Patent Publication Number: US-2015072790-A1

Title: Gaming accessory

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     The present application claims priority to co-pending Provisional Patent Application No. 61/875,389, filed on Sep. 9, 2013, entitled “GAME CONTROLLER ACCESSORY”; that application being incorporated herein, by reference, in its entirety. Additionally, the present application incorporates by reference herein, the specifications and drawings of Provisional Patent Application No. 61/452,902, filed on Mar. 15, 2011 and entitled “GAME CONTROLLER ACCESSORY”, U.S. patent application Ser. No. 12/782,089, filed on May 18, 2010, entitled “DEVICE FOR ENHANCING OPERATION OF A GAME CONTROLLER AND METHOD OF USING THE SAME”, U.S. patent application Ser. No. 13/421,395, filed on Mar. 15, 2012, entitled “GAME CONTROLLER ACCESSORY”, Provisional Patent Application No. 61/179,551, filed on May 19, 2009 and 61/306,211, filed on Feb. 19, 2010. 
    
    
     BACKGROUND OF THE INVENTION 
     The present invention relates to a game controller accessory, and more particularly, to a game controller accessory that can be used with existing games and/or game controllers to more easily interact with the game. 
     Video game controllers are known. Additionally, devices for enhancing the playability of video game controllers are also known. For example, U.S. Pat. No. 6,557,853 to Huettlinger, filed on Jan. 1, 2002, discloses a strap device for use with a video game that, among other things, facilitates the use of joystick, provides cushioning to reduce the risk of user injury and is adaptable to work with most standard video game joysticks. U.S. Pat. No. 8,784,208 to Borrel, filed on Sep. 14, 2009, discloses a game control thumb grip for controlling gaming analog sticks. U.S. Patent Application Publication No. 2010/0298053 to Kotkin discloses a device for enhancing operation of a game controller and method of using the same. 
     What is needed are accessories that fit on existing game controllers to enhance their operation. 
     Additionally, game controller accessories for use in shooting games are known. U.S. Pat. No. 8,419,541 to Mao discloses a smart shell to a game controller which can be clipped to a game controller by an end user and released after a game is played, wherein signals can flow from the video game console back to the shell to operate tactile feedback motors, lights and speakers. According to the &#39;541 patent, the smart shell can be in the shape of a gun with sensors to determine which grips are being held and a sensor to determine if a player is holding the gun&#39;s scope to his face. Additionally, the &#39;541 patent discloses that logic using the three sensors can robustly determine whether the user is holding the gun as a pistol, machine gun, or a sniper rifle, and can reflect the player&#39;s choice of style in the video game. 
     What is also needed is a game controller that, itself, provides full video game controller functionality, including for shooting games. 
     SUMMARY OF THE INVENTION 
     It is accordingly an object of this invention to provide devices that enhance the playability of video games. In one particular embodiment of the invention, a motion game controller is provided wherein the game controller, itself, is made in the form of a gun. In a further particular embodiment, the game controller includes a proximity sensor that is used to actuate a feature of the video game based on the proximity of a player relative to the proximity sensor. 
     Although the invention is illustrated and described herein as embodied in a gaming accessory, it is nevertheless not intended to be limited to the details shown, since various modifications and structural changes may be made therein without departing from the spirit of the invention and within the scope and range of equivalents of the claims. 
     The construction of the invention, however, together with the additional objects and advantages thereof will be best understood from the following description of the specific embodiments when read in connection with the accompanying drawings 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings, in which like reference numerals refer to similar elements and in which: 
         FIG. 1  is a side perspective view of a game controller including a palm actuator in accordance with one particular embodiment of the present invention; 
         FIG. 2  is a partial front perspective view of the game controller and palm actuator of  FIG. 1 ; 
         FIG. 3  is a rear view of a controller having accessories in accordance with one particular embodiment of the present invention; 
         FIG. 4  is a perspective view of a jel pad for a joystick of a gaming controller; 
         FIG. 5  is a perspective view of a jel pad for a D-pad of a gaming controller; 
         FIG. 6  is a partial perspective view of a video game controller including a trigger accessory affixed thereto; 
         FIG. 6A  is a trigger accessory in accordance with one particular embodiment of the invention; 
         FIG. 7  is a perspective view of a video game controller in accordance with one particular embodiment of the invention; 
         FIG. 8  is a block diagram of a video game controller in accordance with another particular embodiment of the present invention; 
         FIG. 8A  is a block diagram of a removable clip that can be associated with the video game controller of  FIG. 8 . 
         FIG. 9  is a block diagram of a video game controller in accordance with one particular embodiment of the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     The present invention provides various embodiments of gaming accessories for enhancing the playability of video games. 
     Palm Actuator: 
     Referring now to  FIGS. 1 and 2  of the instant application, there is shown one particular embodiment of a accessory for enhancing the playability of a video game. More particularly, a palm actuator  10  is provided that can be added on to an existing game controller  20  or game controller accessory. The palm actuator  10  permits a user to execute a button press merely by squeezing the controller  20  in the user&#39;s hand  30 . 
     The palm actuator of  FIGS. 1 and 2 , can be affixed to a game controller over one of the buttons X, Y, A or B. In one particular embodiment, the palm actuator  10  is a stick on actuator with a base portion  12  that sticks to, and closely conforms to, the curvature of the face of the game controller  20  or to a skin or shell that is placed over the game controller  20 . The base portion  12  may be attached to the controller  20  or skin using an adhesive or double stick adhesive pad. A spring arm  14  is pivotally (or hingedly) attached at one end to the base portion  12  by pivot or hinge  16 . A head portion  18  at the other end of the spring arm  14  is disposed over one of the buttons X, Y, A or B, as shown in  FIGS. 1 and 2 . As can be seen, when gripping the game controller in the hand  30  of the user, the spring arm  14  is in close proximity to the user&#39;s palm  35 . Squeezing the spring arm  14  towards the base portion  12  with the palm  35  of the user&#39;s adjacent hand  30  will cause the head portion  18  to actuate the underlying button (B in  FIGS. 1 and 2 ). A screw attachment or fine tuning mechanism  19  having a screw  19   a  and pad  19   b , can be set through the head portion  18 , so as to adjust the height of the head portion  18  above the underlying button B, and thus, to fine tune the amount of pressure required on the spring arm  14  to actuate the button B underlying the head portion  18 . 
     Consequently, the spring arm  14  can be used to actuate the underlying button B with a “palm click” or squeeze of the user&#39;s hand  30 . This permits actuation of a button while the user&#39;s thumb remains on the joystick. The base portion  12  can be made as part of a game controller  20  or skin accessory, or can be used as a retrofit to an existing game controller  20  or skin accessory. The palm actuator  10  need only be stuck on to the controller  20  or skin in the manner shown in  FIGS. 1 and 2 , using an adhesive, or a physical attachment formed on the surface of the controller  20  or skin. 
     Jel Caps: 
     Referring now to  FIGS. 3 ,  4  and  5 , circular jel caps  40  are provided to be affixed to the top of the D-pad, which is the big grey circle on the XBOX controller  50 , in-between the two joysticks. This raises the height of the D-pad controller, which means the thumb has less distance to travel when switching from the joystick to the D-pad. Such a jel or gel cap  40  can be made of a soft silicone, such as is used in making rubber toys. Additionally, the jel cap  40  can be made in different sizes, adapted to the surface of the joystick (as is the jel cap  40  of  FIG. 4 ) or the D-pad (see, the flatter, larger diameter jel cap  40  of  FIG. 5 ). Additionally, each jel cap  40  can include an indent  45  in the middle thereof, for ergonomic placement of the thumb pad for controlling the underlying controller. As can be seen more particularly from  FIG. 3 , the jel cap  40  can be stuck on to the D-pad and/or to the tops of the joysticks, with an adhesive or adhesive tape, such that nothing overlaps. Other types of joystick or thumb stick covers currently available are like swimmers caps over the joystick. This can interfere with movement. 
     Bionic Triggers: 
     Referring back to  FIG. 3 , a trigger enhancement or “bionic” trigger is provided. The bionic triggers make it so that, if you kick out the pedal  65 , it now engages the bumpers. This means that you never have to take your index fingers off triggers. 
     In the particular embodiment of  FIGS. 6 and 6A , stick-on bionic triggers  70  are shown. Bionic triggers can be stuck to a base portion of the controller using an adhesive or adhesive tape  76 , with the head located over the bumper  55 . These add-on triggers  70  performs the same button actuation as without them, however, the user&#39;s index finger has more support or comfort with the ledge (i.e., an ergonomically shaped raised portion or bend in the lever body). Just a little push up on the levers  72  and the bumpers  55  are pressed by the contact pad  78 . Screw and cap  74  adjust sensitivity can be provided to adjust the sensitivity of the levers  72  and to adjust the preload on the triggers and bumpers  55 . This means less trigger travel. 
     Motion Gun Controller or Actuator: 
     At present motion guns are offered for the Wii and PS3 gaming systems (e.g., the PS3 Move gun controllers). Such existing motion guns have not been successful to date, in part because: 
     1) The motion has to do with wireless signals and tracking capture that has to be calibrated in a big room. The motion is too extreme to shoot targets and you have to stop suddenly to stay in the frame. Standing and exertion are requirements and if they made a competitive motion first person shooter (FPS) online, you would be disadvantaged. 
     2. The gun controllers are just frames that have inserts for the Wii and MOVE controller. See, for example, U.S. Pat. No. 8,419,541 to Mao. These controllers are used for a wide variety of games, from bowling games to dancing games. They were not targeted to the first person shooter, so too many compromises were made. 
     3. More so than a traditional controller, a gun controller is in front of you. The “Buck Rogers super soaker” look reminds more mature gamers that they have to grow up. 
     However, referring now to  FIGS. 7-8A , one particular embodiment of a video game gun controller or “motion gun controller”  80  which is motion actuated will be described. The motion gun controller  80  of  FIG. 7  differs from existing gun controllers in that, among other things, the gun controller  80  of  FIG. 7  incorporates the controller circuitry  100  therein. In other words, the controller  80  is not merely a shell in which a game controller can be placed, but rather, is the actual game controller having a gun shaped housing  82  that fully encapsulates the controller circuitry  100 , which is sealed therein. The main components of the controller circuitry  100 , including the processor  120  and motion sensor  110 , include no other housing than the gun shaped housing  82 . 
     The motion game controller  80  includes a motion sensor  110  within the motion gun controller  80 . This motion sensor  110  is actually integral to the motion gun controller, i.e., is incorporated as part of the electronics inside the housing  82 , and not as part of a stand-alone controller removably mated with a gun shaped shell, as disclosed in U.S. Pat. No. 8,419,541. In one particular embodiment, the motion sensor  110  includes a gyroscope housed inside the controller. In another particular embodiment, the motion sensor  110  is a multi-axis acceleration sensor or accelerometer. The use of the motion sensor  110  provides joystick like aiming of the motion gun controller merely by moving the motion gun controller  80 . 
     More particularly, the motion sensor  110  provides a signal to the processor  120  operating in the motion game controller  120  that indicates that the gun controller  80 , and in particular, the business end of the gun controller  80  (i.e., at or near the distal end of the barrel) has been moved. In particular, an motion sensor  110  (i.e., accelerometer and/or gyroscope) in the motion gun controller  80  senses that the end of the motion gun controller has moved up or down, left or right and the game view is changed correspondingly. The motion sensor  110  also provides the processor  120  with information about how much, and in what direction, the end of the gun has moved. The processor  120 , which can be a microprocessor, microcontroller, dedicated configuration of hardwired circuitry and/or the like, processes the information in accordance with a set of instructions embodied in software or firmware stored in a non-transitory storage or memory device  125  associated with the processor  120 . In particular, the information received by the processor  120  from the motion sensor is translated into multi-axis coordinates that are used by the video game console (not shown) to update the display and game play. It is to be noted that such translation could be performed by a processor of the game console, rather than the processor  120  of the motion gun controller. In such case, the processor  120  would relay the signals from the motion sensor  110  to the game console for further processing. By using a motion sensor  110  having multi-axis detection, the tip of the gun controller  80  distal from the stock  85  and/or grip  81  can be analogized to the free end of a joystick with the resulting signals corresponding to motion of the motion sensor  110  along the joystick axes. 
     This permits the joystick operation of a standard controller to be integrated into the motion gun controller  80 . For example, if the player tilts the gun to the left, the aim projected in the video game will tilt left. You could turn to the side, up or down and the results would be the same. Thus, aiming is performed using the intended joystick commands of a standard controller, but without the actual joystick. Rather, the gun is now the joystick. Aiming the gun up would be the same as pulling the joystick back. Thus, once calibrated to the game screen view, the end of the motion gun controller behaves like a floating joystick having the user as its base point. Advantages to this design include: 
     1. More accurate aiming with less exaggerated movements. 
     2. Any game that uses a standard controller could use the motion gun controller  80  of the present embodiment. Additionally, a converter could be provided for use with all computer games. 
     Such a motion gun controller  80 , in accordance with the present embodiment, would provide 3D reality in your living room. 
     Additionally, the motion gun controller  80  of the present embodiment can be provided with an actuator  130  that gives real recoil. For example, a vibrating element can be provided in the stock of the incorporating such an actuator into the stock  84  of the motion gun controller  80  can result in the player receiving a slight (or even a strong) thump from the stock  84 . In one particular embodiment of the invention, the stock  84  of the motion gun controller  80  can include an actuator at the butt end  85  of the stock  84  that provides a recoil thump in the player&#39;s armpit, when the motion gun controller  80  is held against the armpit. In one particular embodiment of the invention, a portion of the butt  85  may be spring mounted to the housing  82  such that the actuator  130  (when operated) causes the portion of the butt  85  to punch out from the housing slightly in sync with the firing of the gun controller  80 , thus providing a recoil against the shoulder of the player. Alternately, an actuator can be provided in other parts of the motion gun controller  80  to simulate recoil such that every time the player fires the gun, they experience a feeling of recoil from the stock  84 . Additionally, the motion gun controller  80  of the present embodiment can be used in a single or full auto mode, controlled by an on-board selector switch  124 . 
     In one particular embodiment of the invention, the motion gun controller  80  can be configured so that, after firing for a predetermined amount of time, an optional fake smoke and scented fire smell can be emitted from the barrel, or another location, of the controller  80 . 
     In another particular embodiment of the motion gun controller, a sensor  140  is provided to determine actuation of a feature of the controller by the user. For example, in one particular embodiment of the invention, the sensor  140  is a button or sensitivity strip  88 , shown as a stripe on the butt of the gun controller in  FIG. 7  for illustrative purposes, provided on the outside surface of the housing  82 . The sensitivity strip  88  is employed such that, when the user goes to aim, the user&#39;s chin and side of the face hits the button or sensitivity strip  88 , activating a feature, such as ZOOM or focus. However, if desired, the sensitivity strip  88  can be added elsewhere on the controller  80  and/or actuated by a different body part of the player. For example, a sensitivity button or strip  88  can be arranged on the controller such that ZOOM, focus or some other action is engaged when the stock  84  or another area is pressed by a body part, including a body part other than a finger. For example, in one embodiment, an action of the controller  80  can be activated by touching the stock  84  or scope  86  of the controller  80  of  FIG. 7 , or even by applying pressure to a sensitive portion of the controller  80  in some other way, such as by squeezing the end of the stock  84  into the shoulder of the user or by applying pressure to a portion of the controller  80  using the face and/or neck of the user. In another particular embodiment of the invention, the sensor  140  is a sensor incorporated in the butt end  85  of the stock  84  that is used to engage a ZOOM feature of the game when the stock  84  is pressed into the shoulder of the player. 
     As an alternate to the above-discussed sensitivity button or strip  88 , another form of sensor  140  can be placed on the motion gun controller  80  that does not require actual contact with the button or strip  88 , in order to produce a result. For example, sensor  140  can be chosen to include a proximity sensor, such as a heat or light sensor, or infrared beam could be configured to determine the proximity of the user to the stock or scope, to provide a zooming or other function. Additionally, if desired, the proximity sensor could be, or could include, a shadow activated motion detector or “shadow sensor” (i.e., a sensing circuit that detects motion by determining the changes or light difference in the shadow cast by a moving object). In particular, as the player leans towards the proximity sensor, the function is actuated. If the player then leans away from the proximity sensor, the function is discontinued. For example, in one particular embodiment of the invention, a player will tilt his or her head towards a proximity sensor (sensor  140 ) incorporated into or on the stock  84  in order to engage the ZOOM function or some other function controlled in the game. 
     In another particular embodiment, sensor  140  is a proximity sensor that includes a heat or infrared sensor can be used to sense the body heat of the user as he or she leans towards the proximity sensor. In another embodiment, a function can be actuated by the user leaning towards the proximity sensor and breaking a light beam. In a further embodiment, the proximity sensor can use a shadow sensor, light beam or ultrasound beam to detect proximity from light or other types of waves reflected from the user. 
     Note that, more than one of the foregoing types of sensor (i.e., sensitivity strip/button, pressure sensor, proximity sensor, etc), can be used as the sensor/sensors  140 , without departing from the scope of the present invention. 
     Additionally, the motion gun controller  80  of  FIG. 7  can be configured so that all buttons/triggers are where they should be for an actual gun. For reality, the gun controller of the present embodiment can be configured and programmed so that the device can only be “reloaded” once you physically remove and replace the “clip”  90  into the motion gun controller  80  into a magazine receiver  89  of the housing  82 . Alternately, if desired, the gun controller can be “reloaded” by tapping the bottom of the “clip” or “cartridge”  90 , rather than requiring reinsertion of the clip  90 . It is contemplated that the game would track the number of bullets fired and the capacity of the engaged clip  90  and require the virtual changing of the clip  90  (by tapping the clip or removing and replacing the clip) once the number of bullets fired matches the clip capacity. 
     Similarly, in connection with some games, where appropriate, the controller  80  can be configured as another type of weapon, such as a grenade launcher that only works after the user has physically moved a part on the controller corresponding to the same part that is shown in the games. 
     In another embodiment of the motion gun controller  80  of  FIG. 7 , a scope  86  can be provided including a contact or proximity sensor  155  that is activated by being touched by the eye orbit or another body part of the user. Zooming happens when you look through the optics of the scope  86  that bring out the colors of the game more. Realism is enhanced by the sound of your real clip  90  changing as the user takes the eye off the scope  86  and/or by, optional fake smoke being faintly seen and smelled, creating a real  3   d  experience. 
     Additionally, although the motion gun controller  80  of  FIG. 7  looks like a real gun, the gun is fake. It is intended that the motion gun controller will be produced following the same laws of an Airsoft gun even though nothing is fired for real. It will have a 3 millimeter orange marking at the end of the barrel, and in one desired method of sale, purchase will be restricted to individuals over the age of 18, due to the appearance of a real gun. 
     The motion gun controller of  FIG. 7  can additionally, optionally, be configured such that: 
     parts can be interchangeble for left and right handed users; 
     fake grenade launcher and shotgun shells can be provided for loading fun; 
     the gun controller  80  can be transformed into different guns, such as a sniper rifle or machine pistol; and/or 
     the gun controller can fold down into a briefcase. 
     Similarly, all of the features listed above in connection with the motion gun controller  80  of  FIG. 7  can additionally be adapted for use in connection with a handgun including some or all of the circuitry  100 , as illustrated by the motion gun controller  190  of  FIG. 9 . In particular, the motion gun controller  190  of  FIG. 9  can include, among other things, a smoke/scent generator unit  126 , a recoil actuator  130 , sensor(s)  140  (as described hereinabove), a scope sensor  155 , controller buttons  124 , a motion sensor  110 , etc., all as described herein in connection with the controller  80  of  FIG. 7 . Additionally, a sensor  140  (i.e., sensitivity strip, proximity sensor, etc.) can be provided along the grip or barrel of the controller  190  to sense a user sighting along the barrel of the controller  190 , if desired. Optionally, standard game control buttons  195  can also be placed on the motion gun controller  80 ,  190  such that every finger is on a button. This might provide a slight advantage over users using a regular game controller. 
     Additionally, further types of motion gun controllers can be provided. For example, there could be a combination of the software and/or hardware of the system and a gun controller  80 , in accordance with the present embodiment, that assists in immersing the user into the world of the game. For example, it may be possible to purchase several different types of gun controller, or even gun controllers having different appearances, such as gun controller having the appearance of a golden gun. This can be integrated with the game hardware/software such that, when the user plays the game using the gold gun controller, in the game that golden gun appears on screen. Thus, specific guns, including very artistic ones with colors like HALO™ alien weapons can be made. 
     Similarly, the user may use a plurality of types of gun controllers in a single game. For example, in a Tomb Raider type game, the user could possibly switch between holstered pistol motion gun controllers and a shotgun style or grenade launching motion gun controller, thus triggering a switch between these weapons in the game. The user merely has to “register” the different weapon controllers with the game in advance, much in the same way that additional characters are added to the game SKYLANDERS™ by Activision. In particular, first person shooter games could be adapted so as to add weapons, based on the presence of a motion gun controller that can be linked to the game. 
     Thus, referring now to  FIGS. 7-9 , in one particularly preferred embodiment of the invention, the controller  80 ,  190  utilizes an accelerometer as the motion sensor  110  in the gun controller  80 ,  190  for home use. Consequently, the motion gun controllers  80 ,  190  are technologically improved over other gun controllers. Targeting is faster and more like a typical, non-gun type controller. Advantageously, the motion gun controller including a gyroscope or accelerometer makes the gun controller like having one giant joystick operating along a multi-axis coordinate system, thus magnifying the controller operations, but in a controlled way, so that movements are less drastic and require less effort in operation. Past gun controllers were directed towards aiming of the gun controller. However, they did not take into account that the display or screen is not realistic, nor does it reflect life. Basically, in past gun controllers, aiming was meant only to connect the user to a virtual world, in which aiming must constantly be pulled back within the lines defined by the screen, i.e., the demarcation of the virtual world. The problem of maintaining aiming within the lines of the screen is exacerbated by making movements of the controller too extreme to move the X to different points. Consequently, in past controllers, performance was sacrificed. 
     The present invention gives the user a gun controller that is exactly adapted for immersing the user into the virtual world, not just connecting the user to it. For the first time, the motion gun controller, in accordance with  FIGS. 7-9  of the instant application, gives the shooter a competitive edge to win at home and online, by giving the user improved realism coupled with improved function (i.e., the user does not going through the signal for aiming, rather the reality of the controller provides the edge). 
     In a further embodiment of the invention, the motion gun controller  80 ,  190  can be used to even further immerse the player into the game. In particular, add-on accessories can be purchased for the motion gun controller which are then duplicated in the game in much the same way as new characters are introduced into SKYLANDERS™ by Activision. More particularly, a physical item purchased in the real world can be registered with the motion gun controller and duplicated in the game. 
     Referring back to  FIGS. 7-9 , the motion gun controllers  80 ,  190  include a cartridge, magazine or clip  90 ,  192  that comes standard with the controller  80 ,  190 . However, in one particular embodiment of the invention, if a player wants a more powerful clip, or one having a greater capacity, the player can buy an add-on clip  90 ,  192  (at the store or through an online service) which clip  90 ,  192  has a characteristic or attribute different from the clip  90 ,  192  that came standard with the motion gun controller  80 ,  190 . For example, if a player wants a clip  90 ,  192  having a greater capacity, the player can purchase a physical clip  90 ,  192  that has a greater capacity. The physical item (in this example, the clip  170 ) is then registered with the motion game controller  80 ,  190 . For example, in one particular embodiment of the invention, the standard clip  90 ,  192  is ejected from the clip receiver  89 ,  194  of the motion gun controller  80 ,  190  and the new clip  170  is received in the receiver  89 ,  194 , such that a connector  175  mates with a connector  160  in the receiver  89 ,  194 . Alternately, an RFID tag  175  or other near field communication tag (NFC) can be detected by a NFC reader  160  of the motion gun controller  80 ,  190 , when the new clip  170  is placed in close proximity. Thus, data stored in the new clip  170  can be read out by the processor  120  in the motion gun controller  80 ,  190  and the characteristics and attributes of the new clip  170  can be ported into the game such that the clip  170  is cloned in the game. For example, the clip  170  in the game would have the same number of rounds as the new clip  170  registered with the motion gun controller  80 ,  190 . Similarly, if a clip  170  having a more powerful round is purchased (such as a .45 caliber round to replace the .22 round provided in the original clip), registration of the new clip  170  (which is a physical article existing in the real world) with the motion gun controller  80 ,  190  would cause the rounds fired in the game to change from .22 caliber to .45 caliber. 
     In one particular embodiment of the invention, at least one of the clip  170  or the motion gun controller  80 ,  190  includes a memory device  125 ,  177  including a writable memory register associated with a particular clip  90 ,  192 ,  170  that stores the number of bullets used in the game. For example, if a player has a seven round clip and uses five rounds before swapping the clip  90  for another clip  170 , the system can record in the memory device  125  or  177  that the clip  90  has only two rounds left before requiring reloading (i.e., by tapping the clip or removing and replacing it). Thus, in the present embodiment, when a particular clip  90 ,  192 ,  170  is replaced into the motion gun controller  80 ,  190 , the memory register associated with that particular clip  90 ,  192 ,  170  is read out and the information (in this example, the number of rounds remaining before requiring reloading) becomes part of the game. 
     In another embodiment of the invention, an add-on scope  86  can be provided for use with the motion gun controller  80 ,  190 . In particular, if the motion gun controller  80 ,  190  has no scope  86 , or if it is desired to upgrade the scope  86  that the motion gun controller  80 ,  190  has, a scope  86  existing as a physical article in the real world and having particular attributes can be purchased by the player and registered with the motion gun controller  80 ,  190 . As discussed above, registration of the scope  86  with the motion gun controller can occur creating a connection  157  between scope circuitry  150  and the processor  120 . This connection  157  can be created by by mounting the scope to the motion gun controller  80 ,  190  and, thus, engaging a connector on the motion gun controller with a connector on the scope, or by mounting the scope to the motion gun controller in order to have an RFID or other NFC tag read by an NFC reader of the motion gun controller, or by some other means. The scope  86 , thus registered, can be synced with the game software to provide a more powerful scope  86  in the game (i.e., a scope having the attributes of the scope purchased by the player). 
     The types of add-ons available for the motion gun controller are not limited to the clip  90 ,  172 ,  192  and scope  86 , as other add-ons are envisioned without departing from the scope of the invention. For example, in one particular embodiment of the invention, a stock can be purchased for the motion gun controller  190  of  FIG. 9  or a replacement stock  84 , having different attributes from the originally provided stock  84  (i.e., more steady, lighter, etc.), can be purchased for the motion gun controller  80  of  FIG. 7 , and can be duplicated, with its correspondingly changed attributes, in the game. 
     Additionally, items original to, or added-on to, the motion gun controller  80 ,  190  can have other attributes that enhance the virtual reality experience of the player. In one particular embodiment of the invention, the motion gun controller  80 ,  190  is provided with a scope  86  that can be interacted with realistically in order to enhance the game. For example, in one embodiment, if it is raining in the game, the system can be configured to require the user to periodically wipe the lens of the scope  86  to get rid of the rain on the game screen or (if the scope has visual enhancements) viewed in the scope  86 . In another embodiment, if the scope becomes damaged on-screen, for example, in a game where the game screen display is “cracked” when a player is killed, the motion gun controller  80 ,  190  and/or the game may be configured to require the scope  86  to be changed out in order to eliminate the cracks on the game screen. 
     Additionally, in another particular embodiment, the scope  86  is provided with some actual magnification, so as to enhance the game screen (i.e., the television or monitor display) when viewed through the scope  86 . Thus, in addition the game screen or display picture zooming, the scope can also be configured to magnify the view therethrough. Such magnification can be provided through an optical lens set or digital enhancement using the scope circuitry  150 . In a further embodiment, the scope circuitry  150  can be provided with a laser dot that shines on the game screen and/or is viewed in the scope  86 . For example, a laser dot is projected either from a portion of the scope  86  onto the television or display upon which the game is played, and/or is provided in the viewing portion of the scope  86 , itself. 
     The above-described motion gun controllers  80 ,  190  can additionally be adapted for use in other types of weapons, items or tools in other kinds of games, as well (i.e., light sabers that change colors in reality and on-screen, different types of swords, such as a short sword, broadsword or claymore, the use of which is mirrored into the virtual world, etc.). Other examples of tools/weapons that could be used with a motion controller, as described herein, include, but are not limited to: other types of weapons, swords, bows and arrows, fishing rods, knives, etc. For example, a motion controller as described herein can be used in connection with a fishing game, wherein the user is provided with a standard reel and rod, the detected motion of which can be translated into the game as casting, reeling-in, or other fishing-related movements. Additionally, in accordance with the present invention, such a fishing rod/controller would be duplicated into the virtual world of the fishing game, and add-ons (such as better reels, different lures or sinkers, rods of different stiffnesses and/or lengths, etc.) could be purchased by the user and ported into the game (i.e., by near field communications, or some other mechanism) so as to improve the player&#39;s results in the game in correspondence to the improved fishing gear purchased and used by the player. 
     The present disclosure is provided to allow practice of the invention, after the expiration of any patent granted hereon, by those skilled in the art without undue experimentation, and includes the best mode presently contemplated and the presently preferred embodiment. Nothing in this disclosure is to be taken to limit the scope of the invention, which is susceptible to numerous alterations, equivalents and substitutions without departing from the scope and spirit of the invention.