USOO8128476B1 (12) United States Patent (10) Patent No.: US 8,128,476 B1 Sidhu et al. (45) Date of Patent: Mar. 6, 2012 (54) ELECTRONIC GAME, SUCH ASA (56) References Cited COMPUTER GAME INVOLVING REMOVING PEGS U.S. PATENT DOCUMENTS (75) I nVentOrS: SuSukhbir ir Sidhu, Seattle, WA (US);; BBrian 7,169,044 B2 * 1/2007 Baerlocher et al. ............. 463,20 Rothstein, Seattle, WA (US); Eric Tams, (Continued) Seattle, WA (US) OTHER PUBLICATIONS (73) Assignee: PopCap Games, Inc., Seattle, WA (US) “Katamari Damacy.” Sep. 22, 2004, Namco, manual.* (*) Notice: Subject to any disclaimer, the term of this (Continued) patent is extended or adjusted under 35 U.S.C. 154(b) by 923 days. Primary Examiner — Dmitry Suhol (21) Appl. No.: 12/024,604 Assistant Examiner — Kevin Y Kim (74) Attorney, Agent, or Firm — Perkins Coie LLP (22) Filed: Feb. 1, 2008 (Under 37 CFR 1.47) (57) ABSTRACT Related U.S. Application Data Peggle is a game that balances skill and luck. The Peggle (60) Provisional application No. 60/888,063, filed on Feb. board is made up of different types of pegs, some of which the 2, 2007. player must clear. The player begins a turn by aiming a ball at the pegs. When the player releases the ball, the ball travels (51) Int. Cl. through the pegs, contacting some and eventually falling to A63F 9/24 (2006.01) the bottom of the board. The ball may bounce offmany pegs, A63F 3/00 (2006.01) and those pegs that the ball contacts are removed. A score is G06F I7/00 (2006.01) calculated based on the number and types of pegs hit during a G06F 9/00 (2006.01) turn. (52) U.S. Cl. ................... 463/16: 463/7: 463/10; 463/23 (58) Field of Classification Search .................. 463/2–3, 463/5 48 Claims, 11 Drawing Sheets See application file for complete search history. (8 of 11 Drawing Sheet(s) Filed in Color) a-go-ro; 33. A ---------x US 8,128.476 B1 Page 2 U.S. PATENT DOCUMENTS Wikipedia.org, “Breakout (arcade game).” http://en.wikipedia.org/ wiki/Breakout %28arcade game%29, Released May 13, 1976, 6 7,267,341 B2 * 9/2007 Shah ............................. 273/272 pages Internet accessed on Aug. 4, 2008. 7,402,104 B2 * 7/2008 Ogita et al. ..................... 463,32 Amazon.com, “Cranium Bumparena. http://www.amazon.com/ OTHER PUBLICATIONS Cranium-103040000-100E-Bumparena/dp/B00093.0CSI, Product reviewed Nov. 26, 2006, 13 pp. Internet accessed on Aug. 5, 2008). "Arkanoid,' 1986, Taito, manual. Boardgamegeek.com, “Cranium Bumparena. http://www. “The Sims CarnivalTM BumperBlast.” Electronic Arts, 5 pages. boardgamegeek.com/game? 17962, 2005, 5 pages Internet accessed System 16.com, "Peggle.” Strata / Incredible Technologies, 1991, on Aug. 5, 2008). http://www.system 16.com/hardware.php?id=805&page=1, pages 2, Peggle, Videogame, Strata, Incredible Technologies, 1991, Internet 9, and 10 of 14 Internet accessed on Aug. 4, 2008). accessed Jul. 11, 2011, 3 pages. Gamerslnfo.net, Brickbreaker for Blackberry, http://www. Peggle (Trackball, v1.0)—MAME ROM, Strata/incredible Tech gamersinfo.net/articles/1214-brickbreaker-for-blackberry, Product nologies, 1991. Internet accessed Jul. 11, 2011, 2 pages. reviewed Aug. 8, 2006, 6 pages Internet accessed on Aug. 4, 2008. Peggle, Strata Group, Inc., 1991, 1 page. Wikipedia.org, Arkanoid.' http://en.wikipedia.org/wiki/Arkanoid, Developed in 1986, 4 pages Internet accessed on Aug. 4, 2008. * cited by examiner U.S. Patent Mar. 6, 2012 Sheet 1 of 11 US 8,128.476 B1 1 OO 105 11 O 15 generationdisplay physics game rules 12O 130 135 scoring input communication AO storage FIG. I. U.S. Patent Mar. 6, 2012 Sheet 2 of 11 US 8,128.476 B1 -------------------------------worror-rewrowes--------------essessssssssssssssssssssssssss------------------------------ U.S. Patent Mar. 6, 2012 Sheet 3 of 11 US 8,128.476 B1 31 O receive launcher angle receive fire Command determine ball trajectory 340 display ball travel 350 Calculate score done FIG. 3 U.S. Patent Mar. 6, 2012 Sheet 4 of 11 US 8,128.476 B1 calculate score 4 O receive pegs hit 42O determine shot score add style points add shot score to level score determine total score U.S. Patent Mar. 6, 2012 Sheet 5 of 11 US 8,128.476 B1 i 8, S g six U.S. Patent Mar. 6, 2012 Sheet 6 of 11 US 8,128.476 B1 s U.S. Patent Mar. 6, 2012 Sheet 7 of 11 US 8,128.476 B1 U.S. Patent Mar. 6, 2012 Sheet 8 of 11 US 8,128.476 B1 U.S. Patent Mar. 6, 2012 Sheet 9 of 11 US 8,128.476 B1 Y U.S. Patent Mar. 6, 2012 Sheet 10 of 11 US 8,128.476 B1 s U.S. Patent Mar. 6, 2012 Sheet 11 of 11 US 8,128.476 B1 & Sr US 8,128,476 B1 1. 2 ELECTRONIC GAME, SUCH ASA goals, and controls of a given game is often a highly demand COMPUTER GAME INVOLVING REMOVING ing one that calls on many different areas of cognitive func PEGS tion. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception CROSS REFERENCE TO RELATED that games provide instant gratification, games actually delay APPLICATION(S) gratification far longer than otherforms of entertainment Such as film or even many books. Some research Suggests video This application claims the benefit of U.S. Provisional games may even increase players attention capacities. Application No. 60/888,063, filed on Feb. 2, 2007, entitled Multiplayer games, which take advantage of the fact that “ELECTRONIC GAME, SUCH ASA COMPUTER GAME 10 computer games can use the Internet, provide players with the INVOLVING REMOVING PEGS, which is incorporated opportunity to compete with other players from across the herein in its entirety by reference. globe, something that is also unique to electronic gaming. Millions of players around the globe are attracted to video BACKGROUND gaming simply because it offers such unprecedented ability to 15 interact with large numbers of people engaged simulta Video games are a popular way for people to entertain neously in a structured environment where they are all themselves and interact with other users. Whether imple involved in the same activity (playing the game). mented on a personal computer, television-based gaming Even simple games offer potential benefits to the player. console, or handheld gaming system, traditional video games Games like Tetris and Pac-man are well-designed games that allow users to manipulate on-screen characters or elements are easy to pick up but difficult to master, much like chess or and thereby engage in on-screen challenges or competitions. even poker. Despite their simplicity, simple games may also Computer generated challenges and competitions can be rich feature online capabilities or powerful Al. Depending on the with stimulating content that is more dynamic and inspiring game, players can develop and test their techniques againstan than an unchanging toy car or truck. advanced computer player or online against other human Perhaps the most visible benefit of video gaming is its 25 players. artistic and entertainment contributions. As a form of multi Overall, there is a need for a new game that offers the media entertainment, modern video games contain a highly benefits discussed above to game players, as well as one that unique fusion of 3D art, computer-generated (CG) effects, provides additional benefits. architecture, artificial intelligence (Al), Sound effects, dra matic performances, music, storytelling, and, most impor 30 BRIEF DESCRIPTION OF THE DRAWINGS tantly, interactivity. This interactivity enables the player to explore environments that range from simulated reality to The patent or application file contains at least one drawing stylized, artistic expressions (something no other form of executed in color. Copies of this patent or patent application entertainment can allow). In this respect, every game scenario publication with color drawings will be provided by the U.S. will play out a slightly different way every time. Even if the 35 Patent and Trademark Office upon request and payment of the game is highly Scripted, this can still feel like a large amount necessary fee. of freedom to the person who is playing the game. FIG. 1 is a block diagram that illustrates components of a A related property is that of emergent behavior. While Peggle game system. many games including card games and sports rely on emer FIG. 2 illustrates an example display produced by a display gent principles, video games commonly present simulated 40 generation component. story worlds where emergent behavior occurs within the con FIG. 3 is a flow diagram that illustrates the processing of text of the game. This is something that some gamers find the Peggle game system during the playing of a turn. appealing as it introduces a certain level of randomness to a FIG. 4 is a flow diagram that illustrates the processing of a game. Generally any place where you have event driven scoring component. instructions for Al in a game, you will inevitably see this. For 45 FIG. 5 is a screenshot of a display generated by the game instance, take a racing game where cars are programmed to system showing elements of the game. avoid crashing and they encounteran obstacle in the track, the FIGS. 6A-6D are screenshots of a display generated by the cars might then maneuver to avoid the obstacle causing the game system at several points in time of a single turn. cars behind them to slow and/or maneuver to accommodate FIG. 7 is a screenshot of a display generated by the game the cars in front of them and the obstacle.
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