US 20070105626A1
`
`as) United States
`a2) Patent Application Publication 0) Pub. No.: US 2007/0105626 A1
`
` Choet al. (43) Pub. Date: May10, 2007
`
`
`(54) TOUCH SCREEN INPUTS FOR A VIDEO
`GAME SYSTEM
`
`Related U.S. Application Data
`
`(75)
`
`Inventors: Wing Cho, Redmond, WA (US);
`D
`Smith, Bellevue, WA (US
`ATEED STN:
`BOUNTEs
`(US)
`
`.
`Correspondence Address:
`NIXON & VANDERHYE, B.C.
`901 NORTH GLEBE ROAD. 11TH FLOOR
`ARLINGTON, VA 22203 (US)
`.
`-
`/
`(73) Assignees: Nintendo Seftware Technology Corpo-
`ration, Redmond, WA (US); Nintendo of
`America Inc., Redmond, WA (US)
`
`(21) Appl. No.:
`
`41/567,020
`
`(22) Filed:
`
`Aug. 21, 2006
`
`(60) Provisional application No. 60/709,447,filed on Aug.
`19, 2005.
`
`Publication Classification
`
`463/37
`
`(51)
`Int. Cl.
`(2006.01)
`(52) ior 13/00
`(52)
`Se
`CD cscsseca eeeceneesenenesesseseeenecannessaneesnnnses
`(57)
`ABSTRACT
`Example systems and methods involve a video game system
`that has a touch sensitive display screen that can be used to
`supply inputs used in video game control. In one example
`system and method, a user or player draws movement
`patterns on the touch sensitive display screen. The drawn
`movement patterns are stored and a game object can be
`moved in accordance with a drawn movement pattern
`selected from the memorybythe user.
`
`a
`
`{
`
` 10
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`Supercell
`Exhibit 1014
`Page 1
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`™ ©U
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`Patent Application Publication May 10,2007 Sheet 1 of 9
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`US 2007/0105626 Al
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`Supercell
`Exhibit 1014
`Page 2
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`Patent Application Publication May 10,2007 Sheet 2 of 9
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`US 2007/0105626 Al
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`Supercell
`Exhibit 1074
`Page 3
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`Patent Application Publication May 10,2007 Sheet 3 of 9
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`US 2007/0105626 Al
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`14
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`50
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`56
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`30
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`28
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`Supercell
`Exhibit 1014
`Page 4
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`Patent Application Publication May 10,2007 Sheet 4 of 9
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`71
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`FIG. 5
`
`rm)
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`-
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`Supercell
`Exhibit 1074
`Page §
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`Patent Application Publication May 10,2007 Sheet 5 of 9
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`US 2007/0105626 Al
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`10
`
`
`
`
`PORTABLE GAME
`MACHINE
`ott
`2t2
`
`FIRST LCD
`
`SECOND LCD
`
`221
`
`VRAM
`
`214
`
`OPERATION
`KEYS
`
`LOUDSPEAKER
`
`215
`
`1 1
`
`213
`
`TOUCH
`PANEL
`WIRELESS
`COMMUNICATION CKT
`
`216
`
`
`
`
`
`
`
`
`
`
`
`d/lLINDUIDWesHdldad
`
`
`
`
`
`
`
`
`
`
`222
`
`223
`
`224
`
`WORK RAM
`
`GPU
`
`CPU
`
`
`
`EXTERNAL
`MEMORY I/F
`
`CARTRIDGE
`
`PROGRAM
`ROM
`
`BACKUP
`RAM
`
`217a
`
`217b
`
`FIG. 6
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`Supercell
`Exhibit 1014
`Page 6
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`232
`
`233
`
`234
`
`30 LINE BUFFER
`
`CAPTURE CIRCUIT
`
`SEL VRAM
`
`FIRST VRAM
`
`SECOND
`VRAM
`
`Co -----.
`
`SEL VRAM
`
`TWO-DIMENSIONAL
`IMAGE PROCESSING UNIT
`
`ENGINE
`
`
`
`
`
`Patent Application Publication May 10,2007 Sheet 6 of 9
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`US 2007/0105626 Al
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`THREE-DIMENSIONALIMAGE
`PROCESSING UNIT
`
`23)
`
`241||GEOMETRY||RENDERING||242
`ENGINE
`235
`
`211
`
`FIRST LCD
`
`212
`
`SECOND LCD
`
`go14S
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`Supercell
`Exhibit 1074
`Page 7
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`Patent Application Publication May 10,2007 Sheet 7 of 9
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`US 2007/0105626 Al
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`[8‘OlaH8‘OlA98Old|ESLas
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`Supercell
`Exhibit 1034
`Page 8
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`

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`FIG.10E
`
`FIG.10B
`FIG.10D
`
`FIG.9B
`
`FIG.9A
`
`FIG.8J
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`Patent Application Publication May 10,2007 Sheet 8 of 9
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`US 2007/0105626 Al
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`FIG.10C
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`FIG.10F
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`Supercell
`Exhibit 1074
`Page 9
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`Patent Application Publication May 10,2007 Sheet 9 of 9
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`US 2007/0105626 Al
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`PLAYER 1
`
`PLAYER 2
`
`PLAYER 3
`
`(A)
`
`B
`FIELD
`
`Cc
`FIELD
`
`SWITCH TO MAPA
`
`SWITCH TO MAP A
`
`TOUCH PAD & DRAWING INFO
`
`TOUCH PAD & DRAWING INFO
`
`TOUCH PAD & DRAWING INFO
`
`TOUCH PAD & DRAWING INFO
`
`(E)
`
`(F)
`
`AN|(ANTM
`
`A
`
`A
`
`FIG. 11
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`Supercell
`Exhibit 1014
`Page 10
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`US 2007/0105626 Al
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`May 10, 2007
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`TOUCH SCREEN INPUTS FOR A VIDEO GAME
`SYSTEM
`
`CROSS-REFERENCE TO RELATED
`APPLICATION
`
`[0001] This application claimspriority of provisional U.S.
`Application No. 60/709,447,filed Aug. 19, 2005, the con-
`tents of which are incorporated herein in their entirety.
`BACKGROUND AND SUMMARY
`
`[0002] This application describes various inputs to a touch
`screen of a game device that may be used, for example, to
`control gameplay.
`[0003] User inputs to computer systems may be supplied
`in various ways. For example, when the computer systemis
`a video game system, inputs are typically supplied using
`cross-switches, joysticks, buttons and the like. A cross-
`switch or a joystick may be used to control movementof a
`video game object in various directions and various buttons
`may be used to control character actions such as jumping,
`using a weapon andtheJike.
`[0004]
`‘he systems and methods described herein involve
`a video game system that has a touch sensitive display
`screen that can be used to supplyinputs usedin video game
`control.
`
`In one example system and method, a user or
`[0005]
`player draws movement patterns on the touch sensilive
`display screen. The drawn movementpatternsare stored and
`a game object can be moved in accordance with a movement
`pattern selected from the memory bythe user. This example
`system and method can be applied by way of example
`without limitation to a football game in which a user can
`design and. store plays involving various football player
`movements. These plays can be selected during a game
`against an opponent.
`[0006]
`In another example system and method, a user or
`player draws a movement pattern on the touch sensitive
`display screen and a game object is moved based a shape and
`a color of the drawn movement pattern. This example
`system and method can be applied by way of example
`without limitation to moving different game objects using
`the same movementpattern. For example,a first game object
`can be movedbydrawing a movementpattern ofa first color
`and a second game object can be moved by drawing a
`movement pattern of a second different color.
`[0007]
`In another example system and method, the touch-
`sensitive display screen can display a map of a game world
`showing deploymentof one or more game objects associated
`wilh a video game teammate and of one or more game
`objects associated with a video game opponent. Tactical
`game data can be drawn on the map and communicated to
`another video game system for display on a corresponding
`map displayed on the other video game system. This
`example system and method can be applied by way of
`example without limitation to tactical gamesso that users or
`players can plan missions with teammates.
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`[0008] These and other features and advantages will be
`better and more completely understood by referring to the
`
`following detailed description of exemplary non-limiting
`illustrative embodiments in conjunction with the drawings
`of which:
`
`[0009] FIG. 1 is a perspective view of an example game
`system, with the game system shownin an open, ready-to-
`use orientation;
`{0010]
`T[IG. 2 is a inverted perspective view of the game
`system shownin FIG. 1;
`{0011]
`FIG. 3 is a front elevationof the system shownin
`FIG. 1, but with the game system shownin a closed position;
`[0012]
`FIG. 4 is a rear elevation of the system shown in
`FIG. 3;
`
`[0013] FIG. 5 isa perspective view-ofa stylus for use with
`the game system shown in FIGS. 1-4;
`[0034] FIG. 6 is anillustration showing an example inter-
`nal configuration of a portable game system;
`{0015] FIG. 7 is anillustration showing an example inter-
`nal configuration of a GPU 222;
`{0016] PIGS. 8A-8] showvarious inputs that may be made
`to the touchscreen of the portable game system;
`[0017]
`FIGS. 9A and 9B are used in an explanation of
`touchscreen inputs for a football video game:
`[0018] FIGS. 10A-10F are used in an explanation of
`touchscreen inputs for a tactical video game; and
`[0039] FIG.
`1% is used in a more detailed explanation of
`touchscreen inputs for a tactical video game.
`DETAILED DESCRIPTION OF EXAMPLE
`EMBODIMENTS
`
`
`
`in an illustrative
`1 and 2,
`[0020] Referring to FIGS.
`embodiment the game system 10 inchides a main body 12
`and a cover body 14 hingedly connected to eachother along
`an upper edge of the main bady 12 and a lower edge of the
`cover body 14 (references herein to terms such as “upper”
`and “lower” and “forward” and “rearward” are for ease of
`understanding and are maderelative to an orientation of the
`game device where the cover body 14 is in an openposition
`and the gameis being held by a user in a normal operating
`position). Hinge elements 16, 18 and 20 on the main body
`12 mesh with hinge elements 22 and 24 on the cover body,
`with a hinge pin (not shown) extending throughthe aligned
`hinge elements in conventional fashion. Note that because
`hinge elements 16, 18 and 20 extend from the upper (or
`inner) face 26 of the main body 12,
`the cover body 14
`overlies the upper face 26 when the cover body 14 is closed
`over the main body. Whenthe cover body 14is in its fully
`openposition,it is substantially parallel to the main body 12
`but lies in a substantially parallel, offset plane. The main
`body 12 also has a lower (or outer) face 28 (FIG. 2) and a
`peripheral edge 30.
`{0021] A first display screen 32 is recessed within the
`upper face 26 of the main body 12 with dimensions of
`approximately 24 inches in length and 1%inches in width,
`yielding a diagonal screen dimension of 3 inches. The screen
`in the exemplary embodimentis a backlit (e.g., 40 candelas),
`color liquid crystal display (LCD) with a display resolution
`of 256x192 dots (aspect ratio 4:3). This screen is touch
`sensitive and maybeactivated bya stylus, described further
`
`Supercell
`Exhibit 1074
`Page 11
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`US 2007/0105626 Al
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`May 10, 2007
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`herein. A power button 34is located in the upperleft corner
`of face 26 and is used to turn the game on and off A
`cross-shaped directional control button 36 is located adja-
`cent and below the power button 34, andis used for game
`play control.
`[0022] More specifically, display screen 32 includes a
`resistive-membrane touch panel that allows coordinates to
`be obtained in dot units. The touch panel can be operated
`with a finger or a stylus.
`[0023]
`In the upper right corner of the main body12, there
`are side-by-side “start” and “select” buttons 38, 40, respec-
`tively, with X/Y/A/B buttons 42 located adjacent and below
`the “start” and select” buttons. Buttons 38, 40 and 42 are
`also used. for game play control. A microphone 44 (which
`may be an omni-directional condenser microphone)
`is
`located below the left edge of screen 32 for use with
`specially designed games having a microphone feature. A
`battery recharge indicator LED 46 and a power indicator
`LED48 are also located on the upper face 26, adjacent the
`lower edge thereof, belowthe right edge of screen 32.
`[0024] With reference nowespecially to FIG.3, a lower or
`forward portion 50 ofthe peripheral edge 30 (closest to the
`user) is provided with a volume control slide 52 and head-
`phone and microphone connectors 54, 56 oneither side ofa
`first game slot 58. Slot 58 is especially designed for larger
`gamecartridges or cards originally designedfor use with the
`assignee’s Game Boy AdvanceD game system.
`[0025] As best seen in FIG. 2, an upper or rearward
`portion 60 of the peripheral edge 30 is provided with an
`external extension connector 62 that permits connection to
`an AC adapter for
`recharging the internal battery (not
`shawn), or for operating the game using household power. A
`second game slot 64 in edge portion 60 is designed for
`receiving memory or gamecards especially designedforthis
`gamedevice. The second gameslot 64 is smaller than the
`first game slot 58, reflecting the different sizes of the game
`cards. Openings 66, 68 form an elbow-shaped through slot
`adapted for securing a wrist strap (not shown),
`thereby
`enabling the user to secure the game device to the body and
`thus minimize the potential for losing or misplacing the
`game. A stylus port or holder, in the form of a blind bore 70
`is located adjacentthe wrist-strap mount for holding a stylus
`7% (FIG.5) before or after use.
`
`‘The stylus 71is a plastic pencil-shaped device with
`[0026]
`a rounded tip 73 and is used to activate the touch screen 32.
`[0027] A pair oflefi, right control buttons (or shoulder
`buttons) 72, 74 are located on the peripheral edge 38, at the
`corners where the upper portion 60 of the peripheral edge 30
`meets the side portions 76, 78 of the peripheral edge. The
`location of these buttons and the location of previously
`described buttons 34, 36 and 42 facilitate manipulation
`game control bythe user’s thumbs and index fingers when
`the game is held with two hands in a natural andintuitive
`manner.
`
`‘Lhe lower (or outer) face 28 of the main bodyis
`[0028]
`provided with a battery cover 80 (FIG. 2) for accessing a
`rechargeable battery pack located within the main body.
`[0029] The cover body 14 also has an upper(or inner) face
`82 (FIG. 1) and a lower(or outer) face 84 (FIG. 2) connected
`bya peripheral edge 86. The upper face 82 incorporates a
`
`second displav screen 88 of substantially the same dimen-
`sions as screen 32. Screen 88 is also a backlit color LCD.
`The cover body 14 also incorporates a pair of stereo speak-
`ers, with speaker grills 90, 92 located on opposite sides of
`the screen 88. Dimples or pads 94, 96 may be located above
`and laterally of screen 88. The dimples may be made ofa
`compressible polymeror othersuitable material andserve to
`dampen engagement of the inner surface 82 of the cover
`body 14 with the inner surface 26 ofthe main body 12 when
`the cover body is closed over the main body.
`{0030]
`Asalready noted, the game cardslot 58 is sized and
`adapted to receive a conventional game card designed for
`the by nowwell known Nintendo Gameboy Advance Svs-
`tem®. Accordingly, the gamecard per se for slot 58 does not
`form any part of this invention and need not be described
`further.
`
`FIG. 6 is anillustration showing an example inter-
`{0031]
`nal configuration ofthe portable pame system 10. As shown
`in FIG. 6, the portable game system 10 includes a CPU
`(central processing unit) 223, which is an example of a
`computer for executing the game program, and other com-
`ponents. The CPU 223 is connected to a work RAM
`(working storage unit) 224, a GPU (graphic processing unit)
`222. and a peripheral circuit I/F (interface) 225. The worl
`RAM224 is amemory for temporarilystoring, for example,
`the game program to be executed by the CPU 223 and
`calculation results of the CPU 223. The GPU 222 uses, in
`response to an instruction from the CPU 223, a VRAM 221
`to generate a game image for display output to a first LCD
`(iquid crystal display unit) 211 and a second LCD 212, and
`causes the generated game imageto be displayed on thefirst
`display screen 32 of the firs’ LCD 211 and the second
`display screen 88 of the second LCD 212. The peripheral
`circuit I/F 225is a circuit for transmitting and receiving data
`betweenexternal input/output units, such as the touch panel
`213, the operation keys 214, the loudspeaker 215, and the
`wireless communication circuit 216, and the CPU 223. The
`touch panel 213 (including a device driver for the touch
`panel) outputs coordinate data corresponding to a position
`input (specified) with the stylus 71. ‘The wireless commu-
`nication circuit 216 may be configured for wireless com-
`munication in accordance with any of various known wire-
`less protocols such as Bluetooth; any type of 802.11 (Wi-Fi)
`protocol; HiperlAN/1 protocol; HiperAN/2 protocol;
`HomeRFprotocol; etc. Although shownas a single block,
`wireless communication circuit 216 is intended to encom-
`pass arrangements in which two or more different protocols
`are usable or two or more different circuits (e.g., one for
`short-range communications such as Wil'i and another for
`long-range communications using, for example. wireless
`telephone protocols) are provided. Of course, the example
`portable game systemis not limited to wireless communi-
`cation and mayalternatively or additionallyincludecircuitry
`that provides a wired communication link, e.g., to an internet
`access point.
`[0032]
`To access the internet using the portable game
`system, wireless communication circuit 216 may,
`tor
`example, wirelessly connect to an internet access point.
`Such an access point maybein a public location(e.2.. stores,
`malls,libraries, etc.) or may be in a user’s home(e.g., a cable
`modem).
`[0033] The CPU 223 is electrically connected to the
`external memory I/F 226,
`in which the cartridge 217 is
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`Supercell
`Exhibit 1074
`Page 12
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`US 2007/0105626 Al
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`May 10, 2007
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`inserted via slot 64. The cartridge 217 is a storage medium
`for storing the game program and, specifically, includes a
`program ROM217a for storing the game program and a
`backup RAM 217b for rewritably storing backup data. The
`game program stored in the program ROM 217aof the
`cartridge 217 is loaded to the work RAM 224 and is then
`executed by the CPU 223. In the present embodiment, an
`exemplary case is described in which the game programis
`supplied from an external storage mediumto the portable
`game system 10. However, the game program maybe stored
`in a non-volatile memory incorporated in advance in the
`portable game system 10, or may be supplied to the portable
`game system 10 via a wired or wireless communication
`circuit.
`
`FIG. 7 is a block diagram ofan example arrange-
`[0034]
`ment of the GPU 222. The GPU 222 includes two image
`processing units, that is, a three-dimensional image process-
`ing unit 231 and a two-dimensional image processing unit
`237. The three-dimensional
`image processing unit 231
`includes a geometry engine 241 for calculating cach vertex
`of a three-dimensional model based on three-dimensional
`model data and a rendering engine 242 for generating a
`game image fromthe three-dimensional model disposed on
`a virtual three-dimensional game space. The two-dimen-
`sional
`image processing unit 237 includes a 2D rendering
`engine 243 for generating a game image based on two-
`dimensional image data representing characters and two-
`dimensional image data representing backgrounds. More
`specifically, the two-dimensional image processing unit 237
`disposes a two-dimensional image representing a character
`ona Virtual sereen called a “sprite” and a two-dimensional
`image representing a backgroundon a virtual screen called
`a “screen”, and then synthesizes these virtual screens to
`generate a game image to be eventually displayed.
`[0035] The three-dimensional image processing unit 231
`is connected to the 3D line buffer 232. The 3D line buffer
`232 is a buffer memoryfor temporarilyretaining image data
`for one scanning line ofthe first LCD 241 (or the second
`LCD 242). The image data generated by the three-dimen-
`sional image processing unit 231 is stored in this 3D line
`buller 232 sequentially by one line.
`[0036] The 3Dline buffer 232 is connected to a capture
`circuit 233 and an LCD selector (SEL LCD) 235. The
`capture circuit 233 sequentially reads image data for one tine
`stored in the 3D line buffer 232 and then sequentially stores
`the read image data in the VRAM 221, which will be
`described further below, thereby capturing the game image
`generated by the three-dimensional image processing unit
`231.
`[0037] The capture circuit 233 is connected to a VRAM
`selector (SEL VRAM) 234. The VRAM221 is provided
`with two VRAMs,that is, a first VRAM221 and a second
`VRAM 2246.Instead ofthese two first and second VRAMs
`224a and 2214, a single VRAM may be used with its twa
`different storage areas being used as the first VRAM221a
`and the second VRAM 2214. The VRAM selector 234
`switches an output destination of the capture circuit 233
`between the first VRAM 2214 and the second VRAM 221d.
`[0038] The first VRAM 22 fa andthe second VRAM 2216
`are connected to a VRAM selector (SEL VRAM)236. The
`VRAMselector 236 switches a source of data to the two-
`dimensional image processing unit 237 between the first
`VRAM 2214 and the second VRAM 2216.
`
`[0039] The two-dimensional image processing unit 237 is
`connected to a 2D line buffer 238. As with the 3D line buffer
`232, the 2D line buffer 238 is a buffer memory for tempo-
`rarily retaining image data for one scanning line of the
`second LCD 212. The image data generated by the two-
`dimensicnal image processing unit 237 is stored in this 2D
`line buffer 238 sequentially by one line.
`[0040] The 2D Jine buffer 238 is connected to an LCD
`selector 235. The LCD selector 235 switches an output
`destination of the 3D line buffer 232 betweenthe first LCD
`211 and the second LCD 212, and an output destination of
`the 2D line buffer 238 between the first LCD 211 and the
`second LCD 212. In ihe present embodiment,
`the LCD
`selector 235 performs control such that, when the output of
`the 3D line buffer 232 is suppliedto the first LCD 11, the
`output ofthe 2D line buffer 38 is supplied to the second LCD
`212, and when the output of the 3D line buffer 232 is
`supplied to the second LCD 242, the output ofthe 2D line
`buffer 238 is supplied to the first LCD 211.
`[0041] Additional
`information regarding portable game
`system 10 maybe foundin application Ser. Nos. 11/311,985
`filed Apr. 22, 2005 and 10/921,957,filed Aug. 20, 2004, the
`contents of which are incorporated herein in their entirety.
`[0042] Generally speaking,
`inputs used to control game
`play have conventionally been provided by a user actuating
`devices such as a cross-switch, a joystick, various buttons,
`and the like. The provision of a game system with a touch
`screen such as display screen 32 permits additional inputs
`that can be used to enhance the gaming experience. For
`example, a user or player can draw shapes, symbols and
`characters onto the touch screen 32. The application cur-
`rently being executed by the game system e.g., a game)
`recognizes the input and then interprets the input for con-
`trolling the application.
`{0043] By wayof example withoutlimitation, CPU 223is
`supplied with coordinate data from touchscreen panel 213
`when the stylus 71 (or a user’s finger) is used ta draw on the
`touchscreen panel. The coordinate data may be compared
`with pre-stored. shapes, symbols and characters to determine
`the shape drawn on the touchscreen panel. As noted, the
`application currently being executed by the game interprets
`the determined shape, symbo] or character for controlling
`the application.
`[0044] Example shape, symbols and characters and pos-
`sible instructions for a pame include, but are not limited to:
`[8045]
`circles (see FIG. 8A), which can be drawn to
`“select” and “highlight” objects on the screen;
`[9046]
`arrows (see F1G. 8B), which can be drawnon the
`screen to tell game objects (¢.g., characters) to move in
`the direction of the arrow,
`
`[6047} X's (see FIG. 8C), which can be drawn to
`indicate a target to hit or a target destination to go to;
`[6948]
`lines (see FIG. 8D), which can be drawn to
`create a barrier or borderthat an object cannot pass; and
`[6049]
`dots (see FIG. 81, which can be drawn to
`indicate where to hit (e.g., a game character(s)).
`[0650] Other more complicated shapes and symbols such
`as stars (See FIG. 8E), swirls (see FIG. 8F),
`the infinity
`symbol(see FIG. 8G), wavy lines (see FIG. 8H), dottedlines
`
`Supercell
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`Page 13
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`US 2007/0105626 Al
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`May 10, 2007
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`mentation, the main game play would take place on upper
`(see PIG. 8J), triangles, question marks, hearts, ete. may be
`display screen 88, while the lower (touchscreen) 32 would
`drawnand associated with commands for the game program.
`show a map that could be altered by drawing inputs.
`Such shapes, symbols and characters can generally be drawn
`without lifting the stylus from the touch screen surface and
`[0056] As mentioned above, movement patterns may be
`are sufficiently distinct from each other sothat the game can
`processedin accordance with both the shape and color ofthe
`recognize what has been drawn andtake appropriate actions
`drawn pattern. Different colors maybe used to input move-
`in response thereto.
`ment patterns for different game objects. Of course, the
`[0051] The inputting of such shapes, symbols and char-
`systems and methods described herein are not Jimited to
`acters can be implemented in a wide variety of games. For
`processing only movement patterns in accordance with
`example, in a football game, users can drawtheir own plays
`color. Thus, for example, a first game object may be moved
`and havetheir teams execute those plays. lor example,prior
`when a movementpattern is drawn using a first color and a
`to each play, a map of the field may be drawn for all team
`second different game object may be moved whenthe same
`users to see. One user may moveplayers into formation by
`movement pattern is drawn using a second differentcolor.
`drawing their positions on the touchscreen, and drawing
`Theprocessing ofother shapes, symbols and characters may
`their selected movementpattern as well by drawing arrows
`also be dependent on the color used to draw these shapes,
`on the touchscreen from their formation position to their
`symbols and. characters.
`target position. Once the ball is snapped, this information
`[0057] Different colors may also be used to introduce a
`can be displayed for each player on the team—they can see
`variable time element with respect to an associated action.
`in 3D view the arrow drawn fortheir target path.
`For example, drawing a shape, symbol or characterina first
`[0052] These plays can be created advance and stored in
`color may result in an action associated with the shape,
`memory for selection during the game or a new play can be
`symbolor character being carried out immediately. Drawing
`created during the game to take into account a particular
`the same shape, symbol or character in a second, different
`gamesituation. For example, FIGS. 9A and 9B showtwo
`color may result in the action being carried out with some
`plays in which paths with arrows on the end are drawn to
`delay associated with use ofthe second color.
`moveoffensive players (indicated bycircles). Similarplays
`{0058] Different colors mayalso be used to input shapes,
`may be developed in which defensive players are moved in
`symbols and characters associated with alternate game
`accordance with paths drawn using the touchscreen. In other
`actions. For example, a user may input a shape, svmbol or
`implementations, the touchscreen may be used to develop
`characterusing a first color so that a particular action takes
`various offensive and defensive formations and paths may
`place if a first condition occurs. The user mavalso input a
`be drawn to movethe players from these initial formations.
`shape, symbol or character using a second color so that a
`When an offensive player chooses to use a particular for-
`particular action takes place if a second different condition
`mation (e.g., by selection of an offensive formation previ-
`occurs. By way of example without limitation, a user may
`ously specified by that user and stored in memory or by
`input a first shape using afirst color to move certain game
`drawing the formation on the touch screen),
`the game
`objects to a particular location if an opponentattacks by air.
`program may be configured to recognize the formation and.
`The user may input a second shape using a secondcolor to
`select for, or suggest to, the defensive player a particular
`move these same game objects to someother locationifthe
`defensive formation from among various defensive forma-
`opponent attacks byland.
`tions previously specified by that user and stored in memory.
`{0059] With reference to FIG. 10B, an army could be
`[0053] Obviously, touchscreen inputs like those described
`controlled by circling them and then drawing an arrow to
`above maybe used to position and move players in other
`indicate to where the army should move. With reference to
`sports video gamesincluding baseball, hockey, soccer, bas-
`FIG. 10C, a moving army may be stopped by simply
`ketball, etc. Additional inputs may be designated in accor-
`drawingaline in front of them. With reference to FIG. 10D,
`dance with the type of game. For example,
`inputs for a
`to attack an opposing army, a user maylead his/her army
`baseball game may be used, for example,to designate pitch
`inte the path of his/her opponent and a melee battle will
`location and type (e.g., straight line for fast ball, curved line
`occur, Alternatively, with reference to FIG. 10E, a user’s
`for curve ball, etc.).
`army can attack from afar (within some certain range) by
`[0054] The above touchscreen inputs can also be used. in
`simply drawing X’s on various members ofthe opponents
`tactical and military video games. For example, the touch-
`army to initiate an attack with projectiles. With reference to
`screen inputs may he used to specify the movement ofthe
`PIG. 10F, magic spells can be cast on enemies by drawing
`soldier game character in a field of battle. ‘The inputs may
`unique shapes and symbols onto them. Different shapes
`also be used to specify the movement of a military vehicle
`yield different results. For example, drawing a star as in FIG.
`game object (e.g., tank) in a field of battle.
`10F mayinvoke or cast a Fallen Star attack onto the enemy.
`[0055] Various tactical games mayuse the touchscreen to
`[0060] For consistency, certain drawn inputs may be rec-
`permit users or players to plan out attacks and defenses to
`ognized across a plurality or even all games. By way of
`complete missions. With reference to FIG. 10-A,arrows can
`example, drawing a question mark on the touch screen may
`be drawnto indicate where soldiers need to go, while circles
`invoke a help feature. By way offurther example, drawing,
`or X’s can be used to indicate checkpoints for the soldiers to
`a circle around an object may select that object. By way of
`stop and await further orders. Users can drawwithdifferent
`still further example, drawing a path withan arrow at the end
`colors to indicate movement of different teams. Mission
`will cause a selected character to move along that path.
`plans can be developed before a mission or plans can be
`altered or modified in real time during, the mission to take
`{0061] FIG. £1 will be used to provide one example of
`into account current gamesituations. In an example imple-
`how maps can be used in a multi-user tactical game. As
`
`Supercell
`Exhibit 1074
`Page 14
`
`

`

`US 2007/0105626 Al
`
`May 10, 2007
`
`noted above,it is advantageousfor online gamers to be able
`to see a map of the online world in which theyare playing
`that displays the real-time positions of teammates and oppo-
`nents. As part ofa chat or communication system for online
`games, one user maytrigger the display of this map on all
`other users’ screens so that he/she can visually communicate
`tactical information about yame playin this world to the
`other users.
`
`[0062] For example, in a squad-based military game, User
`1 may want to show his teammates, User 2 and User 3,
`where to position themselves in a field of play. User 1
`presses a “Tactical Map” button in the game. This triggers
`the display of an overhead map onthe screens of User1, 2,
`and 3 as shownin (B) of FIG. 11. All users may then draw
`on this map using the touch screen 32. User 1 may, for
`example, show User 2 where to go by drawing an arrow
`from User 2’s current position (displayed on the map), to a
`target position as shownin (C) of FIG.14. This touchpad and.
`drawing information is communicated to the portable game
`systems of Users 2 and 3 and the maps on their respective
`screens are updated to be same as the map on the touch-
`screen of User ’s portable game system as shown in (D) of
`FIG. 11. In an example implementation (net shownin FIG.
`11), User 2 may acknowledge receipt ofthe instructions to
`move to the target position by drawing a checkmark on the
`mapat this position. This drawing would be seen by Users
`1, 2, and 3.
`[0063] User 2 maythen propose to further move from the
`target position designated by User 1 to another target posi-
`tion by drawing a path with an arrowon his/her touchscreen
`as shown in (E) of FIG. 41. Touchscreen and drawing
`informationis transmitted from User 2’s game system to the
`game systems of Users 1 and 3 and their touchscreens are
`updated to be the same as the map on the touchscreen of
`User 2’s partable game system as shown in (F) of FIG. 11.
`[0064]
`In other implementations, User 1 mayalso direct
`User 3 to shoot an opponent by drawing a dotted line from
`User 3°s position (displayed on the map) to an opponent’s
`position (also displayed on the map.) Once complete, any
`user maypress the “Exit” button on the map, at whichpoint,
`the map would disappear from all users’ screens, returning
`them to gameplay.
`[0065] The map and/or drawn tactical data maybe sent in
`real-time from the video game system ofthe user drawing on
`the map (i.e., while the user is drawing). Users maysave in
`the memoryof the video game system maps and/or drawn
`tactical data generated locally or received from other users.
`This enables users to review drawings made in the past(i.e.,
`playback the drawing). Drawings may be selected,
`for
`example, from a menudisplayed on a display screen of the
`video game system. The drawings selected from memory
`maybe further modified and communicated to other users.
`[0066]
`In addition to storing the “drawing performances”
`on the user’s own system(e.g., it gets stored there when they
`viewit for the first time), it can be downloade

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