throbber
(19) United States
`(12) Patent Application Publication (10) Pub. No.: US 2007/0105626A1
`(43) Pub. Date:
`May 10, 2007
`Cho et al.
`
`US 20070105626A1
`
`(54) TOUCH SCREEN INPUTS FOR AVIDEO
`GAME SYSTEM
`
`(75) Inventors: Wing Cho, Redmond, WA (US);
`Darren Smith, Bellevue, WA (US)
`
`Correspondence Address:
`NIXON & VANDERHYE, P.C.
`901 NORTH GLEBE ROAD, 11TH FLOOR
`ARLINGTON, VA 22203 (US)
`
`(73) Assignees: Nintendo Software Technology Corpo
`ration, Redmond, WA (US); Nintendo of
`America Inc., Redmond, WA (US)
`(21) Appl. No.:
`11/507,020
`Aug. 21, 2006
`
`(22) Filed:
`
`Related U.S. Application Data
`(60) Provisional application No. 60/709.447, filed on Aug.
`19, 2005.
`
`Publication Classification
`
`(51) Int. Cl.
`(2006.01)
`A63F I3/00
`(52) U.S. Cl. ................................................................ 463/37
`
`ABSTRACT
`(57)
`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 memory by the user.
`
`
`
`94
`
`10
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`/
`
`Supercell
`Exhibit 1014
`Page 1
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`Patent Application Publication May 10, 2007 Sheet 1 of 9
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`US 2007/0105626 A1
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`
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`Supercell
`Exhibit 1014
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`Patent Application Publication May 10, 2007 Sheet 2 of 9
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`US 2007/0105626 A1
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`
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`Supercell
`Exhibit 1014
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`Patent Application Publication May 10, 2007 Sheet 3 of 9
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`US 2007/0105626 A1
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`Supercell
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`Patent Application Publication May 10, 2007 Sheet 4 of 9
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`US 2007/0105626 A1
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`71
`
`73
`
`FIG. 5
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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
`
`MACHINE
`211
` FIRST LCD
`
`
`
` PORTABLE GAME
`SECOND LCD
`
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`
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`214
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`OPERATION
`KEYS
`
`TOUCH
`PANEL
`
`WIRELESS
`COMMUNICATION CKT
`
`
`
`
`
`EXTERNAL
`MEMORYI/F
`
`CARTRIDGE
`
`
`
`PROGRAM
`ROM
`
`21
`
`BACKUP
`RAM
`
`21
`
`7b
`
`
`
`FIG. 6
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`Supercell
`Exhibit 1014
`Page 6
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`Patent Application Publication May 10, 2007 Sheet 6 of 9
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`US 2007/0105626A1
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`
`
`THREE-DIMENSIONAL IMAGE
`PROCESSING UNIT
`
`
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`
`SEL. VRAM
`
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`TWO-DMENSIONAL
`IMAGE PROCESSING UNIT
`
`2
`
`211
`
`FIRST LCD
`
`212
`
`SECOND LCD
`
`Supercell
`Exhibit 1014
`Page 7
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`Patent Application Publication May 10, 2007 Sheet 7 of 9
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`US 2007/0105626 A1
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`Supercell
`Exhibit 1014
`Page 8
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`Patent Application Publication May 10, 2007 Sheet 8 of 9
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`US 2007/0105626 A1
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`Supercell
`Exhibit 1014
`Page 9
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`Patent Application Publication May 10, 2007 Sheet 9 of 9
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`US 2007/0105626 A1
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`PLAYER 1
`
`PLAYER 2
`
`PLAYER 3
`
`(A)
`
`557
`
`SWITCH TO MAPA
`
`SWITCH TO MAPA
`
`B
`FIELD
`
`to
`
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`FIELD
`
`TOUCH PAD & DRAWING INFO
`
`TOUCH PAD & DRAWING INFO
`
`2.
`
`(D)
`
`(E)
`
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`
`TOUCH PAD 8, DRAWING INFO
`TOUCH PAD 8, DRAWING INFO
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`
`Supercell
`Exhibit 1014
`Page 10
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`US 2007/01 05626 A1
`
`May 10, 2007
`
`TOUCH SCREEN INPUTS FOR AVIDEO GAME
`SYSTEM
`
`CROSS-REFERENCE TO RELATED
`APPLICATION
`0001. This application claims priority 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 game play.
`0003 User inputs to computer systems may be supplied
`in various ways. For example, when the computer system is
`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 movement of a
`Video game object in various directions and various buttons
`may be used to control character actions such as jumping,
`using a weapon and the like.
`0004 The systems and methods described herein involve
`a video game system that has a touch sensitive display
`screen that can be used to Supply inputs used in video game
`control.
`0005. 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 movement
`pattern selected from the memory by the 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 movement pattern. For example, a first game object
`can be moved by drawing a movement pattern of a 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 deployment of one or more game objects associated
`with 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 games so 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 shown in an open, ready-to
`use orientation;
`0010 FIG. 2 is a inverted perspective view of the game
`system shown in FIG. 1;
`0011 FIG. 3 is a front elevation of the system shown in
`FIG. 1, but with the game system shown in a closed position;
`0012 FIG. 4 is a rear elevation of the system shown in
`FIG. 3;
`0013 FIG. 5 is a perspective view-of a stylus for use with
`the game system shown in FIGS. 1-4;
`0014 FIG. 6 is an illustration showing an example inter
`nal configuration of a portable game system;
`0015 FIG. 7 is an illustration showing an example inter
`nal configuration of a GPU 222;
`0016 FIGS. 8A-8J show various 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
`0019 FIG. 11 is used in a more detailed explanation of
`touchscreen inputs for a tactical video game.
`
`DETAILED DESCRIPTION OF EXAMPLE
`EMBODIMENTS
`0020 Referring to FIGS. 1 and 2, in an illustrative
`embodiment the game system 10 includes a main body 12
`and a cover body 14 hingedly connected to each other along
`an upper edge of the main body 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 made relative to an orientation of the
`game device where the cover body 14 is in an open position
`and the game is 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 through the 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. When the cover body 14 is in its fully
`open position, 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 2% inches in length and 178 inches in width,
`yielding a diagonal Screen dimension of 3 inches. The Screen
`in the exemplary embodiment is 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 may be activated by a stylus, described further
`
`Supercell
`Exhibit 1014
`Page 11
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`US 2007/01 05626 A1
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`May 10, 2007
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`herein. A power button 34 is located in the upper left 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, and is 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 body 12, 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
`LED 48 are also located on the upper face 26, adjacent the
`lower edge thereof, below the right edge of screen 32.
`0024. With reference now especially to FIG.3, a lower or
`forward portion 50 of the peripheral edge 30 (closest to the
`user) is provided with a volume control slide 52 and head
`phone and microphone connectors 54, 56 on either side of a
`first game slot 58. Slot 58 is especially designed for larger
`game cartridges or cards originally designed for 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
`shown), or for operating the game using household power. A
`second game slot 64 in edge portion 60 is designed for
`receiving memory or game cards especially designed for this
`game device. The second game slot 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 adjacent the wrist-strap mount for holding a stylus
`71 (FIG. 5) before or after use.
`0026. The stylus 71 is a plastic pencil-shaped device with
`a rounded tip 73 and is used to activate the touch screen 32.
`0027) A pair of left, right control buttons (or shoulder
`buttons) 72, 74 are located on the peripheral edge 30, 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 by the users thumbs and index fingers when
`the game is held with two hands in a natural and intuitive
`a.
`0028. The lower (or outer) face 28 of the main body is
`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
`by a peripheral edge 86. The upper face 82 incorporates a
`
`second display 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 of a
`compressible polymer or other suitable material and serve to
`dampen engagement of the inner Surface 82 of the cover
`body 14 with the inner surface 26 of the main body 12 when
`the cover body is closed over the main body.
`0030. As already noted, the game card slot 58 is sized and
`adapted to receive a conventional game card designed for
`the by now well known Nintendo Gameboy Advance Sys
`tem.R. Accordingly, the game card perse for slot 58 does not
`form any part of this invention and need not be described
`further.
`FIG. 6 is an illustration showing an example inter
`0031
`nal configuration of the portable game 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 work
`RAM 224 is a memory for temporarily storing, 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
`(liquid crystal display unit) 211 and a second LCD 212, and
`causes the generated game image to be displayed on the first
`display screen 32 of the first LCD 211 and the second
`display screen 88 of the second LCD 212. The peripheral
`circuit I/F 225 is a circuit for transmitting and receiving data
`between external 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; HiperLAN/2 protocol;
`HomeRF protocol; etc. Although shown as 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 WiFi and another for
`long-range communications using, for example, wireless
`telephone protocols) are provided. Of course, the example
`portable game system is not limited to wireless communi
`cation and may alternatively or additionally include circuitry
`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, for
`example, wirelessly connect to an internet access point.
`Such an access point may be in a public location (e.g., 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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`inserted via slot 64. The cartridge 217 is a storage medium
`for storing the game program and, specifically, includes a
`program ROM 217a for storing the game program and a
`backup RAM 217b for rewritably storing backup data. The
`game program stored in the program ROM 217a of 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 program is
`Supplied from an external storage medium to the portable
`game system 10. However, the game program may be 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.
`0034 FIG. 7 is a block diagram of an example arrange
`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 each vertex
`of a three-dimensional model based on three-dimensional
`model data and a rendering engine 242 for generating a
`game image from the 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
`on a virtual screen called a “sprite' and a two-dimensional
`image representing a background on 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 memory for temporarily retaining image data
`for one scanning line of the first LCD 211 (or the second
`LCD 212). The image data generated by the three-dimen
`sional image processing unit 231 is stored in this 3D line
`buffer 232 sequentially by one line.
`0036) The 3D line 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 line
`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 VRAM 221 is provided
`with two VRAMs, that is, a first VRAM 221a and a second
`VRAM 221b. Instead of these two first and Second VRAMs
`221a and 221b, a single VRAM may be used with its two
`different storage areas being used as the first VRAM 221a
`and the Second VRAM 221b. The VRAM Selector 234
`switches an output destination of the capture circuit 233
`between the first VRAM 22.1a and the second VRAM 221b.
`0038. The first VRAM 22.1a and the second VRAM 221b
`are connected to a VRAM selector (SEL VRAM) 236. The
`VRAM selector 236 switches a source of data to the two
`dimensional image processing unit 237 between the first
`VRAM 22.1a and the Second VRAM 221b.
`
`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
`dimensional image processing unit 237 is stored in this 2D
`line buffer 238 sequentially by one line.
`0040. The 2D line buffer 238 is connected to an LCD
`selector 235. The LCD selector 235 switches an output
`destination of the 3D line buffer 232 between the 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 the present embodiment, the LCD
`selector 235 performs control such that, when the output of
`the 3D line buffer 232 is supplied to the first LCD 11, the
`output of the 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 212, the output of the 2D line
`buffer 238 is supplied to the first LCD 211.
`0041 Additional information regarding portable game
`system 10 may be found in application Ser. Nos. 11/111,985
`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 way of example without limitation, CPU 223 is
`supplied with coordinate data from touchscreen panel 213
`when the stylus 71 (or a user's finger) is used to 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, symbol or character for controlling
`the application.
`0044) Example shape, symbols and characters and pos
`sible instructions for a game include, but are not limited to:
`0045 circles (see FIG. 8A), which can be drawn to
`“select” and “highlight’ objects on the screen;
`0046) arrows (see FIG. 8B), which can be drawn on the
`Screen to tell game objects (e.g., characters) to move in
`the direction of the arrow;
`0047 X's (see FIG. 8C), which can be drawn to
`indicate a target to hit or a target destination to go to:
`0048) lines (see FIG. 8D), which can be drawn to
`create a barrier or border that an object cannot pass; and
`0049) dots (see FIG. 8I), which can be drawn to
`indicate where to hit (e.g., a game character(s)).
`0050. 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), dotted lines
`
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`Page 13
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`(see FIG. 8J), triangles, question marks, hearts, etc. may be
`drawn and associated with commands for the game program.
`Such shapes, symbols and characters can generally be drawn
`without lifting the stylus from the touch screen surface and
`are Sufficiently distinct from each other so that the game can
`recognize what has been drawn and take appropriate actions
`in response thereto.
`0051. The inputting of such shapes, symbols and char
`acters can be implemented in a wide variety of games. For
`example, in a football game, users can draw their own plays
`and have their teams execute those plays. For example, prior
`to each play, a map of the field may be drawn for all team
`users to see. One user may move players into formation by
`drawing their positions on the touchscreen, and drawing
`their selected movement pattern as well by drawing arrows
`on the touchscreen from their formation position to their
`target position. Once the ball is Snapped, this information
`can be displayed for each player on the team—they can see
`in 3D view the arrow drawn for their target path.
`0.052 These plays can be created advance and stored in
`memory for selection during the game or a new play can be
`created during the game to take into account a particular
`game situation. For example, FIGS. 9A and 9B show two
`plays in which paths with arrows on the end are drawn to
`move offensive players (indicated by circles). Similar plays
`may be developed in which defensive players are moved in
`accordance with paths drawn using the touchscreen. In other
`implementations, the touchscreen may be used to develop
`various offensive and defensive formations and paths may
`be drawn to move the players from these initial formations.
`When an offensive player chooses to use a particular for
`mation (e.g., by selection of an offensive formation previ
`ously specified by that user and stored in memory or by
`drawing the formation on the touch screen), the game
`program may be configured to recognize the formation and
`select for, or Suggest to, the defensive player a particular
`defensive formation from among various defensive forma
`tions previously specified by that user and stored in memory.
`0053. Obviously, touchscreen inputs like those described
`above may be used to position and move players in other
`sports video games including baseball, hockey, Soccer, bas
`ketball, etc. Additional inputs may be designated in accor
`dance with the type of game. For example, inputs for a
`baseball game may be used, for example, to designate pitch
`location and type (e.g., straight line for fastball, curved line
`for curve ball, etc.).
`0054 The above touchscreen inputs can also be used in
`tactical and military video games. For example, the touch
`screen inputs may be used to specify the movement of the
`soldier game character in a field of battle. The inputs may
`also be used to specify the movement of a military vehicle
`game object (e.g., tank) in a field of battle.
`0.055
`Various tactical games may use the touchscreen to
`permit users or players to plan out attacks and defenses to
`complete missions. With reference to FIG. 10A, arrows can
`be drawn to indicate where soldiers need to go, while circles
`or X's can be used to indicate checkpoints for the soldiers to
`stop and await further orders. Users can draw with different
`colors to indicate movement of different teams. Mission
`plans can be developed before a mission or plans can be
`altered or modified in real time during the mission to take
`into account current game situations. In an example imple
`
`mentation, the main game play would take place on upper
`display screen 88, while the lower (touchscreen) 32 would
`show a map that could be altered by drawing inputs.
`0056. As mentioned above, movement patterns may be
`processed in accordance with both the shape and color of the
`drawn pattern. Different colors may be used to input move
`ment patterns for different game objects. Of course, the
`systems and methods described herein are not limited to
`processing only movement patterns in accordance with
`color. Thus, for example, a first game object may be moved
`when a movement pattern is drawn using a first color and a
`second different game object may be moved when the same
`movement pattern is drawn using a second different color.
`The processing of other shapes, symbols and characters may
`also be dependent on the color used to draw these shapes,
`symbols and characters.
`0057 Different colors may also be used to introduce a
`variable time element with respect to an associated action.
`For example, drawing a shape, symbol or character in a first
`color may result in an action associated with the shape,
`symbol or character being carried out immediately. Drawing
`the same shape, symbol or character in a second, different
`color may result in the action being carried out with some
`delay associated with use of the second color.
`0058 Different colors may also be used to input shapes,
`symbols and characters associated with alternate game
`actions. For example, a user may input a shape, symbol or
`character using a first color so that a particular action takes
`place if a first condition occurs. The user may also input a
`shape, symbol or character using a second color so that a
`particular action takes place if a second different condition
`occurs. By way of example without limitation, a user may
`input a first shape using a first color to move certain game
`objects to a particular location if an opponent attacks by air.
`The user may input a second shape using a second color to
`move these same game objects to some other location if the
`opponent attacks by land.
`0059. With reference to FIG. 10B, an army could be
`controlled by circling them and then drawing an arrow to
`indicate to where the army should move. With reference to
`FIG. 10C, a moving army may be stopped by simply
`drawing a line in front of them. With reference to FIG. 10D,
`to attack an opposing army, a user may lead his/her army
`into the path of his/her opponent and a melee battle will
`occur. Alternatively, with reference to FIG. 10E, a user's
`army can attack from afar (within some certain range) by
`simply drawing X's on various members of the opponents
`army to initiate an attack with projectiles. With reference to
`FIG. 10F, magic spells can be cast on enemies by drawing
`unique shapes and symbols onto them. Different shapes
`yield different results. For example, drawing a star as in FIG.
`10F may invoke or cast a Fallen Star attack onto the enemy.
`0060 For consistency, certain drawn inputs may be rec
`ognized across a plurality or even all games. By way of
`example, drawing a question mark on the touch screen may
`invoke a help feature. By way of further example, drawing
`a circle around an object may select that object. By way of
`still further example, drawing a path with an arrow at the end
`will cause a selected character to move along that path.
`0061 FIG. 11 will be used to provide one example of
`how maps can be used in a multi-user tactical game. As
`
`Supercell
`Exhibit 1014
`Page 14
`
`

`

`US 2007/0105626 Al
`
`May10, 2007
`
`noted above,it is advantageous for online gamersto be able
`to see a map ofthe online world in whichtheyare playing
`that displays the real-time positions of teammates and oppo-
`nents. As part ofa chal or communication system Lor online
`games, one user maytrigger the display ofthis map on all
`other users’ screensso that he/she can visually communicate
`tactical information about game play in this world to the
`otherusers.
`
`
`
`[9062] 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. Thistriggers
`the display of an overhead map onthe screens of User1, 2,
`and 3 as shownin (B) of FIG. 11. All users maythen 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. 11. This touchpadand
`drawing information is communicated to the portable game
`systems of Users 2 and 3 and the maps ontheir respective
`screens are updated to be same as the map on the touch-
`screen of UserI’s portable game system as shown in (D) of
`FIG. 11. In an example implementation (not shown in FIG.
`11), User 2 may acknowledgereceipt of the instructions to
`move to the target position by drawing a checkmark on the
`map at this position. ‘This drawing would be seen by Users
`1, 2, and 3.
`[0063] User 2 maythen proposeto further move framthe
`target position designated by User 1 to another target posi-
`tion by drawing a path with an arrowonhis/her touchscreen
`as shown in (EZ) of FIG. 11. Touchscreen and drawing
`information is transmitted from User 2’s game system to the
`gamesystems of Users 1 and 3 andtheir touchscreens are
`updated. to be the same as the map on the touchsereen of
`User 2’s portable game system as shownin (F) of FIG. 11.
`[0064]
`In other implementations, User 1 mayalso direct
`User 3 to shoot an oppancat 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 “[xit” button on the map, at whichpoint,
`the map would disappear from all users’ screens, returning
`them to gameplay.
`[0065] The map and/or drawntactical data may be sentin
`real-time fromthe video game systemofthe user drawing on
`the map (i.c., while the user is drawing). Users may save in
`the memory of the video pame system maps and/or drawn
`tactical data generated locally or received from other u

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