherein the holder is
positioned on the housing so that an item of media, retained by the
holder, extends generally away from a user when held in an intended
manner.
8. The video game controller of claim 1, wherein the holder is
configured to provide a friction fit for the item of media.
9. A video game controller for use with a video game console,
comprising: a housing; user controls supported by the housing and
configured to be manipulated by a user for interacting with the
video game console; and a media device supported by the housing,
the media device configured to read media containing data defining
an aspect of a video game.
10. The video game controller of claim 9, wherein the media device
includes a proximity device for wirelessly reading data contained
on a wireless transponder.
11. The video game controller of claim 9, wherein the media device
includes a radio frequency reader for wirelessly reading data
contained on a radio frequency transponder.
12. The video game controller of claim 9, wherein the media device
includes a microwave frequency reader for wirelessly reading data
contained on a microwave transponder.
13. The video game controller of claim 9, wherein the media device
includes an electromagnetic reader for wirelessly reading data
contained on an electromagnetic transponder.
14. The video game controller of claim 9, wherein the media device
operates in the approximately 10 Hz to 20 kHz range.
15. The video game controller of claim 9, wherein the media device
is further configured to write data defining an aspect of the video
game.
16. The video game controller of claim 9, further comprising: a
holder supported by the housing, the holder configured to receive
and retain a card.
17. The video game controller of claim 16, wherein the holder
includes a clip.
18. The video game controller of claim 16, wherein the holder is
positioned on the housing so that a user, when holding the
controller in an intended manner, can easily observe a face of a
card being retained by the holder.
19. The video game controller of claim 16, wherein the holder is
positioned on the housing so that a card, held by the holder,
extends generally away from a user when the user is holding the
controller in an intended manner.
20. The video game controller of claim 16, wherein the holder is
configured to provide a friction fit for the card.
21. The video game controller of claim 16, wherein the card is
between one and three millimeters thick.
22. The video game controller of claim 21, wherein the holder
includes a first engagement surface and a second engagement surface
generally parallel to the first engagement surface, the second
engagement surface between one and three millimeters from the first
engagement surface.
23. The video game controller of claim 9, wherein the media device
includes an infrared device for receiving data via an infrared
signal.
24. The video game controller of claim 9, wherein the media device
includes a magnetic strip reader for reading data from a magnetic
strip embodied on media.
25. The video game controller of claim 9, wherein the media device
includes exposed contacts configured to engage corresponding
exposed contacts on items of media when a user places an item media
against the media device.
26. A video game controller for use with a video game console,
comprising: a housing; user controls supported by the housing and
configured to be manipulated for interaction with the video game
console; and a holder supported by the housing, the holder
configured to receive and retain an item of media in the form of a
card having indicia related to a video game printed thereon,
wherein the holder is positioned on the housing so that the
indicia, when the card is retained by the holder, is legible by a
user.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is based upon and claims priority under 35
U.S.C. .sctn. 119(e) to the following U.S. provisional
applications, which are incorporated herein by reference in their
entireties for all purposes: Ser. No. 60/716,563, entitled "TRADING
CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION," filed on Sep. 12,
2005; Ser. No. 60/717,540, entitled "TRADING CARD UTILIZING
RADIO-FREQUENCY IDENTIFICATION," filed on Sep. 14, 2005; Ser. No.
60/722,143, entitled "TRADING CARD UTILIZING RADIO-FREQUENCY
IDENTIFICATION," filed on Sep. 29, 2005; Ser. No. 60/730,225,
entitled "TRADING CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION,"
filed on Oct. 24, 2005; Ser. No. 60/733,653, entitled "TRADING CARD
UTILIZING RADIO-FREQUENCY IDENTIFICATION," filed on Nov. 4, 2005;
Ser. No. 60/765,274, entitled "TRADING CARD UTILIZING
RADIO-FREQUENCY IDENTIFICATION," filed on Feb. 3, 2006; Ser. No.
60/772,314, entitled "TRADING CARD UTILIZING RADIO-FREQUENCY
IDENTIFICATION," filed on Feb. 10, 2006; Ser. No. 60/797,958,
entitled "TRADING CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION,"
filed on May 5, 2006; and Ser. No. 60/802,607, entitled "TRADING
CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION," filed on May 22,
2006. This application also claims priority under 35 U.S.C. .sctn.
120 to the following U.S. design applications, which are
incorporated herein by reference in their entireties for all
purposes: Ser. No. 29/253,669, entitled "GAME CONSOLE," filed on
Feb. 10, 2006; Ser. No. 29/255,110, entitled "GAME CONSOLE," filed
on Mar. 3, 2006; and Ser. No. 29/259,080, entitled "GAME
CONTROLLER," filed on May 1, 2006.
[0002] The following applications claim benefit to the same parent
applications recited above, include similar disclosures as the
present application, and are incorporated herein by reference in
their entireties for all purposes: Ser. No. ______, entitled "VIDEO
GAME CONSOLES," filed on Sep. 11, 2006; Ser. No. ______, entitled
"METHODS OF PLAYING VIDEO GAMES," filed on Sep. 11, 2006; Ser. No.
______, entitled "VIDEO GAME MEDIA," filed on Sep. 11, 2006; and
Ser. No. ______, entitled "VIDEO GAME SYSTEMS," filed on Sep. 11,
2006.
BACKGROUND
[0003] The present disclosure relates to video games. More
particularly, the present disclosure relates to video game systems,
video game consoles, media for use with video game consoles, video
game controllers, and methods of playing video games.
[0004] Video games are enjoyed by children and adults alike, both
in the arcade and home environments. In the home environment, video
games are often played on video game console systems. Such systems
generally incorporate video games embodied in media in the form of
cartridges (e.g., SUPER NINTENDO ENTERTAINMENT SYSTEM.RTM., SEGA
GENESIS.TM.), CD-ROMs (e.g., SONY PLAYSTATION.RTM.), or DVDs (e.g.,
MICROSOFT X-BOX.TM., NINTENDO GAMECUBE.RTM.).
[0005] The following patent documents are incorporated herein by
reference in their entireties for all purposes: U.S. patent
application Ser. Nos. 60/184,128, 09/472,042, and 10/989,837; U.S.
Patent Application Publication Nos. 2002/0052238, 2002/0077182,
2004/0152521, 2004/0214642, 2005/0143173, and 2006/0054679; U.S.
Pat. Nos. 4,764,666, 5,190,285, 5,689,561, 5,743,801, 5,853,327,
6,161,762, 6,200,216, 6,468,162, 6,761,637, 6,773,325, 7,018,213,
7,057,492, and 7,081,033; International Publication No. WO
2006/036851; European Patent Application Publication No. EP0492569;
and Japanese Patent Application Publication No JP07-323159.
[0006] In the event that any of the incorporated references listed
in the previous paragraph define a term or terms in a manner
inconsistent with either the disclosure of the present application
or with any of the other incorporated references, the term or terms
as used therein only control with respect to the patent document in
which the term or terms are defined. Stated differently, a patentee
of any one of the aforementioned incorporated references listed in
the previous paragraph, when acting as his/her own lexicographer,
does so only with respect to the reference in which the term or
terms are defined. Accordingly, any such defined term or terms do
not, in any way, define the same or similar term or terms used in
the present application or in any of the other aforementioned or
later-mentioned references.
SUMMARY
[0007] Video game controllers are provided. Some embodiments
include a housing, user controls supported by the housing and
configured to be manipulated by a user for interacting with the
video game console, and a holder supported by the housing, the
holder configured to receive and retain an item of media. Some
embodiments include a media device supported by the housing, the
media device configured to read media containing data defining an
aspect of a video game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a perspective view of a video game system
including a video game console, a video game controller, and an
item of media in the form of a game card, the system shown in
conjunction with a television.
[0009] FIG. 2 is a perspective view of a video game console shown
in a closed configuration.
[0010] FIG. 3 is a perspective view of a video game console shown
in an open configuration.
[0011] FIG. 4 is a perspective view of a video game console
including an optical media device, the video game console and the
optical media device both shown in an open configuration.
[0012] FIG. 5 is a front view of a video game controller including
a game card holder, the game card holder being shown holding a game
card.
[0013] FIG. 6 is a left side view of a video game controller
including a game card holder, the game card holder being shown
holding a game card.
[0014] FIG. 7 is a partial cross-sectional front view of an item of
media in the form of a game card with an embedded wireless data
transponder.
[0015] FIG. 8 is a partial cross-sectional front view of another
item of media in the form of a game card with an embedded wireless
data transponder.
[0016] FIG. 9 is a flow chart illustrating an exemplary use of a
video game system.
DETAILED DESCRIPTION
[0017] A video game system is shown in FIG. 1 and generally
indicated at 10. Video game systems may include a video game
console 12, one or more video game controllers 14, and one or more
items of media 16. As shown, systems 10 may be configured to be
used in conjunction with a television, or other form of display
screen, 18. For example, consoles may include, or be adapted to
connect to, an audio/video cable 20 for transmitting audio/video
data to television 18. Additionally or alternatively, video game
consoles may be configured to wirelessly transmit audio/visual data
to an associated display screen and/or speakers. Additionally or
alternatively, video game consoles may include an integral display
screen.
[0018] As illustrated in FIGS. 1-4, video game consoles 12 may
include a housing 22. In some embodiments, the housing has a first
portion 24 hingedly connected to a second portion 26. For example,
a hinge member 28 may functionally connect the first and second
portions. Hinge member 28 may include a first hinge 30 supported by
the first portion of the housing and a second hinge 32 supported by
the second portion of the housing and connected to and spaced apart
from the first hinge by a connecting piece 34. Console 12 may
therefore be reconfigured between an open configuration 36 where
the first and second portions are generally co-planar (as shown in
FIGS. 1 and 3-4) and a closed configuration 38 where the first and
second portions are generally parallel and facing each other (as
shown in FIG. 2).
[0019] Video game consoles may include a control unit 39 supported
by the housing. The control unit may include various electronic
components necessary to functionally operate the console and the
components thereof including peripheral components that may be
attached to the console for performing various functions. For
example the control unit may include, but is neither required to
include nor limited to, a processor such as a 32-bit SUNPLUS.TM.
SPG290 processor running at 150 MHz, memory including RAM and/or
ROM, etc.
[0020] Video game consoles 12 may also include various ports and/or
connectors for peripheral devices such as video game controllers
14. For example, as shown in FIGS. 1-4, console 12 may include two
controller ports 40 configured to receive and provide communication
between console 12 and controllers 14; however, consoles may be
configured for any number of video game controllers, whether fewer
than or greater than two, and in some embodiments consoles and
controllers may be configured for wireless communication with each
other. Additionally, consoles may include ports for attachment of
headphones, speakers, microphones, etc.
[0021] Consoles 12 may include an on/off, or power button, 42 and a
power cord 44 for attachment to a supply of power. Though
illustrated as being configured for receiving power from a standard
North American 120 VAC power outlet, video game consoles may
receive power from any suitable source including a battery or
batteries. In some embodiments, a power cord may be integral to the
console, while in others, the console may include a jack for
receiving a power cord.
[0022] Video game consoles according to the present disclosure may
include one or more media devices for receiving and reading and/or
transmitting and writing data from and/or to various types of media
including, but not limited to, optical discs such as CDs and DVDs,
floppy disks, smart cards, cartridges, flash cards, memory sticks,
magnetic tapes, electromagnetic transponders, radio frequency
transponders, or any other media capable of storing data. Transfer
of data from the console to media or between the console and media
may be implemented via a hard connection such as via wired contacts
in a game cartridge, optically such as via an optical laser or
infrared device, wirelessly such as via radio waves or magnetic
fields, or any other suitable method of transferring data.
Nonexclusive examples of media devices that may be incorporated
into consoles according to the present disclosure include, but are
not limited to, optical drives, floppy disk drives, cartridge
readers, proximity devices, electromagnetic readers, radio
frequency readers, microwave frequency readers, infrared readers,
bar code readers, magnetic strip readers, etc. The present
disclosure is not solely limited to the illustrated and/or
discussed examples.
[0023] In some embodiments, media devices may be of a type where a
user can simply locate or position an item of media relative to the
media device for a length of time (e.g., less than five seconds),
and the media device will functionally read the media. Locate, as
used in this context, may include, but is not limited to, pass,
hold, place, swipe, scam, position, etc. Such devices may be
described as proximity devices. Radio frequency readers are an
example of this type of device. Bar code readers, magnetic strip
readers, infrared light devices such as narrow beam infra read
devices, etc. are also all examples of this type of device.
[0024] As used herein, radio frequency devices, also known as RFID
(radio frequency identification) devices are not limited solely to
operating within the radio frequency range. Rather, as is known in
the art, RFID has become a term-of-art representing various devices
that use electromagnetic fields (e.g., in the approximately 10 Hz
to 20 kHz range) to wirelessly read and/or read and write data from
and/or from and to corresponding transponders capable of storing
data. Various configurations of such devices are known in the art
and may be further developed in the future, and such devices may be
incorporated into video game systems according to the present
disclosure.
[0025] In the illustrated embodiment, console 12 includes a first
media device 46 in the form of an optical drive 48 and a second
media device 50 in the form of a radio frequency reader, or
proximity device, 52 configured to read and write data from and to
associated radio frequency transponders embodied in items of media
16 in the form of game cards 55; however, fewer than or greater
than two media devices may be provided. In embodiments including
more than one media device, such media devices may be of the same
type or may be of a different type from each other. An exemplary
optical drive may be a SONY KSM900ASI CD drive. An exemplary radio
frequency reader may be manufactured by INNOVISION, and an
exemplary radio frequency transponder may be an IRT-1 chip
manufactured by INNOVISION.
[0026] First and second media devices 46, 50 may be supported by
housing 22. In the illustrated embodiment, optical drive 48 is
supported by first portion 24 of housing 22 and radio frequency
reader 52 is supported by second portion 26 of housing 22; however,
any suitable configuration may be provided. Optical drive 48 is
illustrated as including a hinged cover 53, shown in an open
configuration and revealing an optical disc 57 in FIG. 4. Other
configurations of optical drives are equally within the scope of
the present disclosure.
[0027] Video game consoles according to the present disclosure may
also include a light source 54 supported by housing 22, e.g.,
housed within housing 22. In such embodiments, an outer surface 56
of housing 22 may include an opaque portion 58 and a translucent
portion 60. As such, the control unit may be configured to
illuminate the translucent portion with the light source. In some
embodiments, the control unit may further be configured to
illuminate the translucent portion with the light source when a
media device supported by the housing is activated, e.g., when
radio frequency reader 52 communicates with a corresponding radio
frequency transponder embodied in an item of media 16, as generally
indicated by the dashed lines at 62 in FIG. 1. Other configurations
of light sources including LEDs and the like may equally be
incorporated into consoles according to the present disclosure, and
may be configured to be illuminated in conjunction with various
functions of a video game system.
[0028] As mentioned, video game consoles may include, or be adapted
to connect to, an audio/video cable 20 for transmission of
audio/visual data and/or consoles may include an integral speaker
and/or integral display screen. Accordingly, consoles may be
configured to transmit an audio signal to an associated speaker or
speakers in response to various functions of video game systems
including, but not limited to, sounds generated by the software
associated with a video game embodied in an item of media, sounds
generated by software associated with control of the console
hardware, etc. In some embodiments, consoles may be configured to
transmit or send an audio signal when a media device is activated,
e.g., when second media device 50 is activated to read data from an
item of media and/or to confirm that a media device has
successfully read data from an item of media.
[0029] In the illustrated embodiment, console 12 is configured to
send an audio signal to an associated speaker (e.g., integral or
connected to television 18) when radio frequency reader 52
effectively communicates with a corresponding radio frequency
transponder embodied within an item of media 16. Additionally or
alternatively, consoles may include an integral speaker supported
by the housing, and consoles may be configured to transmit or send
an audio signal to the integral speaker. Various other functions
beyond those described may also trigger consoles to send audio
signals to associated speakers, whether external or integral to
consoles, including, but not limited to, sounds associated with
various video games, start-up routines of a system, etc.
[0030] In addition to the illustrated embodiments, consoles
according to the present disclosure may be configured to connect to
a local area network, a wide area network, the internet, etc.
Accordingly, consoles may include USB, FIREWIRE, or any other
appropriate type of connection for connecting to a computing
device, or any other suitable device, to send and/or receive data.
Additionally or alternatively, consoles may incorporate such
computing devices within the housing of the consoles themselves and
be configured for hard-wired connection (e.g., via Ethernet) or for
wireless connection (e.g., WiFi).
[0031] Turning now to FIG. 5, a non-exclusive illustrative video
game controller 14 is illustrated. As shown, controllers may
include various user controls 64 supported by a housing 66 and
configured to be manipulated by a user for interacting with video
game consoles (e.g., for controlling a character of a video game,
for navigating menus and screens associated with a video game,
etc.). Controllers may also include a processor 65, such as a
SUNPLUS.TM. SPCL 1024A processor.
[0032] Illustrated controller 14 also includes a holder 68
supported by housing 66. Holders according to the present
disclosure may be configured to receive and retain an item of media
associated with a video game and/or a video game system. For
example, in the depicted embodiment, holder 68 is configured to
receive and retain an item of media in the form of a game card 55.
FIG. 5 illustrates a game card in dash-dot-dot lines being inserted
into the holder, as indicated at 69.
[0033] In the illustrated embodiment, holder 68 is supported by the
housing at a generally front and top location so that when a user
of controller 14 is holding the controller in an intended manner
during use, the user can easily observe a front face 70 of game
card 55 when the game card is retained by the holder. Stated
differently, the holder may be positioned on the housing so that a
card, when retained by the holder, extends generally away from a
user with face 70 facing toward the user, when the user is holding
the controller in an intended manner. Stated differently yet again,
the holder may be configured to receive and retain an item of media
in the form of a card having indicia related to a video game
printed thereon, and the holder may be positioned on the housing so
that the indicia, when the card is retained by the holder, is
legible by a user.
[0034] A holder according to the present disclosure may take any
suitable form such that the holder is configured to receive and
retain an item of media. In the illustrated embodiment shown in
FIG. 6, holder 68 is configured to provide a friction fit for a
game card 55. As such, holder 68 includes generally parallel
engagement surfaces 72, 74, for engaging corresponding surfaces of
a game card 55. For example, a game card may have a thickness equal
to or slightly greater than a corresponding distance between
engagement surfaces 72, 74. Accordingly, game cards may be, but are
not required to be, constructed of a material that allows them to
be at least slightly compressed when inserted into and retained by
a holder of a controller. Additionally or alternatively, the holder
may be constructed such that a distance between engagement surfaces
expands when an item of media is received. Stated differently,
surfaces 72, 74 may be biased toward a closed or card-holding
position.
[0035] In some embodiments, the thickness of a game card may be
approximately two and three-tenths millimeters, and the distance
between the engagement surfaces of the holder may be approximately
two to two and three-tenths millimeters; however, any appropriate
thickness of game card and distance between the engagement surfaces
of the holder may be incorporated into a controller according to
the present disclosure. Game cards may be between two and three
millimeters thick, between one and three millimeters thick, between
one and two millimeters thick, or may be thinner or thicker than
such stated ranges. Similarly, the distance between the engagement
surfaces of the holder may be between two and three millimeters,
between one and three millimeters, between one and two millimeters,
or may be closer or further apart than such stated ranges.
[0036] In some embodiments of controllers, the holder may be
described as a clip. Again, any configuration of a holder such that
it is configured to generally receive and retain an item of media
is within the scope of the present disclosure.
[0037] Additionally or alternatively, in some embodiments of
controllers, a media device configured for reading and/or writing
data from and/or to an item of media may be supported by the
controller housing. For example, a controller may include a radio
frequency reader, or proximity device, 76 configured to wirelessly
read data from and/or write data to a corresponding radio frequency
transponder embodied within an item of media such as a game card
55. Other types of media devices may equally be incorporated into
controllers.
[0038] Additionally or alternatively, a controller and a console
may form a single unit. That is, the controller may be integral to
the console. In some such embodiments, a display screen may also be
integral to the console, such that the controller, console and
display screen form a single portable unit.
[0039] As mentioned, media according to the present disclosure may
be in the form of game cards 55. Cards 55 may be of any appropriate
size and shape, and may include a housing 78 comprised of any
suitable material, as shown in FIGS. 5-8. For example, housing 78
may be comprised of paper board, layers of paper board, cardstock,
plastic, ceramic, or any other appropriate material. Housing 78 may
be generally rectangular and approximately ninety millimeters by
sixty-four millimeters and approximately two millimeters thick. In
some embodiments, housing 78 may have one or more rounded corners
as illustrated in FIGS. 5 and 7-8. Additionally or alternatively, a
game card housing may have a truncated corner, for example opposite
the rounded corner in the illustrated embodiments.
[0040] Housing 78 may be configured to receive indicia such as
printed indicia on face 70. As illustrated in FIG. 5, face 70 may
include various regions with indicia printed thereon. In one
embodiment of a game card corresponding to a character of a video
game, face 70 may include a first region 80 including indicia such
as a name of the character, a second region 82 with indicia such as
an image of the character, a third region 84 with indicia such as a
story of the character, and a fourth region 86 with indicia such as
attributes of the character. Other configurations may equally be
used on media and game cards according to the present disclosure,
and game cards are not limited to the illustrated and described
embodiments.
[0041] Turning now to FIGS. 7-8, two embodiments of game cards 55
are illustrated including data storage devices in the form of radio
frequency transponders 88 embodied therein. Transponders 88 may be
passive transponders or they may be active transponders. That is,
they may receive power from an associated radio frequency reader,
or proximity device, or they may include their own power source
such as batteries. Transponders 88 may be configured to be read
from as well as written to by an associated radio frequency reader,
or proximity device.
[0042] Transponders according to the present disclosure may be of
any suitable size. As shown, the transponder illustrated in FIG. 7
is sized to generally extend near the perimeter of the game card,
whereas the transponder illustrated in FIG. 8 is sized to generally
be housed within a corner region of the game card. Sizes of
transponders embodied within game cards may be dependent on such
factors or variables as capacity of data storage required, relative
distance to an associated reader required or desired to
functionally communicate with the reader, level of technology
achieved within the art at the time of manufacture, etc.
[0043] Referring back to FIG. 1, a game card 55 is illustrated in
use with console 12. As game card 55 is swiped, passed, or
otherwise located over or near second console portion 26, and thus
proximity device 52, as indicated by the arrow at 90, transponder
88 will effectively communicate with proximity device 52. As
discussed above, in response to effective communication between the
transponder and the proximity device, light source 54 may
illuminate translucent portion 60 as indicated by the dashed lines
at 62.
[0044] Now that various physical components or elements of video
game systems according to the present disclosure have been
described, it may be appreciated that various types of data may be
provided by, contained on, or embodied in, various types of media
for use with the physical components discussed above. Such media
including the data embodied thereon may equally be described as
being a component or element of a video game system.
[0045] As mentioned, video game consoles may be configured to read
data from and/or write data to various types of media. A first item
of media, or a first type of media, may contain data and
instructions executable according to a video game. In other words,
the first item or type of media may include executable instructions
such as source code, a game engine, middleware, and/or other
appropriate instructions, software and/or game data necessary to
provide an interactive video game via a video game console. In some
embodiments, the first item of media may be an optical disc, such
as a CD or DVD. In other embodiments, the first item of media may
be a cartridge, a floppy disk, or any other suitable type of
media.
[0046] A video game, the executable instructions of which may be
provided on a first item of media, may be a fighting game, a racing
game, a sports game such as a baseball game, a role-playing game,
or any other appropriate type of video game including known types
of video games as well as types of video games yet to be developed
and implemented in present video game systems whether due to a
limitation of technology or simply due to the imagination of video
game designers.
[0047] Video game consoles according to the present disclosure may
therefore include a media device specifically configured to receive
and read the first media containing instructions according to a
video game. As discussed above and illustrated in the figures,
console 12 may include a first media device 46 in the form of an
optical drive 48 configured to read optical disc 57. Accordingly
first media device 46 may be said to be configured to receive and
read first media containing instructions executable according to a
video game. Stated differently, control unit 39 may be configured
to control the first media device to read first media containing
instructions executable according to a video game.
[0048] A second item of media may contain data defining an aspect
of a video game. As used herein, an aspect of a video game may
include, but is not limited to, a character, an attribute of a
character, a game environment, and/or an attribute of a game
environment, etc. In other words, while the first item of media, as
used herein, may include data and executable instructions necessary
to provide an interactive video game, the second item of media, as
used herein, may include data corresponding to a component of the
underlying video game provided by the first media. In second items
of media containing data defining an attribute of a character or an
attribute of an environment, the aspects defined thereon may be
described as modifications to an aspect of a video game.
[0049] For example, in an embodiment where a first item of media
provides a fighting game, a second item of media may define a
fighter, i.e., may provide default data defining the fighter, such
as, but neither required to include nor limited to, data defining
appearance, strength, power, weapon capabilities, maneuver
capabilities, health, endurance, stamina, constitution, mental
prowess, etc. Additionally or alternatively, a second item of media
may provide data defining one or more modifications to one or more
attributes of a fighter that are different from any default data
either provided by the first item of media or by a separate second
item of media defining the fighter him/herself, such as, but not
limited to, a particular weapon, a particular move (whether
offensive or defensive, etc.) a particular strength level, a
particular power level, a particular weapon, a particular maneuver,
a particular appearance, a particular technique, a particular
accessory, etc.
[0050] Similarly, in an embodiment where a first item of media
provides a racing game, a second item of media may define a car or
other vehicle, i.e., may provide default data defining the vehicle,
such as, but neither required to include nor limited to, data
defining appearance, speed, horsepower, torque, handling
capabilities, etc. Additionally or alternatively, a second item of
media may provide data defining one or more modifications to one or
more attributes of a vehicle that are different from any default
data either provided by the first item of media or by a separate
second item of media defining the vehicle itself, such as, but not
limited to, a particular paint job, a particular component, a
particular type of tires, an engine enhancement, etc.
[0051] Similarly yet, in an embodiment where the first item of
media provides a baseball game, a second item of media may define a
player of a baseball team, i.e., may provide default data defining
the player, such as, but neither required to include nor limited
to, data defining the size of the player, the strength of the
player, whether the player is left or right handed, the speed of
the player, the appearance of the player, etc. Additionally or
alternatively, a second item of media may provide data defining one
or more modifications to one or more attributes of a player that
are different from any default data either provided by the first
item of media or by a separate second item of media defining the
player him/herself, such as, but not limited to, a particular
season's statistics, a particular strength level, a particular
running speed, a size of bat, etc.
[0052] Other types of games are equally within the scope of the
present disclosure and the present disclosure is not limited to the
examples discussed herein, including the types of games, the
aspects of games embodied in the items of second media, the
attributes of the various aspects, etc.
[0053] Accordingly, media devices embodied in video game consoles
according to the present disclosure may be configured to receive
and read first and second items of media as discussed herein. As
discussed above, consoles may include one or more media devices,
and such one or more media devices may be of the same type or of a
different type from each other. Whether one or more than one, and
whether of the same or different type, consoles according to the
present disclosure include at least one media device configured to
read first items of media (i.e., containing instructions executable
according to a video game) and at least one media device configured
to read second items media (i.e., containing data defining an
aspect of a video game).
[0054] For example, in the illustrated embodiment, console 12
includes first media device 46 in the form of an optical drive 48
configured to receive and read first items of media in the form of
optical disc 57 containing instructions executable according to a
video game. Console 12 also includes second media device 50 in the
form of proximity device 52 configured to read second items of
media in the form of game cards 55 with transponders 88 embodied
therein and containing second data defining an aspect of a video
game. However it is equally within the scope of the present
disclosure that a console may include a single media device
configured to receive and read data from both first items of media
and second items of media.
[0055] Because video game systems according to the present
disclosure may include various items of media embodying various
different data related to video games, various methods of using the
data and/or implementing the data within the systems and/or by the
consoles may be used. For example, some items of media used in
video game systems may be limited to a total number of times the
data embodied thereon may be accessed. Stated differently, some
items of media may be configured to limit access to the data to a
predetermined number of accesses by a media device. Stated
differently yet again, the data embodied on some items of media may
be accessible only a predetermined number of times.
[0056] Additionally or alternatively, the control units or
consoles, whether operating according to instructions from a first
item of media or whether operating according to instructions
embodied in permanent memory for example, may control when the
maximum number of uses for a particular item of media has been
reached. In other words, the item of media may have an identity
which the control unit recognizes and catalogs or otherwise keeps
track of the total number of times the particular item of media has
been used with that particular console. Accordingly, when the
maximum number of times is reached, the control unit, operating
according to instructions, may prevent further access to the item
of media. An item of media that has been used a maximum number of
times may be described as being spent.
[0057] Yet another way of describing embodiments where data
relating to an aspect of a video game may only be accessed a
predetermined number of times, is as follows: An item of media
readable by a video game console and writeable to record data
correlating to a number of times the data defining an aspect of a
video game has been read by the console may embody (1) data
defining an aspect of a video game, (2) data defining a maximum
number of times that the data defining an aspect of a video game
can be read during a predetermined period, (3) instructions, for
execution by the console, to read the data defining an aspect of a
video game, and (4) instructions, for execution by the console, to
read the data defining the number of times the data defining an
aspect of a video game has been read.
[0058] In some embodiments, items of media may have a maximum
number of times the data is accessible, period, while in other
embodiments, items of media may have a maximum number of times the
data is accessible during a single play session or other
predetermined duration such as on a per game basis. For example, in
the latter instance, data from an item of media may be accessible
only five times during a single play session, but the data will be
available five times again during a next play session. A play
session may be a round of a game, a session of use of a console
(e.g., as long as the console remains powered), etc.
[0059] Such configurations discussed and embodied in a video game
system may encourage a player to limit the number of times he/she
uses a particular item of media because he/she has the knowledge
that it will not provide an unlimited number of uses. An example of
such a scheme is where the item of media includes data defining an
attribute of a character. For example, using the fighting game
example discussed above, a particular item of media may embody data
defining a special maneuver, the maneuver designed to inflict a
fatal blow to an opponent. Such item of media may only be used ten
times before the item of media can no longer be used, therefore
making the player in possession of the item of media use it
sparingly.
[0060] Additionally or alternatively, some items of media may be
configured such that at least a portion of the data embodied
therein is accessible by a media device only for a predetermined
length of time. For example, an item of media may be activated upon
an initial use. Thereafter, the item of media may be configured to
only allow access to the data embodied thereon for a specific time
period after activation. Such a property of the item of media may
be carried out in a number of ways. One such example is where a
console includes an internal clock, and when an item of media is
activated, the console writes time data corresponding to the
activation, to the item of media. Thereafter, whenever any console,
whether the same console or a different console, attempts to access
data from the item of media, the time data may be queried and if
the predetermined length of time has lapsed, the data may no longer
be accessible. Other ways of implementing such a scheme are also
possible and within the scope of the present disclosure.
[0061] Another way of describing such embodiments of items of media
is as follows: An item of media readable by a video game console
may embody (1) data defining an aspect of a video game, (2) data
defining an expiration time for the data defining an aspect of a
video game, (3) instructions, for execution by the console, to read
the data defining an expiration time for the data defining an
aspect of a video game, and (4) instructions, for execution by the
console, to read the data defining an aspect of a video game.
[0062] In some embodiments, the item of media may further embody
instructions, for execution by the console, to write data defining
a time corresponding to a first instance of the console reading the
data defining an aspect of a video game, wherein the expiration
time is a time relative to the first instance of the console
reading the data defining an aspect of a video game. In other
embodiments the expiration time may be a predetermined instance in
time not dependent on the first instance of the console reading the
data. In other words, items of media may simply be created with an
expiration date, such that beyond the expiration date, the item of
media is no longer readable by a console. Again, other ways of
implementing such a characteristic of an item of media are also
possible and within the scope of the present disclosure.
[0063] Other methods of using the data and/or implementing data
within the systems and/or by the consoles are also possible. For
example, even though a player or players may have used an item of
media an otherwise maximum number of times, the item of media may
be able to be recharged (i.e., restored so that the data may be
accessed again a certain number of times, whether the previous
maximum number of times or a greater or a fewer number of times).
Examples of actions that may permit a player to recharge an item of
media include, but are not limited to, performing a specific
maneuver with a character within a video game, discovering a hidden
area or item within a video game, achieving a high score in a video
game, beating an opponent in a video game, etc. Such actions may be
described as predetermined manipulations of a character within a
game environment.
[0064] Another description of an ability to recharge an item of
media is as follows: An item of media readable by a video game
console and writeable to record data correlating to a number of
times the data defining an aspect of a video game has been read by
the console may embody (1) data defining an aspect of a video game,
(2) data defining a maximum number of times that the data defining
an aspect of a video game can be read during a predetermined
period, (3) instructions, for execution by the console, to read the
data defining an aspect of a video game, (4) instructions, for
execution by the console, to read the data defining the number of
times the data defining an aspect of a video game has been read,
and (5) instructions, for execution by the console, to read the
data defining an aspect of a video game upon the number of times
the data defining an aspect of a video game has been read equaling
the maximum number of times that the data defining as aspect of a
video game can be read after a player has performed a predetermined
manipulation of a character within a video game.
[0065] Yet another description of an ability to recharge an item of
media is as follows: An item of media readable by a video game
console and writeable to record data correlating to a number of
times the data defining an aspect of a video game has been read by
the console may embody (1) data defining an aspect of a video game,
(2) data defining a maximum number of times that the data defining
an aspect of a video game can be read during a predetermined
period, (3) instructions, for execution by the console, to read the
data defining an aspect of a video game, and (4) instructions, for
execution by the console, to read the data defining the number of
times the data defining an aspect of a video game has been read,
and (5) instructions, for execution by the console, to set the
number of times the data defining an aspect of a video game has
been read equal to zero after a player has performed a
predetermined manipulation of a character within a video game.
[0066] Another implementation of the data embodied in an item of
media may include different maximum number of uses for different
characters. For example, an item of media may be accessible a first
number of times when used in conjunction with a first character and
may be accessible a second number of times when used in conjunction
with a second character. Additionally or alternatively, an item of
media may include data that has a value associated with it that is
reduced when the data is accessed and further such that the data is
no longer accessible (i.e., the item of media is spent) when the
value reaches zero. A first character may reduce the value a first
amount and a second character may reduce the value a second amount.
Therefore an item of media may have a greater perceived value when
used with one character than when used with another character.
[0067] Stated differently, an item of media readable by a video
game console may embody (1) data defining an aspect of a video
game, the aspect having a first value and a second value, (2)
instructions, for execution by the console to, read the first value
for use with a first character, and (3) instructions, for execution
by the console, to read the second value for use with a second
character.
[0068] Another implementation of the data embodied in an item of
media may include the ability of a player to set the maximum number
of times data embodied on an item of media is accessible during a
single play session. Stated differently, An item of media readable
by a video game console and writeable to record data correlating to
a number of times the data defining an aspect of a video game has
been read by the console may embody (1) data defining an aspect of
a video game, (2) data defining a maximum number of times that the
data defining an aspect of a video game can be read during a
predetermined period, (3) instructions, for execution by the
console, to read the data defining an aspect of a video game, and
(4) instructions, for execution by the console, to read the data
defining the number of times the data defining an aspect of a video
game has been read, and (5) instructions, for execution by the
console, to set the maximum number of times that the data defining
an aspect of a video game can be read equal to a value input by a
user of the video game console.
[0069] Another type of data that may be embodied on items of media
and that may be described as embodying an aspect of a video game or
an attribute of a game environment is data defining a key for use
in a video game to permit a user of the item of media to access an
otherwise locked, or inaccessible, game environment. Stated
differently, an item of media readable by a video game console may
embody (1) data defining a key, and (2) instructions, for execution
by the console, to read the data defining a key after a player
reaches an impasse within a video game environment.
[0070] Now that various types of media including various types of
data embodied therein have been described, it may be appreciated
that video game systems according to the present disclosure may
provide a particular type of gaming experience different than
traditional home gaming systems.
[0071] For example, in embodiments where the second items or type
of media are in the form of game cards, such game cards may be used
as trading cards between individuals. That is, on a macro level, a
video game system according to the present disclosure may provide
various sets of game cards collectable by players of the system.
For example, a particular video game title may have various
characters associated with it, and such characters may be defined
by data embodied on data storage devices integral to a plurality of
character cards. Further, the characters may have various
attributes associated therewith, the attributes being defined by
data on the character cards or additionally or alternatively
defined by data on separate modification cards. Accordingly,
players of a video game system may purchase and/or trade various
character and/or modification cards as a way of obtaining a
particular character with a particular trait for use with a console
and the playing of a video game. Similarly, environments of video
games and aspects of environments may be provided on environment
cards and environment modification cards.
[0072] To further enhance the trading card aspect of a video game
system, various sets and subsets of types of cards may be provided.
For example, a given number of a first character card may be
released or sold to the public, while a lesser number of a second
character card may be released or sold to the public, thus making
the second character cards more valuable (even if just perceived
value) to players of the video game system.
[0073] Similarly, a given number of a first modification card may
be released while a lesser number of a second modification card may
be released, thus making the second modification cards more
valuable. As a non-exclusive example, in a role playing video game,
one set of modification cards may relate to spells capable of being
cast by characters within a game environment. A first subset of
such spell cards may include data defining a spell that is
configured to reduce an opponent's power level by fifty percent,
while a second subset of such spell cards may include data defining
a spell that, within the video game environment, is configured to
reduce an opponent's power level by twenty five percent.
Accordingly, the first subset of spell cards may be more valuable
to players than the second subset of spell cards. Thus a provider
of game cards may release fewer spell cards from the first set than
from the second set, making it more difficult for players to obtain
such spell cards. Additionally or alternatively, providers of game
cards may sell cards from sets having a fewer number for a higher
price than they sell cards from sets having a greater number.
[0074] Trading card schemes as discussed above are not limited to
spell cards provided for use in a role-playing video game, and may
be implemented in any of the various forms of media discussed,
whether embodying data defining characters, attributes of
characters, environments, attributes of environments, or any other
appropriate aspect of video games.
[0075] Now that various components of video game systems including
various forms and characteristics of data embodied in media have
been described, it may be appreciated that methods of playing video
games from both the perspective of a player or players of the
systems as well as from the perspective of the systems or consoles
may be provided and are within the scope of the present
disclosure.
[0076] Referring to FIG. 9, a flow chart representing a
non-exclusive illustrative series of events and/or steps associated
with a use of a video game system is provided. However, methods
according to the present disclosure are not limited solely to the
illustrated flow chart, as many variations are possible including
variations in the order of the events and/or steps illustrated,
omission of one or more of the events and/or steps illustrated, and
addition of various other events and/or steps not illustrated.
Furthermore, the illustrated flow chart is indicated using terms
corresponding to an exemplary embodiment of a video game system,
e.g., including first media in the form of game disks and second
media in the form of game cards; however, methods according to the
present disclosure are not limited to such embodiments.
[0077] First, it should be appreciated that methods may be
performed from the perspective of a player. For example, following
the turning on of a system or console, as indicated at 100, a
method of playing a video game on a video game console by a user,
may comprise: (1) furnishing a first media to the console as
indicated at 102, the first media including instructions executable
according to a video game having at least one game environment; (2)
furnishing a second media to the console, as indicated at 104, the
second media including data defining a character including at least
one attribute that can be modified; (3) furnishing a third media to
the console, as indicated at 110, the third media including data
defining a modification to the at least one attribute of the
character; and (4) manipulating the character within the at least
one game environment, as indicated at 112.
[0078] In some methods the first media may be of a different type
than the second and third media. For example, as discussed, the
first media may be in the form of an optical disc, while the second
and third media may be in the form of game cards including wireless
transponders. In such methods, furnishing second and third media
may include locating the respective media relative to the console
so that the respective wireless transponder effectively
communicates with the console. In some methods, locating may
include passing the respective media over the console. In some
methods locating may include holding the respective media at a
predetermined distance from the console for a predetermined length
of time. In some methods, locating may include placing the second
media on the console for a predetermined length of time.
[0079] Some methods may further comprise furnishing a fourth media
to the console, as indicated at 108, the fourth media including
data defining the at least one game environment.
[0080] Some methods may further comprise selecting a game
environment from a plurality of game environments, as indicated at
108. In some methods, selecting a game environment is performed
after furnishing a second media and before furnishing a third
media, though other configurations are possible and within the
scope of the present disclosure.
[0081] Some methods may further comprise, after furnishing the
first media and before selecting the game environment, viewing a
visual representation of at least a portion of the data defining
the character, as indicated at 106.
[0082] Some methods may further comprise, after manipulating the
character, re-furnishing the second media to the console so that
the data defining the character can be updated by the console, as
indicated at 120.
[0083] Some methods may further comprise viewing a visual
representation of at least a portion of the data defining the
character, as indicated at 106 and 122. In some methods, viewing
the visual representation is performed after furnishing the second
media and before furnishing the third media, though other
configurations are possible and within the scope of the present
disclosure. After viewing character data a player may decide
whether to continue playing, as indicated at 124 and 128. If a
player chooses not to continue playing, he/she may turn off the
system, as indicated at 126. If a player decides to continue
playing the same game, he/she may choose a new character, as
indicated at 130.
[0084] Some methods may further comprise, after winning or losing a
round of game play, a game, or a level within a game, as indicated
at 114, receiving a hint for manipulating the character within the
at least one game environment, as indicated at 116 and 118.
[0085] Some methods may further comprise, re-furnishing the second
media while manipulating the character (e.g., during step 112). For
example, a player may re-furnish the second media when a reward
icon is displayed to the user by the video game. In other words,
during game play and manipulation of a character in a game
environment, the game may prompt the player through visual
indication that a reward may be obtained if the player furnishes
his/her second media. In some methods, the icon may be displayed
for a limited time and the player may be required to furnish
his/her second media while the icon is displayed.
[0086] Some methods may further comprise furnishing a fourth media
to the console while manipulating the character within the at least
one game environment (e.g., during step 112), the fourth media
including data defining a second modification to the at least one
attribute of the character. For example, a player may trigger a
modification to an attribute of his/her character during game play
if the player furnishes fourth media at an appropriate time. In
some methods, providing the fourth media may trigger a modification
to an attribute of an opponent.
[0087] It should also be appreciated that methods according to the
present disclosure may be performed from the perspective of a video
game system or a video game console. For example, a video game
method may be implemented by a video game console, and may
comprise: (1) receiving first data from a first media, as indicated
at 102, the first data including data defining a video game with at
least one game environment; (2) receiving second data from a second
media to create received second data, as indicated at 104, the
second data including data defining a character that can be
manipulated within the at least one game environment, the character
having at least one attribute that can be modified; (3) receiving
third data from a third media, as indicated at 110, the third data
including data defining a modification to the at least one
attribute of the character; (4) transmitting video data for
displaying the at least one game environment with the character on
a display screen, as indicated at 106; and (5) receiving user input
for manipulation of the character within the at least one game
environment, as indicated at 112.
[0088] Some methods may further comprise receiving fourth data from
a fourth media, the fourth data including data defining the at
least one game environment, as indicated at 108.
[0089] In some methods receiving second and third data may include
wirelessly receiving second and third data. In some methods, the
console may include a radio frequency reader and the second and
third items of media may each include a radio frequency
transponder.
[0090] Some methods may further comprise transmitting video data
for displaying a selection of the at least one game environment on
a display screen and receiving user input for selection of a
selected game environment, as indicated at 108. In some methods,
transmitting video data for displaying a selection of the at least
one game environment is performed after receiving second data and
before receiving third data, as indicated in FIG. 9, though other
configurations are equally within the scope of the present
disclosure.
[0091] Some methods may further comprise, after receiving user
input for manipulation of the character within the at least one
game environment, updating the data defining the character with at
least one modification to at least one of the at least one
attribute, as indicated at 120. In some methods, the console may
subsequently display a visual representation of at least a portion
of the data defining the character on a display screen, as
indicated at 112.
[0092] Some methods may further comprise providing a hint for
manipulation of the character within the at least one game
environment. In some methods providing a hint includes transmitting
video data and/or audio data for displaying and/or emitting a hint
for manipulation of the character within the at least one game
environment, as indicated at 118.
[0093] Some methods may further comprise, while receiving user
input for manipulation of the character within the at least one
game environment, updating the received second data with a
modification to the at least one attribute of the character. In
other words, the console may update the data received from the
second item of media (e.g., in step 104) with changes to attributes
of the character that result during the playing of a game.
Accordingly, when second media is re-furnished (e.g., during step
120), the second media can be updated with the changes made during
game play. In some methods a reward icon may be displayed to the
player during game play, and thus if the player re-furnishes the
second media while or immediately after the reward icon is
displayed, the received second data may be updated accordingly.
Re-furnish, as used here, means to again (i.e., the console
previously received data from the second item of media) furnish the
second media to the second media device in the appropriate manner
depending on the embodiment. For example, in embodiments
incorporating a proximity device and game cards, the game card is
again swiped to save the changes made during game play.
[0094] Some methods may further comprise receiving fourth data from
a fourth media while receiving user input for manipulation of the
character within the at least one game environment, the fourth
media including data defining a second modification to the at least
one attribute of the character. For example, if a player finds
his/her character in a particular situation within a game
environment, he/she may affect a modification to an attribute of
his/her character that may be beneficial to the situation. The
present disclosure is not limited to this example however, and
others are equally within the scope of a method.
[0095] Some methods may further comprise receiving fourth data from
a fourth media while receiving user input for manipulation of the
character within the at least one game environment, the fourth
media including data defining a modification to an attribute of an
opponent of the character. For example, during game play, a player
may furnish a fourth media to inflict a particular weapon upon an
opponent, whether the opponent is another player of the video game
or a virtual opponent controlled by the software of the system.
Again, other examples are equally within the scope of the present
disclosure.
[0096] In some methods, receiving third data includes modifying the
data defining the character a predetermined number of times. In
some methods, after modifying the data defining the character a
predetermined number of times, the method further comprises
notifying a user that the third media will no longer provide the
data defining the modification to the at least one attribute of the
character. In other words, some items of third media may be
configured to have a limited use, whether rechargeable or not, as
discussed above.
[0097] In some methods, the at least one attribute has a range of
values with a maximum value, and the value of the at least one
attribute changes as a user manipulates the character within the at
least one game environment. In such methods, the method may further
comprise, when the value reaches the maximum value, transmitting
fourth data to a fourth media, the fourth data including data
defining a modification to at least one attribute of a second
character. For example, a particular character may have a maximum
level of power points equal to one hundred. While playing with the
character, the player may perform certain actions that would
otherwise increase the power level of his/her character. But if
his/her character is already at a maximum value (e.g., one
hundred), the system may permit the player to transfer the surplus
power points to an item of fourth media so the player can use the
power points at a later time for a different character. Other
examples are equally within the scope of such a recited method.
[0098] Some methods may further comprise receiving user input for
setting a predetermined number of times receiving third data may be
performed during a single play session of the video game. For
example, some games may permit a player to set the number of times
a modification to a character attribute or attributes may be made
during a particular game. Such a method allows a player to
manipulate the difficulty of a particular game. In some such
methods, receiving third data includes receiving the third data the
predetermined number of times during a single play session, and the
method further comprises, after receiving the third data the
predetermined number of times and when a user inputs a
predetermined manipulation of the character within the at least one
game environment, receiving third data an additional time beyond
the predetermined number of times. In other words, even though a
maximum number of modifications was set by the player, if the
player performs a special move, or manipulation of his/her
character, the player may be permitted to make additional
modifications beyond the set maximum, as a reward for having
accomplished the special move. Other examples are equally within
the scope of such methods.
[0099] In some methods, the at least one game environment may
include a special environment. In such methods, the methods may
further comprise receiving fourth data from a fourth media and,
after receiving fourth data, transmitting video data for displaying
the special environment with the character on a display screen. For
example, in some games a particular level may be locked and may
only be accessible if a player provides a key in the form of fourth
media during game play. Stated differently, a player may reach an
impasse within a game that can only be surpassed with the
furnishing of a special item of media. Other examples are equally
within the scope of the present disclosure.
[0100] In some methods, the third data may include data having a
first value and a second value, such that the first value is
associated with a first character and the second value is
associated with a second character. For example, a game card
configured to provide power points to characters may be worth more
for one character than for another.
[0101] Some methods may further comprise, after receiving the third
data a predetermined number of times and when a user inputs a
predetermined manipulation of the character within the at least one
game environment, again receiving the third data the predetermined
number of times. For example, in a role playing game, an item of
media embodying a spell may be configured to be useable only ten
times by a character. Once the spell has been used ten times (i.e.,
the item of media is spent), it may no longer be used until the
player performs a special move, uncovers a particular item in the
game, or any other predetermined manipulation of the character.
[0102] It should also be appreciated that methods according to the
present disclosure may be performed from the perspective of a video
game system of a video game console with more than one player of
the system or console. For example, a video game method may be
implemented by a video game console, and may comprise one or more
of: (1) receiving first data from a first media, the first data
including data defining a video game with at least one game
environment; (2) receiving second data from a second media provided
by a first player, the second data including data defining a first
character that can be manipulated within the at least one game
environment, the first character having at least one attribute that
can be modified; (3) receiving third data from a third media
provided by a second player, the third data including data defining
a second character that can be manipulated within the at least one
game environment, the second character having at least one
attribute that can be modified; (4) transmitting video data for
displaying the at least one game environment with the first and
second characters on a display screen; (5) receiving user input
from the first and second players for manipulation of the first and
second characters, respectively, within the at least one game
environment; (6) transmitting video data for displaying a reward
icon for a predetermined length of time on a display screen, the
reward icon representing a character attribute modification; (7)
updating the data defining the first character with the character
attribute modification if, while the reward icon is displayed, the
first player re-provides the second media before the second player
re-provides the third media; and (8) updating the data defining the
second character with the character attribute modification if,
while the reward icon is displayed, the second player re-provides
the third media before the first player re-provides the second
media and while the reward icon is displayed. For example, during
the playing of a video game by two players, an icon may appear on
the screen. The player to first furnish his/her media embodying
his/her character while the reward icon is displayed, gets to
collect whatever reward the icon represents. For example, two
players may be playing a fighting game, and a weapon may appear on
the screen (e.g., furnished by a virtual character within the
game). The first player to provide his/her appropriate media may
get to collect the weapon for use during the fight. Other examples
are equally within the scope of the present disclosure.
[0103] It should now be appreciated that video game systems
according to the present disclosure are configured to provide
unique gaming experiences. The following discussion describes but a
few exemplary types of game play that may be provided and
implemented on video game systems according to the present
disclosure. The following discussion is presented with reference to
embodiments incorporating radio frequency technology including game
cards with radio frequency transponders; however, the various types
of game play discussed should be interpreted as being equally
capable of implementation in other embodiments of video game
systems according to the present disclosure not necessarily
incorporating radio frequency technology.
[0104] In a battle mode, two or more players may compete against
each other in a head-to-head competition in which the capabilities
of their game characters are tested. Alternatively, a single player
may play against a computer-controlled opponent if a second game
player is not available. In battle mode, initial scanning of one or
more character cards may not lead to those characters being
displayed on a game display until the time for beginning the
battle. Once all the players have scanned their chosen characters
and their character attributes, the characters and their attributes
may be revealed. Accordingly, players may not get to select their
character based upon another player's selection.
[0105] In a special mission game mode, a game player may choose to
attempt a mission that advances an overall game storyline. In some
circumstances, a game player may choose any game character to use
in attempting a game mission. In other circumstances, it may be
that a particular game character has one or more special missions
to accomplish, or that a particular mission may only be attempted
by a specific game character. For example, if the overall game
theme is X-MEN.RTM., then it could be that a player using the JEAN
GREY game character would be allowed to attempt a game mission
relating to GREY's psychic powers, whereas the same game mission
may not be available if the game player chose to use a WOLVERINE
game character.
[0106] Once a game mission is completed, it may be that a next
portion of an overall game storyline is made available for play. It
may also be that in the special mission game mode, a plurality of
players may cooperate to accomplish a game task. For example, if
one player wishes to work with another player to complete a
mission, the first player may swipe a second, or third, etc., card
to add another character to the mission. Such cooperative game play
may be useful if, for example, a number of opponents must be
overcome nearly simultaneously for successful completion of a game
challenge. If another player is available to control the one or
more added game characters, then the new player may control the
character. Alternatively, if there is not another player available
to control the one or more added game characters, then the console
processor may control the character so that a single game player
may play a cooperative game even in the absence of another human
game player.
[0107] As another possibility, it could be that any number of
characters may be controlled by human game players, with a
plurality of other characters, of any desired number, being
controlled by the console processor or by any other suitable
computing device.
[0108] In a fusion game mode, a player may combine the attributes
of one or more game characters to create a new game character.
[0109] In a training game mode, a player may increase the level of
one of a game character's attributes. Training may enable a game
player to increase the level of a game character's attribute by
completing one or more controlled missions that focus on use of
that particular attribute. For example, in an X-MEN.RTM. game, a
player attempting to improve WOLVERINE melee claws attack may do so
by systematically defeating a number of opponents using that
particular attack. Improving one or more of a game character's
attributes could be used to make that game character more powerful
in a given game, or may make that game character more valuable,
should the player want to trade the game card of that character for
the game card of a different character. Although training may be
used to increase a game character's abilities within a given
ability level (for example, a rating of three on a scale from one
to five), training may not necessarily be used to increase a game
character's abilities from one level to another, higher level.
[0110] As another possibility for training, it could be that a
first game character meets a second game character during the
course of a mission, challenge, etc. The second game character may
teach the first game character a new technique or skill. As a way
for the first character to retain that skill, the console may
instruct a player controlling that character to swipe a given
modification card for that technique or skill, thus adding the
technique or skill to the attributes of the first game
character.
[0111] It is believed that the disclosure set forth above
encompasses multiple distinct inventions with independent utility.
While each of these inventions has been disclosed in a preferred
form or method, the specific alternatives, embodiments, and/or
methods thereof as disclosed and illustrated herein are not to be
considered in a limiting sense, as numerous variations are
possible. The present disclosure includes all novel and non-obvious
combinations and subcombinations of the various elements, features,
functions, properties, methods and/or steps disclosed herein.
Similarly, where any disclosure above or claim below recites "a" or
"a first" element, step of a method, or the equivalent thereof,
such disclosure or claim should be understood to include one or
more such elements or steps, neither requiring nor excluding two or
more such elements or steps.
[0112] Inventions embodied in various combinations and
subcombinations of features, functions, elements, properties, steps
and/or methods may be claimed through presentation of new claims in
a related application. Such new claims, whether they are directed
to a different invention or directed to the same invention, whether
different, broader, narrower, or equal in scope to the original
claims, are also regarded as included within the subject matter of
the present disclosure.
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