Patent Abstract:
A firearm shaped game controller for playing an interactive video game has a shape of a gun that communicates with a gaming system that operates the video game having a handle, trigger, and barrel. The gun is fired when the actuation of the trigger simulates firing of the gun. A player may utilize a movement controller provided on an exterior portion of the gun for controlling the movement of at least one game character depicted in the video game. A targeting controller is provided within the gun for aiming the gun at targets depicted in the video game on a monitor in communication with the game system. Advantageously, the plurality of controller buttons affixed along the side of the gun for controlling actions of the game character such that actuation of the controller buttons does not substantially interfere with operation of the movement controller and targeting controller.

Full Description:
BACKGROUND OF THE INVENTION  
       [0001]     1. Technical Field  
         [0002]     The present invention relates to a gaming controller. More particularly, the invention relates to a firearm-shaped gaming controller having selection buttons and character movement controls strategically positioned on the controller.  
         [0003]     2. Description of Related Art  
         [0004]     In the video gaming industry, conventional computer games are known to use a variety of gaming controllers which allow a player to move and operate a game character in a desired fashion. As computer technology develops in the video gaming area, games are becoming more sophisticated in context. Whereas early video games primarily allowed a player to move within a scripted series of video images, today&#39;s games are becoming more interactive allowing a player to simulate action within a three dimensional space.  
         [0005]     Common gaming controllers, especially for home use, employ a handheld platform having numerous control buttons, directional pads, and/or joysticks positioned on an essentially planar surface. Such platform controllers are commonly used with gaming systems such as X-BOX which is made by MICROSOFT Corporation (Redmond, Wash.) and PLAYSTATION which is made by SONY Corporation (Tokyo, Japan). While this type of controller may suit a plurality of games, many games employing a game character that is principally moving and shooting a simulated firearm do not closely approximate a realistic experience. Essentially, a handheld platform does not simulate a firearm well. A player using a platform controller for certain types of games involving the simulated use of firearms will not have a realistic experience. A player using a firearm, specifically a gun-shaped controller, though will have a more realistic experience.  
         [0006]     While game controllers in the shape of firearms are known, they have mostly been used in non-interactive gaming scenarios. Usually, gun-shaped controllers have been used with scripted video images. In applying a gun-shaped controller to an interactive gaming scenario has been difficult.  
         [0007]     Essentially, a gun-shaped controller employing the control features of the planar controller has been problematic. Gun-shaped controllers are awkward to use because certain buttons, directional pads, and/or joysticks are not conveniently disposed on the controller. What is needed is a newly designed gun-shaped controller that is efficiently and ergonomically designed to provide a player using the controller a more realistic game experience.  
       SUMMARY OF THE INVENTION  
       [0008]     A gaming system controller shaped as a firearm such as a handgun made in accordance with the present invention is provided with advantageous positioning of buttons, joysticks, and other control apparatus. The gun controller simulates the appearance of an actual handgun such as a pistol with the inclusion of barrel, handle, trigger, and trigger guard. The materials used to fabricate the gun controller may be of any known type utilized in standard electronic game controllers including plastic and metal. Preferably, the gun is fabricated so that it can be used with game systems currently being marketed in place of the game systems&#39; standard platform controller.  
         [0009]     The gun controller is ergonomically designed such that a player may control a game character&#39;s movement and the aiming of the gun controller while actuating other buttons conveniently located on the exterior portion of the gun. The actuation of the other buttons do not substantially interfere with control of the character&#39;s movement or the aiming of the gun because of the ergonomic positioning of the trigger, gun handle, buttons, joysticks, and other control apparatus.  
         [0010]     In one embodiment, the aiming control is performed with the use of an optical aiming device employed within the barrel of the gun controller. Essentially, as the barrel is pointed toward a target appearing on the screen of the monitor displaying the game, the optical aiming device senses the general position to where the barrel is being aimed. When the player actuates the trigger, the gaming system controlling the game can determine whether the player has hit the target with a shot.  
         [0011]     In other embodiments, the aiming control is performed by the movement of a directional pad or joystick conveniently positioned on the exterior of the gun controller. Most preferably, the aiming controller and movement controller are positioned beneath the trigger guard of the gun controller. Thereby, the player may actuate these controllers with fingers or by resting the controller, particularly the movement controller, on top of the hand that is not wrapped around the gun controller handle. When resting the controller, the player may cause the game character to move by pivoting the movement controller with the movement of the gun controller.  
         [0012]     Another gun controller made in accordance with the present invention includes a sub-machine gun format. The buttons and controls may then be deployed near where either hand is holding and supporting the sub-machine gun controller. In a preferred embodiment, the forward handle of a sub-machine gun controller may be provided essentially a handle shaped joystick. Thereby, the player, for example, may cause the game character to move within the game by pivoting and moving the forward handle accordingly.  
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0013]     The novel features believed characteristic of the invention are set forth in the appended claims. The invention itself, however, as well as a preferred mode of use, further objectives and advantages thereof, will be best understood by reference to the following detailed description of illustrative embodiments when read in conjunction with the accompanying drawings, wherein:  
         [0014]      FIG. 1  is a perspective view of a gun-shaped controller in accordance with the present invention;  
         [0015]      FIG. 2  is a perspective view of a second gun-shaped controller in accordance with the present invention;  
         [0016]      FIG. 3  is a perspective view of a gun-shaped controller in accordance with the present invention utilizing control pads disposed beneath the trigger housing;  
         [0017]      FIG. 4 a  perspective view of a second gun-shaped controller in accordance with the present invention utilizing control pads disposed beneath the trigger housing;  
         [0018]      FIG. 5  is perspective view of a third gun-shaped controller in accordance with the present invention utilizing control pads disposed beneath the trigger housing;  
         [0019]      FIG. 6  is perspective view of another gun-shaped controller utilizing a target tracking system; and  
         [0020]      FIG. 7  is a side elevational view of a sub-machine gun-shaped controller made in accordance with the present invention.  
     
    
     DETAILED DESCRIPTION  
       [0021]     Gun  100 , shown in  FIGS. 1 and 2 , is an embodiment of a game controller made in accordance with the present invention. Therein, gun  100  simulates the appearance of an actual handgun such as a pistol with the inclusion of barrel  110 , handle  112 , trigger  114 , and trigger guard  116 . The materials used to fabricate gun  100  may be of any known type utilized in standard electronic game controllers including plastic and metal. Preferably, gun  100  is fabricated so that it can be used with game systems currently being marketed in place of the game systems&#39; standard controller.  
         [0022]     As with an actual gun, gun  100  is designed to be held outward with a player&#39;s hand when being utilized. In use, gun  100  will be held by a player with one hand positioned about handle  112 . Thereby, mock hammer  117  at the end of gun  100  will face the player and muzzle  137  at the front of barrel  110  will be closest to the desired target. To aid in the aiming of gun  100 , a forward sight  111  is disposed above and near the terminal end of barrel  110  proximate to muzzle  137 , and a rear sight  113  disposed above and near the opposite terminal end of barrel  110 .  
         [0023]     Several control inputs are provided on handle  112  and barrel  110  for the player to convey instructions the gaming system and its microprocessor operating a game. To allow a player to control features such as having a player&#39;s game character jump, change weapons, switch to a different character, punch, kick, use night vision, and the like, gun  100  is designed with a control pad  118  having a plurality of buttons  120 . As shown in  FIGS. 1 and 2 , six buttons  120  are provided on control pad  118  although more or less buttons may be provided depending on the needs of the player to control the game character and the player&#39;s game system. Control pad  118  buttons  120  are preferably positioned on the left side of handle  112  for a right-handed player. Thereby, the player may actuate the button with the player&#39;s left hand thumb in an efficient and ergonomic manner.  
         [0024]     An optional control pad  122  is shown on gun  100  in  FIGS. 1 and 2  having control buttons  124 . The location of pad  122  is preferably above and about trigger  114  on the left side of barrel  110 . This position allows the player&#39;s left thumb to actuate buttons  124 . Control pad  122  may be provided as in addition to control pad  118  thereby providing the player with a choice as to which control buttons  120  and/or  124  the player finds easier to actuate while playing a game.  
         [0025]     Alternatively, buttons  124  may be assigned additional and separate functions to control than buttons  120 . This increases the number of control features a player may control without assigning or at least reducing the number of functions assigned to a single button.  
         [0026]     In yet another alternative, a single control pad may be provided with gun  100  as a modular piece to be fitted into a corresponding slot located at about where pad  118  and/or pad  122  is shown in  FIGS. 1 and 2 . The player may then select the location of the control pad according to the player&#39;s preference. Any remaining open slots may be sealed with optional covers.  
         [0027]     A movement controller  126  is preferably provided on the left side of gun  100  in a location between trigger  114  and mock hammer  117  in  FIG. 1 . Further, controller  126  is disposed within a pad  128  having optional directional markings  130  disposed about controller  126  in a clock-like fashion. Controller  126  may be a directional pad (“D-pad”), thumbpad, or a joystick that when actuated by a player&#39;s thumb or finger, preferably the right thumb, in a desired direction will cause the player&#39;s game character to move or appear to move within the game being played. For example, a player may move the character forward, backward, or sideways depending on the game and game system being played.  
         [0028]     In addition to having gun  100  simulate a firing with the player&#39;s actuation of trigger  114 , a secondary weapon button  115  may be provided on gun  100 . In  FIGS. 1 and 2 , button  115  is located proximate to trigger  114  but may be situated in any other practical location on gun  100 . Secondary weapon button  115  may be used to have the game character simulate the firing of a secondary weapon such as, for example, a grenade or flame thrower. Button  115  is positioned behind trigger  114  allowing a player to actuate both triggers with the index finger of the hand holding handle  112 .  
         [0029]     Along barrel  110  a scroll device pad  132  is provided with scroller  134  for selecting options such as zooming, player stance, and/or menu options. Scroller  134  may be a two-way or four-way directional input device depending on the needs of the game system being utilized.  
         [0030]     A signal port  140  located along the base of handle  112  receives signal wire  142 . Thereby, gun  100  may communicate with the game system and its microprocessor. While signal port  140  is shown at the base of handle  112 , other suitable locations may be employed such as at the bottom  119  of handle  112 . In an alternative to the hardwire setup of port  140  and wire  142 , gun  100  may be fitted with a wireless communication device using infrared or radio signal to convey control instructions from gun  100  to the game system.  
         [0031]     Within barrel  110 , an optical targeting device  136  is provided. Optical targeting device  136  may be any type similar to those used in prior art video control systems. For example, a photosensor may be incorporated in targeting device  136  within barrel  110 . When trigger  114  is actuated by a player, a microprocessor controlling a game can determine approximately where gun  100  is being aimed by causing the screen to emit a white color in the target area. If the photosensor senses the white color within a specific time frame, then the microprocessor can interpret this as a “hit” depending upon the programming of the particular game. Optical targeting systems for video games are disclosed in U.S. Pat. Nos. 4,813,682 and 4,395,045, which are hereby incorporated by reference.  
         [0032]     In an alternative embodiment, the optical targeting system of gun  100  utilizes an automated tracking system. Therein, the game system transmits a short pulse that can be sensed by the optical sensing device in gun  100  to the television or monitor employing a raster scan. Depending upon when the scan is sensed by gun  100 , the game system can approximate the targeting area at which the player is aiming. The game system continuously transmits intervals of the short pulse which is detected by gun  100  but infrequent enough so that the player cannot detect the pulse or at least not interfere with the player playing the game. Since the game system can approximate where the player is aiming when pointing gun  100  at the screen of the television or monitor, the game system can show a mark or crosshair on the screen to show the player where gun  100  is being aimed. To facilitate turning, if gun  100  is aimed at a designated portion of the television or monitor such as along the left or right edge, the game system can cause the player&#39;s character to approximate a turning motion in the corresponding direction.  
         [0033]     Regarding the movement of a game character, gun  100  is not limited to having movement control affixed to the side of the gun. Any location of the movement control is within the scope of the present invention providing that it can be easily controlled by a player&#39;s thumb or finger while holding gun  100  at or near a television or monitor displaying the video game. In  FIG. 2  movement controller  126 , pad  128 , and optional directional markings  130  have been replaced with movement controller  144 , pad  146 , and optional directional markings  148 . Movement controller  144  may be a D-pad or a joystick and is positioned above mock hammer  117  for easy control by the player&#39;s preferred thumb.  
         [0034]     While controller  144  is shown positioned along the longitudinal side of gun  100 , other alternatives for the position of controller  144  are possible. One position includes providing a platform extending from or about mock hammer  117  from which controller  144  would be positioned facing downward toward the player&#39;s hand. The player may then actuate controller  144  with for example the player&#39;s right thumb.  
         [0035]     In another embodiment, gun  200  is shown in  FIGS. 3-5  employing an aiming and turning device that is actuated by the player using ajoystick, D-pad, thumb pad, or the like. Gun  200  is similar to gun  100  with the exception that an optical targeting device need not be provided within gun  200 .  
         [0036]     Like gun  100 , gun  200  has a barrel  210 , a forward sight  211 , and a rear sight  213 , a handle  212 , a trigger  214 , a trigger guard  216 , a muzzle  237 , and a mock hammer  217 . Therewith, gun  200  approximates the appearance of a pistol. A secondary weapon trigger  215  may be provided proximate to trigger  214  for the firing of a secondary weapon. On barrel  210 , a control pad  218  having a plurality of buttons  220  is provided to allow a player to control game character options such as jumping, changing weapons, switching characters, punching, kicking, using night vision, and the like.  
         [0037]     Character movement may be controlled with aiming and turning controller  226  which is L-shaped with the base emanating from socket  228 . At the end of controller  226  farthest away from socket  228 , a touchpad  230  is provided for the player to actuate controller  226 . As shown, controller  226  essentially follows the front outer edge of trigger guard  216 . A player may actuate controller  226  by allowing touchpad  230  to rest upon the free hand—the hand that is not holding gun  200  by handle  212 .  
         [0038]     Aiming and turning of the game character is controlled with directing controller  226  in  FIG. 3 . Advantageously, the touchpad  230  at the end of controller  226  is positioned beneath trigger guard  216 . In use, the player holds gun  200  by handle  212  with, for example, the player&#39;s right hand. The player may then rest touchpad  230  on the left hand, which then acts as a pivot point for gun  200 .  
         [0039]     In an example of actuating controller  226 , the player holds gun  200  in the player&#39;s right hand with touchpad  230  positioned above the player&#39;s left hand. As the player moves gun  200  with the right hand, controller  226  is moved in an opposite direction. If gun  200  is moved toward the right of the player, then controller  226  is moved in an inverted movement toward the left. The electronic component of controller  226  may then send a signal to the microprocessor of the game system indicating the movement of controller  226  toward the left. In response, the game system may then move an aiming point or crosshair being projected onto the television or monitor screen toward the right. When the player has the aiming point or crosshair over the desired location on the screen, the gun may stop being pivoted allowing controller  252  to be set to a neutral position.  
         [0040]     Gun  200  also includes several other components. A scroll device pad  232  is provided with scroller  234  for selecting options along barrel  210 . Signal port  240 , which is located along the base of handle  212 , receives signal wire  242 . Thereby, gun  200  may be in communication with the game system and its microprocessor. As with gun  100 , gun  200  may alternatively relocate port  240  and wire  242  to any viable area on gun  200  to facilitate communication with the game system. Also, gun  200  may substitute a wireless communication device to communicate with the game system. One or more ports  244  and  245  are provided on handle bottom  219  that may be adapted for several uses such as for receiving an optional memory card for the storing of game play, an input/output device for player headset electronics, a communication device for online Internet play, and the like. An alternative location (not shown) for ports  244  is to provide a platform affixed to the bottom of trigger guard  216 .  
         [0041]     To control movement, a controller  252  is provided emanating from about a middle portion of handle  212  from a socket  254 . Further, controller  252  protrudes through opening  253 . Like controller  226 , controller  252  is L-shaped and has a touchpad  250  that the player may contact to actuate the movement controller  252 . Ideally, touchpad  250  is configured to allow the player&#39;s middle finger from the hand holding gun  200  by its handle  212  to actuate movement controller  252 . Depending on the direction that controller  252  is directed toward, gun  200  will send a signal to the game system to cause the game character to move in accordance.  
         [0042]     Gun  200  includes an optional control pad  257  for controlling additional features of the game character, which may include the game character&#39;s stance. As a player moves controller  255 , which for example may be a D-pad, thumb pad, or joystick, toward a directional indicator  259 , the game character may be caused to stand, kneel, or lie down.  
         [0043]     As an alternative to having movement controller  226  disposed on gun  200  along barrel  210  or handle  212 , controller  226  may be eliminated and replaced with a movement controller affixed in other convenient locations. For example, a movement controller may be positioned under trigger guard  216  in a similar arrangement as controller  260 , pad  262 , and marking  264  while employing the aiming and turning controller  270 , pad  272 , and markings  274 . Thereby, trigger guard  216  would have a movement controller positioned on the bottom beneath and proximate to the bottom of trigger  214  while also having an aiming and turning controller positioned at the front of trigger guard  216 . This layout approximates an L-shape configuration about trigger guard  216 . A player may then control a game character&#39;s movement by actuating this movement controller with the middle finger of the hand positioned about handle  212 .  
         [0044]     Several examples of alternative positions for the aiming and turning controller and movement controller are shown in  FIGS. 4 and 5 . In  FIG. 4 , an aiming and turning short pad controller  260  and pad  262  are located on the bottom of trigger guard  216 , on electronics space  265 , projecting downward. In this embodiment, a top portion  264  of controller  260  ideally rests upon the free hand and is actuated in a similar manner as touchpad  230 . Along the front portion of trigger guard  216 , a movement controller  270  is provided and emanates from a pad  272  with directional markings  274 . Pad  272  is affixed to the exterior portion of trigger guard  216 . In this configuration, a player may actuate controller  270  with a finger from the free hand. In an alternative embodiment, controller  260  may be a directional pad similar to controller  270 .  
         [0045]     In  FIG. 5 , movement controller  270 , pad  272 , and markings  274  have been replaced with controller  280 , pad  282 , and markings  284 . Pad  282  is affixed to the side of handle  212  at about a middle point between mock hammer  217  and secondary trigger  215 .  
         [0046]     In an alternative movement scheme, the player may control the aiming and turning by using a finger or thumb to actuate controller  260 , which is positioned on the bottom of trigger guard  216  in  FIG. 4 . Unlike the inverted movement above, the movement of controller  260  would produce a standard response. For example, moving controller  260  toward the right would cause the character in the game to move right also. Regardless of the type of movement scheme, the overall movement of controller  260  is preferably kept to a minimum to avoid player fatigue.  
         [0047]     Another embodiment of the invention not shown is for the inclusion of an optional video display that may be affixed to the exterior of gun  200  at, for example, video screen port  246  shown in  FIG. 5 . The optional video display allows for a gun made in accordance with the present invention to be used for mobile gaming, private, or individual use. Therein, the gun may be provided with a folding video display screen, for example a flip-up LCD screen, that is disposed above barrel  210  between sights  211  and  213 . The folding video screen may be made for attachment only when the player wishes to utilize it or may be permanently affixed. When a player wishes to use gun  200  in an autonomous mode from any external video screen or television, the player would simply extend the optional video display so that the video display is positioned above barrel  210 . For a complete autonomous gaming experience, the game system electronics may be incorporated directly gun  200  including a port installing games or game cartridges, much like a GAME BOY game unit made by NINTENDO Co., Ltd. (Kyoto, Japan).  
         [0048]     Another aiming system alternative is shown in  FIG. 6  wherein gun  300  remotely controls the aiming and turning of the game character via infrared or radio. Within barrel  310  of gun  300 , a transmitter is provided for providing signal(s) to receivers  322  and  324 . Receivers  322  and  324  are provided around the periphery of screen  330  of television  320 . To measure the horizontal component of movement, a receiver  322  is positioned along the left and right side edges of television  330 . To measure the vertical component of movement, a receiver  324  is positioned along the top and bottom edges of television  330 . When a player moves gun  300 , receivers  322  and  324  detect the movement by sensing whether the signal is becoming stronger or weaker to a particular receiver. Depending on proportional change, an approximate position of where the player is aiming can be determined by the microprocessor of the gaming system. Additionally, an optional target or crosshair  332  can be projected on to screen  330 . An imaginary targeting line  331  demonstrates the aiming of gun  300  and the near simultaneous projection of crosshair  331  onto screen  330 . When aiming at the screen is not necessary while playing a game, gun  300  may be directed above or below television  320  and receivers  322  may still control the character&#39;s turning by sensing whether gun  300  is being pointed toward the left or right of screen  330 . Thereby, the player will not become fatigued as easily.  
         [0049]     In addition to having the gun of the present invention shaped as a handgun such as gun  100  or  200 , a submachine gun format may be employed such as submachine gun  400  shown in  FIG. 8 . Therein, gun  400  has a main body  402  to which barrel  410 , muzzle  436 , a rear handle  412 , and a forward handle  450  project outward. A primary trigger  414 , secondary weapon trigger  415 , and a trigger housing  416 , which surrounds triggers  414  and  415 , are disposed beneath barrel  410  between handles  412  and  450  along the bottom edge of stock  410 . Along the top edge of gun  400  are a forward sight  411  and rear sight  413  projecting upward to aid the player in aiming gun  400  at a desired target.  
         [0050]     To control features of the game, numerous control inputs are provided for the player to operate on the surface of gun  400 . On rear handle  412 , a control pad  418  having a plurality of buttons  420  is provided on control pad  418  to allow a player to control game character options such as jumping, changing weapons, switching characters, punching, kicking, using night vision, and the like. Character movement may be controlled with movement controller  426  that is disposed on movement controller pad  428  having optional directional markings  430 . Controller  426  as shown may be disposed proximate to mock trigger  417 . A scroll device pad  432  is provided with scroller  434  for selecting options along the side of barrel  410 .  
         [0051]     For communication with the game system and its microprocessor, gun  400  is provided with a signal port  440  located at the rear of mock ammunition clip  441  projecting outward from the base of rear handle  412  receives signal wire  442 . As with guns  100 ,  200 , and  300 , port  440  and wire  442  may be alternatively positioned at any viable area on gun  400  to facilitate communication with the game system. Also, gun  400  may substitute a wireless communication device to communicate with the game system.  
         [0052]     In a preferred embodiment, forward handle  450  is moveable via forward handle connector  452  relative to forward handle receptacle  454  in body  402 . Handle  450  may be provided so as to move in multiple directions including forward, backward, toward the left or right of body  402 , and directions there between. While playing a game, a player holds gun  400  with a stationary handle  412  and may actuate handle  450  relative to the pivot point formed at receptacle  454 . In one embodiment, a player may control weapon aiming and character turning by moving handle  450  in a desired direction.  
         [0053]     A further use of moveable handle  450  may be realized with the use of an optical aiming and turning system as set forth for guns  100 ,  200 , and  300 . An optical aiming system may be provided in gun  400  in barrel  410  with the optical sensor positioned at about muzzle  436 . Handle  450  is then assigned to control the game character&#39;s movement as an alternative or replacement for movement controller  426  and movement controller pad  428 .  
         [0054]     While guns  100 ,  200 , and  300  are shown with all control features being disposed on the left side of the devices for right-handed players, it should be understood that guns  100 ,  200 , and  300  can be manufactured for left-handed players simply by switching the control features to the right side. One embodiment of the invention not shown is to provide the control features as separate modules that may be affixed to respective receptacles provided on guns  100 ,  200 , and  300 . The modules may be inserted prior to using guns  100 ,  200 , or  300  by the player according to the player&#39;s preferences. To cover the open receptacles, fitted plates may be provided to attach to the openings if desired.  
         [0055]     Advantageously, the game control devices of the present invention allow a player to control movement and the aiming and turning of the game character and its weapon. This is an improvement over standard games employing a gun-like controller. These types of standard games typically allow a player to control only the aiming and targeting of the game character&#39;s weapon. With a gun of the present invention, a player will be able to play a game that would be otherwise be played using a standard two-hand controller such as those used with PLAYSTATION made by SONY Corporation (Tokyo, Japan) or X-BOX made by MICROSOFT Corporation (Redmond, Wash.). Thereby, a player may experience a more realistic gaming experience when playing shooting type games.  
         [0056]     Furthermore, the present invention has applications beyond entertainment purposes. With the advantageous control features, guns in accordance with the present invention may be used by the police and military in order to simulate shooting situations. This may provide personnel with experience and education without the need to provide a full-scale simulation or war game.  
         [0057]     While the invention has been particularly shown and described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes in form and detail may be made therein without departing from the spirit and scope of the invention.

Technology Classification (CPC): 5