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http://www.videogameconsolelibrary.com:80/art-controller.htm
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`SEP OCT JAN
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`21
`2007 2008 2010
`▾ About this capture
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`MAIN
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`1970s
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`1980s
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`1990s
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`2000s
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`ARTICLES
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`CONSOLE CREWCAST
`
`ABOUT
`
`History of the Game Controller
`by Dark Watcher
`
`Gamepads, Joysticks, Joy Pad, etc... They go by many names and came in various styles
`and sizes, but controllers have always been the interface between the gamer and the game.
`They are the input devices that accept gamer movements and manipulations, and convert it
`into data that the console can interpret. Just like the consoles that they belong to, game
`controllers have seen numerous evolutions.
`
`Early 1970's (particularly Pong units), the controllers were knob style and were built into the
`console deck. You were forced to play at the machine. The knobs could be turned left or
`right, and were interpreted by the consoles as onscreen up / down movement (or left / right
`movement in some games).
`
`They soon created controllers that you could be held in your hand, but the controller cords
`were hard wired into the console, and the cord length was limited. The hard wired cords also
`forced gamers to have to turn in entire consoles for repair if a controller became defective.
`Knobs were still popular until the eventual arrival of the Joystick.
`
`Use the following links for a quick jump to the controller era of your choice:
`
`Early Controllers
`Controllers of the 80's & 90's
`Controllers of 2000
`Wireless Controllers - The Beginning
`Wireless Controllers - Advanced Models
`
`Early Controllers
`
`Joysticks allowed 8 directional digital movements (up/down/left/right/angles) with a single action button. They were
`bulky with a heavy base, and a long protruding handle / stick that could be gripped in a fist. The Atari 2600 was one
`of the first machines to popularize joysticks. It was also one of the first controllers that allowed disconnection from
`the console. This allowed gamers the ability to replace defective controllers. This also gave Atari 2600 the ability to
`use various other controllers such as paddles and balls. These paddles were some of the early developments of
`analog control. Instead of movement translated into digital signals, the analog controllers used potentiometers. These
`potentiometers could detect the speed of gamer paddle manipulations, and translate it to an equivalent onscreen
`movement. The paddles were similar to the knobs, and only detected left / right or up / down movement. The ball
`controllers could recognize 4 directional analog movements. These controllers were the ideal choice for Pong /
`Breakout styled games.
`
`The Atari 2600 joysticks were not ergonomically friendly, and put some strain on the wrist. Developers also noticed
`that the sticks would quickly become defective because of the grip and force exerted by excited gamers (good thing
`that they could be replaced) This contributed to an early design change adopted by later consoles. The joystick would
`be changed to have a smaller handle that could be manipulated by either the thumb or two fingers. This reduced the
`amount of force exerted by gamers. One of the first consoles to adopt this redesign was the Bally Astrocade. The
`Astrocade controller was quite innovative for its time. It resembled the pistol grip of a gun, and even featured a
`trigger-like action button. The small joystick rested on the top of the pistol grip. The joystick also featured a twistable
`knob that could be used for paddle games. Essentially the Bally Astrocade controller was both analog and digital.
`While other controllers were adopting the use of smaller joysticks, Mattel Intellivision took the opportunity to
`shake up controller evolution even further. Rather then using a joystick, Intellivision used a metallic "circular
`direction disk" that could be manipulated by the thumb. This "circular direction disk" used digital signals for
`recognition of up to 16 directions (8 more then standard digital controllers). Mattel would also add 4 "side mounted"
`action buttons. The upper side buttons shared the same function, but this allowed flexibility for both left and right
`handed gamers. Some consoles such as the Bally Astrocade and the RCA Studio 2 featured keypads mounted on
`the console. The functions of these keypads could be used for programming, or to effect game play. The
`Intellivision incorporated the keypad into the controller. The keypad could be used to select different aspects of the
`game such as difficulty and level selection (Start / Reset /etc). This freed gamers from the hassle of having to get up
`to start, select levels, or reset from the console. Some games allowed the keypad to be used as part of game play,
`and overlays would be used to identify the game functions of each button. The expanded features of the
`Intellivision controller did away with the need for other miscellaneous controllers (the controllers were not
`removable in early models). Some loved it, and some hated it, but overall Mattel sparked a change in the evolution
`of controllers. Quite a few consoles such as Colecovision borrowed many elements from the Intellivision design.
`
`It was the 1980's, and Atari had found a fierce competitor in the console market. The rival console known as
`Intellivision possessed controllers that allowed for 16 directions of movement (and other features). Atari decided to
`out do their competition with the creation of an analog joystick with 360 degree directional movement. The same
`analog potentiometer technology previously used in paddles would find its way into the Atari 5200 controllers. The
`Atari 5200 controllers would also feature a built in keypad, and sport 2 action buttons. Atari would also feature
`what would soon be commonly known as a "Pause" button (the Intellivision had a similar "pause game play" feature
`by pressing "1" and "9" on the keypad). However, the same innovative step towards analog control proved to be a
`handicap for Atari 5200 gamers. The analog control could not "self center". In other words, the controller did not
`recognize a neutral position, and this translated to you game play where you can stay in one place (your always
`moving in the last direction you moved).
`
`IPR2018-00354
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`Consoles such as Vectrex and Emerson Arcadia (and its many clones) would implement "self-centering" and create
`analog joysticks that functioned correctly. The Vectrex would implement 4 action buttons, while the Arcadia 2001
`would borrow the keypad / side-button layout from the Atari 5200. Emerson would also borrow the "circular
`direction disk" control from the Intellivision. In order to satisfy those who were familiar with joysticks (and not a
`thumb manipulated disk), Emerson Arcadia controllers had a screw hole in the center of the circular disk that
`allowed the addition of an optional joystick.
`
`
`Controllers of the 80's & 90's
`
`During the early 1980's, a Japanese inventor named Gunpei Yokoi would create a controller interface that would
`later become known as a D-Pad (Digital-Pad). This D-Pad used a "cross-shaped" directional digital control interface
`that could be manipulated with the thumb (similar to Intellivision's "circular disk"). Nintendo truly popularized the
`D-Pad in 1984/85 with the release of the Nintendo Famicom (NES). The pad allowed for 8 directional movements,
`and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options.
`The pads were designed to be small enough to easily fit in a child's hands. Gunpei Yokoi's invention would
`revolutionize game controllers once again. Console manufacturers would soon favor the use of JoyPads over the use
`of Joysticks.
`
`Controllers soon started to develop more unique functions such as Slow Motion (Manipulating the pause / start
`button), and rapid fire (holding a button would simulate rapid button presses). Some of these had to be purchased as
`separate accessories, but some consoles like the NEC Turbografx had the features built in. Developers also began to
`experiment with other forms of game control. Nintendo for example used motion sensing technology (Power Glove /
`U-Force), but many did not catch on or had limited use. Controller cords also became longer, and more flexible.
`
`Between 1989 and 1990, JoyPads continued to borrow from the D-Pad concept. Sega introduced a 3rd action
`button with its Sega Genesis pad, and the controller was rounded off to ergonomically feel more comfortable in the
`hands of gamers. An arcade fighter craze soon spurred the development of Sega's 6 button (3 top / 3 bottom)
`variations that were sold separately (the fighter craze also seemed to bring back the popularity of Joysticks which
`are still prominently used in arcades. Gamers wanted to recreate the "arcade feel" of many "arcade to console"
`ports). Nintendo returned fire with their own 6 button standard SuperNES controller that strategically placed 2
`action buttons on what would later be called "shoulder buttons". The SuperNES pad was also rounded, and
`maintained a smaller size for children's hands. The appearance was almost dog biscuit shaped, and it allowed the
`sides of the controller to be easily "cupped" by the hands. The "shoulder" buttons could easily be pressed by both
`index fingers. The other 4 buttons were placed angled, and mimicked the "cross-shaped" style of the directional pad.
`The idea was to make the buttons easily accessible with the thumbs.
`
`The big players (Sega / Nintendo) seemed to bring about even more new innovations or led the way in overall
`controller designs. Many other consoles adopted similar controller layouts that were brought about by the Sega /
`Nintendo rivalry.
`
`The 32-bit era had Sega debut their Saturn controller. It featured the same 6 button (3 top / 3 bottom) variation of
`their Genesis pad, but was slightly smaller to ergonomically suit gamers with smaller hands (an adoption of
`Nintendo's policy). This time it was Sony who served as the as the developing rival. The Sony Playstation
`controller design used many elements from Nintendo's SuperNES pad. It featured the same "cross-shaped" 4 button
`layout, and took an additional step of adding 4 shoulder buttons (for a total of 8 action buttons without counting the
`"Start / Select" buttons). The design was also extremely friendly ergonomically, and took the concept of "cupping"
`the controller another step forward. The shape allowed the controller to not only be "cupped", but also gripped
`comfortably with the hands.
`
`Oddly enough, Atari decided to mix the designs of D-Pad controllers, and that of their numerical style classic
`controllers. The result became the controller of the Atari Jaguar.
`
`Not to be outdone, Nintendo soon returned with their N64 controller. This time Nintendo placed 6 buttons (4
`"cross-shaped" style with an additional 2 buttons immediately to the left), 2 shoulder buttons, and a button at the
`bottom that can be used like a gun trigger (similar to the trigger button from Bally's Astrocade). The controller
`featured both a digital directional pad, and an analog joystick. The analog joystick not only allowed for 360 degree
`movement, but a characters movement could either crawl / walk / run based on the amount of pressure that was
`placed on a particular direction. The mini joystick could be either manipulated with two fingers, or be manipulated
`with the thumb like a digital pad. The design was almost trident like, and allowed for different game play styles and
`grips. The N64 pad took an additional step by featuring a slot to upgrade the features of the console. 2 features that
`could be added was a "rumble pack" that caused the controller to shake during certain game play events (also called
`Force-Feedback), and also a memory pack that allowed you to take your game saves from your console to another
`N64 owner's console (portable game saves).
`
`Sony would later decide to add similar features to their controllers. The Dual Shock Playstation controller debuted
`in April of 1998. The pad design was similar to the original, but featured two analog joysticks in the center. The Dual
`Shock also had built in rumble capability. An additional button was added to allow the gamer to turn analog mode on
`or off. The joysticks could be either manipulated with two fingers like most joysticks, or be manipulated with the
`thumb like a digital pad (since the joystick featured a rough rubber top). The joysticks could also be pushed down to
`serve as additional buttons (bringing the amount of action buttons to 10).
`
`
`The Controllers of 2000
`
`Ah..the 128-bit era...
`
`With their Dreamcast console, Sega seemed to borrow the upgrade slot feature of the N64 pad. The slot could also
`be used for save games (VMU) or a rumble pack. Each controller had two upgrade slots. It featured the usual 4
`button "cross-shaped" layout, but elected to use 2 trigger-like buttons instead of shoulder buttons. It also possessed
`both a digital pad and analog joystick, but placed them on the same side of the controller. A new feature added by
`Sega was a small a small screen display for use with the Sega VMU. The small screen could be used as a private
`screen, and could show small graphics and statistics. The controller was large, but still featured the "grips" that had
`become common after the Playstation controller.
`
`Sony came onto the scene shortly after with its Playstation 2. The controllers had the exact design as their Dual
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`IPR2018-00354
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`Shock for Playstation, but featured pressure sensitive analog buttons. Game play could now be based on how hard
`you pressed a button (for example an onscreen character could throw a soft jab if you tap a button, but throw a hard
`punch if he press and hold the same button).
`
`Microsoft later debuted its Xbox controller. It incorporated the PS2's rubber topped "Push button" analog mini
`joysticks (Now called a "Thumb-Stick") and internal rumble features. It also featured an upgrade slot similar to N64
`and Dreamcast for portable game saves. It also featured the two trigger button layout similar to the Dreamcast,
`and used the standard 4 button cross-shaped layout with 2 additional buttons placed below. The placement of the
`digital pad and analog sticks were switched compared to the PS2 controller. The digital pad was no longer on the
`traditional far left, but was now placed towards the left-center. The Xbox controller did add one unique feature. The
`cords were made even longer then standard (9 feet), and had a "break away" connector to prevent the console from
`being pulled if the cord is snagged or stepped on. There were complains about the original controller size, but
`Microsoft later released an S-Type controller to meet the needs of smaller hands.
`
`Nintendo stepped up to once again try and revolutionize gaming controllers. The Nintendo Gamecube controller
`pretty much featured the same digital pad and 2 analog thumb sticks like the Xbox and PS2 pads. It also featured
`built in rumble capabilities. Nintendo also elected to switch the placement of the digital and analog pads (same as
`Xbox). Nintendo also did away with the upgrade slot. The Gamecube controller design is made with more
`emphasis on ergonomics. The controller is shaped for good grip even with small hands (grips similar to Sony's Dual
`Shock). They added an oversized "A" button, standard "B" button, and curved "X and Y" buttons. The layout was
`meant to eliminate the need for a gamer to ever glance at the controller by offering a "home" button with the others
`just a roll of the thumb away. The shoulder buttons have been contoured for comfortable finger access. The shoulder
`buttons are also pressure sensitive analog (like PS2), but have a digital-click function. This allows each shoulder
`button to act like 2 action buttons. Simply press normal for an analog action or push all the way till it clicks for a
`digital action. Nintendo added an additional shoulder button on the right side to serve as a "Z" button.
`
`All three of the current consoles offer similar features and capability, but ergonomic and game play factors vary
`depending on type of game and the game player. All in all it is interesting how controllers have evolved. All of the
`controllers used today have borrowed features from a previous console's controller design. It will be interesting to
`see how controllers evolve in the near future. In the meantime, check out the evolution of another aspect of
`controllers. The evolution of wireless controllers...
`
`
`Wireless Controllers - The Beginning
`
`Gamers really had it bad in the early 1970's. They had to play on a controller that was built into the console. Things
`got better for gamers when game controllers began to feature cords that would let them play away from their
`console. Controller cords made gaming easier, but brought their own share of problems. The controller cords could
`become entangled. They also became tripping hazards. Nothing could be worse then having the dog (or some young
`blind sibling or cousin) trip on your cord and either knock down your precious console, or destroy any progress you
`had made in a particular game. Some gamers would grow tired of being leashed like dogs to their game console
`(cords ranged from 3 to 9 feet in length). It would be inevitable that cordless / wireless gaming would become the
`next stage of controller development.
`
`Wireless game controllers have actually been around for quite some time. Atari experimented with wireless
`technology in the early 1980's. A prototype wireless system called the Atari 2700 never saw the light of day, but the
`same Radio Frequency (RF) technology was used for a set of wireless joysticks for the Atari 2600.
`
`Atari's CX-42 wireless joysticks used the same RF frequency range used for garage door openers, walk-talkies, or
`radio controlled cars / planes (27 MHz or 49 MHz). The controller movements would transmit signals to a receiver
`that connected to your Atari 2600. The concept did in fact give gamers the freedom to move at ranges of 20 to 30
`feet from the receiver. However, the controllers were large and bulky. The receiver had to be plugged into an AC wall
`outlet, and each joystick required a 9V battery. Other then the complaints about the bulkiness, gamers complained
`about poor battery life and controller lag (slow on screen responses to gamers controller movements). We would not
`have been surprised if there were also complaints about garage doors randomly opening (hehe).
`
`Between the mid 1980's and early 1990's game controllers evolved to include more button inputs. Developers
`continued their pursuit for wireless gaming, but required something to produce better results. They abandoned
`Atari's use of RF technology in favor on the same infrared technology used on remote controls prevalent with
`televisions and VCR / DVD players.
`
`Infrared (IR) controllers provided the ability to play games wirelessly at up to 25ft (762cm). The commands were
`transmitted to a sensor mounted on your console and would not effect any other appliances (garage owners breathes
`a sigh of relief).
`
`IR controllers also had their own deficiencies. The controllers required an uninterrupted line of sight between the
`controller and the machine. This meant that you would lose control if something (or someone) got between you and
`your console. It also meant that you had to point the controller directly at the sensor.
`
`There were many 3rd Party developed IR controllers (examples: Acclaim & MadCatz), but some official IR
`controllers were Nintendo's NES Satellite and Sega's MK-1646-50 model II for Genesis.
`
`IR wireless controllers continued to be used well into 2000, but the technology would fail to meet the requirements
`of newer consoles. Controllers began to feature more functions and capabilities, and infrared could not handle the
`higher data transfer requirements needed. Also infrared could only transfer data in one direction (controller to
`sensor), so features such as "Force Feedback" (rumble) could not be reproduced (console sends the signal back to
`the controller to initiate rumble). Developers would once again use RF technology for wireless controllers. It just
`happened to be the same technology being used with cordless phones.
`
`Developers began to use the regulated frequency ranges of 902 to 928 MHz (433.050 to 434.790 MHz and 869.700 to
`870.000 MHz in European countries). These frequency ranges allowed a higher two-way data transfer that was omni-
`directional (doesn't have to be pointed directly at sensor) and had 4 or more available channels for multiple controller
`usage. One of the first controllers to debut with this technology was a 3rd party controller (AirPlay) for the Sony
`Playstation.
`
`It was only a matter of time before developers would take advantage of the higher 2.4 GHz frequency Wi-Fi
`(Wireless Fidelity) technologies. The high data rate capability and refresh rates corrected the past issues of lag. The
`frequency range also required less power, and so battery consumption issues were addressed. Gamers could now have
`their wireless gaming up to 30 feet away without any issues.
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`IPR2018-00354
`COLLECTIVE EX1013 Page 3
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`

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`There are quite a few 3rd party companies that have produced 2.4 GHz wireless controllers, but Nintendo was the
`first console developer of this time to debut their own WaveBird controller for Gamecube.
`
`So what new wireless developments will surface in the future? The current technology is reliable, but has its own
`issues (some conflicts may occur if controllers are within the frequency range of computer wireless networks or
`2.4GHz cordless phones). BlueTooth perhaps? Read on...
`
`
`Wireless Controllers - Advanced Models
`
`Microsoft entered the 7th generation of console gaming with the knowledge that 2.4 GHz Wi-Fi still had much to offer. Their Xbox 360 controllers shared
`the same button layout, thumb sticks, triggers, and force feedback as their original Xbox controller. However, they made great improvements on the
`ergonomic feel. Their new controller also features an additional button for direct Xbox Live access and a headset jack for in game communications. The
`controller can work wirelessly up to 30 ft (914 cm), and can run up to 40 hours on 2 "AA" batteries. Microsoft sold a "Charge & Play" pack separately
`which allowed for a rechargeable battery pack. The controller even works on Windows based PC gaming.
`
`Microsoft may have chosen to stick with Wi-Fi, but their console competition would decide on using a different wireless technology. Bluetooth is a
`wireless protocol utilizing short-range communications to transfer data over short distances from fixed and/or mobile devices. So what makes it different? It
`uses 2.4 GHz frequencies just like Wi-Fi, but Bluetooth uses different modulation techniques. Bluetooth avoids other devices like cordless phones and
`Wi-Fi networks by dividing communications into 79 channels that change up to 1600 times per second. While Wi-Fi was primarily designed for wirelessly
`networking computers, Bluetooth was designed to act like an invisible cable connecting devices. It can create wireless personal area networks (PANs)
`with one master device communicating with 7 other devices. It uses very little power, and easily connects other Bluetooth devices by "discovering" them
`when near each other. No fancy configuration is needed.
`
`
`Sony decided to take advantage of Bluetooth technology for their Playstation 3 console. Their initial controller release was called SIXAXIS. The
`controller used Bluetooth 2.0, which gives the controller the ability to operate wirelessly at a distance of approximately 32 ft (10 Meters). The Bluetooth
`features allowed the PS3 to have up to 7 controllers operating wirelessly and provided good controller battery life for up to 30 hours. It featured a
`rechargeable battery that can be charged during game play using a USB cord. The SIXAXIS resembles the DualShock 2 controller, but features better
`analog sensitivity. The controller's L2 / R2 buttons were also modified to work more like triggers. The old "Analog" mode button was also replaced with a
`jewel-like "PS" button that can be used to access menus or to turn the system on or off. LED lights were also added as indicators for charging or identifying
`players. The biggest deviation from the DualShock 2 controller design was the removal of "Force Feedback" (rumble) support. Sony would later remedy
`this with the released of DualShock 3. The most unique innovation featured in both the SIXAXIS and DualShock 3 is motion-sensing capabilities. The
`controllers contain a gyroscopic (accelerometer) sensor that can translate yaw, pitch and roll into onscreen action. In other words, the sensor can detect
`the angle you tilt the controller in your hands, and also how fast you are doing it. This added a new dimension of game play.
`
`
`Nintendo has always been at the forefront of controller innovations, but their entry into the 7th Generation of consoles shocked many. Rather then a
`traditional controller design, the Nintendo Wii controller resembles a TV remote control (thus the name Wii Remote or Wii-mote). It was designed for
`single-handed game play, features a D-Pad near its tip, an enlarged "A" button and a trigger "B" button underneath. The traditional "Start" and "Select"
`buttons were changed to plus ("+") and minus ("–") and the "Y" and "Z" buttons were changed to "1" and "2" to differentiate them from the "A"
`and "B" buttons. The button layout works for easy button access, but also functions as a classic controller when the Wii-Mote is turned sideways. Blue
`mounted LED lights indicate what player you are and also function as battery life indicators. The Wii-Mote is powered by two "AA" batteries with a
`reported 30 hour play life on average.
`
`The Wii-Mote also uses wireless Bluetooth 2.0 and motion sensing technologies, but takes it an additional step forward. Nintendo added a PixArt
`optical sensor at the tip, allowing it to determine the direction you are pointing the controller. The optical tip communicates with an included Wii Sensor
`Bar that is mounted above or below your television and uses tried and true infrared technology. All that "tech magic" means is that the Wii-Mote can
`translate your movements into on screen action. Swing the controller like a sword, or a baseball bat, and the Wii replicates the action on screen. Good
`thing Nintendo included straps for those excited gamers with sweaty hands and limp wrist grips.
`
`Nintendo also lumped in force feedback (rumble) and an independent speaker on the face of the unit for special game sound effects. Nintendo must have
`wanted to cement their title as controller innovators because they also included 16 KB of memory with 6 KB that can be freely read and written by the Wii.
`This can be used to store Mii avatars, game controller configurations or whatever else creative programmers come up with into the Wii-Mote. They also
`added an expansion port at the bottom to attach additional devices like their pack in Nunchuk analog stick (that features its own motion sensing
`accelerometer), the Wii Classic Controller and more. The Wii-Mote can operate as far as 10 meters (30ft) for games that don't require the sensor bar
`and 5 meters for games that do.
`
`Nintendo has definitely upped the anti as far as controller innovation. It will be interesting to see how game controllers evolve in the future.
`
`
` visitors since 01-Apr-2008
`Page last updated 04-Oct-2008
`
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`Copyright 2008 The Video Game Console Library. This website and the information contained within it is protected by copyright. Reproduction of part or all of the
`website contents in any form is prohibited unless expressed written consent of the author has been obtained in advance. Content of this website may not be copied
`to any other publication (including electronic, hard copy or others). Interior deep linking or framing of this website is prohibited without permission of the author.
`
`IPR2018-00354
`COLLECTIVE EX1013 Page 4
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`

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