Patent Abstract:
Systems and methods related to game consoles, game software and games for play on a game console having a touch screen interface. A card having a pattern defined therein is overlaid on the touch screen. The defined pattern is used to activate portions of the touch screen by guiding user interaction with a touch pad or touch screen. The activated portions of the touch pad or touch screen launch responsive activity in a computer program implemented on the game console.

Full Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of U.S. patent application Ser. No. 11/673,430, filed Feb. 9, 2007, entitled, “Electronic Game with Overlay Card,” which claims the benefit of provisional application No. 60/766,769, filed Feb. 9, 2006, which is incorporated herein by reference in its entirety. 
    
    
     BACKGROUND OF THE DISCLOSURE 
     1. Field of the Disclosure 
     The present disclosure relates to electronic games. In particular, it relates to electronic games having tangible overlay card. 
     2. General Background 
     Portable or hand-held game machines continue to increase in popularity. Typically, these portable game machines include a hand-held game machine housing a processing unit and memory for executing a stored game program, as well as associated hardware such as a display for displaying images of the game and controls for implementing user interaction. The game program itself is typically contained in a game program memory such as, for example, a semiconductor memory (e.g., ROM, EPROM, and the like) that is part of a removable cartridge. User input to general-purpose computers is generally implemented through keyboards and control buttons. Graphical user interfaces implement pointing devices such as mice and touch pads that are commonly used with general-purpose computers, but less frequently used in game consoles. Game consoles support special purpose user input devices such as joysticks, special purpose buttons, rocker switches and the like. 
     More recently, handheld game devices have been introduced that include touch screen input devices. Touch screens comprise a display device together with touch-sensitive overlays that typically comprise either pressure-sensitive (resistive), electrically sensitive (capacitive), acoustically sensitive (SAW—sufface acoustic wave) or photosensitive (infrared). The touch-sensitive overlays allows a display to be used as an input device, removing the keyboard and/or the mouse as the primary input device for interacting with the display&#39;s content. Such displays can be attached to computers or, as terminals, to networks. One example of a game console incorporating a touch screen as a user interface is the Nintendo® DS™ available from Nintendo of America, Inc. 
     Touch pads and touch screens enable user input via a pointer such as a finger or more commonly a stylus. A touch pad is akin to a graphics tablet in that it does not include an active display and instead presents a blank surface to the user. In the case of a touch screen, the display beneath the touch screen overlay displays one or more graphic controls that a user selects by touching a portion of the screen overlay above the displayed control with the stylus or other device. In a manner similar to clicking on a screen element using a mouse in a conventional computer, processes executing on the game console detect the selection of the graphic control by the user and launch a programmed responsive behavior. In the context of a game, the selection may cause a character in the game to take a particular action, load a new background, or any desired programmed response. 
     Computer games often involve the gradual revelation of information and/or additional tools as a game progresses and a player&#39;s character gains experience, for example. An entirely self-contained game provides some means to for a player to obtain all of the tools and reveal all of the information contained in the game. However, some games require outside information such as “cheat codes” in order to obtain particular tools, weapons, modes of play, or to learn secret information that is not otherwise available by simply playing the game itself. Because these codes are very much a part of the game to many players, web sites and books have become available to give, sell, or exchange these cheat codes. 
     Such books are examples of auxiliary products that can enhance the overall user experience and market value of a game. Other examples of auxiliary products include trading cards, stickers, tattoos, tip sheets and the like that can be purchased with a game or separately. In the case of trading cards, secondary games have been developed using the trading cards. The trading card games are substantially separate from the electronic game played on a console, although characters, scenes and situations may be common between them. While existing forms of auxiliary products provide some enhancement of the user experience, they do not directly affect game play of the computer game implemented on the game console. 
     Accordingly, a need exists for products that interact more directly with a game console and a game implemented on a game console. More specifically, a need exists for systems and methods for providing new ways of user interaction with a computer game using auxiliary products such as trading cards, game cards, coupons and other forms of touch screen overlays. 
     SUMMARY 
     Briefly stated, the present invention involves systems and methods related to game consoles, game software and games for play on a game console having a touch screen interface. A card having a pattern defined therein is overlaid on the touch screen. The defined pattern is used to activate portions of the touch screen by guiding user interaction with a touch pad or touch screen. The activated portions of the touch pad or touch screen launch responsive activity in a computer program implemented on the game console. 
     In another aspect the present invention involves a card that is sized to interface with a touch pad or touch screen of a computing device. A pattern is formed in or on the card, wherein the pattern is traceable by a user to guide the user&#39;s interaction with the touch pad or touch screen. The pattern comprises a point, line, two-dimensional shape or a combination of thereof. The pattern may be cut into the card, printed on a card surface, or a protrusion from the card surface. The card may be whole or may be cut in smaller pieces that can be assembled in to form a whole card. 
     In yet another aspect the present invention involves a computer game comprising computer-implemented code having code constructs implementing an interface to a touch pad or touch screen of a computer executing the software. Game play processes within the computer-implemented code are responsive to user inputs from the touch screen to determine whether pre-specified patterns are input through the touch pad or touch screen. The pre-specified patterns are embodied in an overlay card that physically overlays the touch pad or touch screen in operation. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates a game system in accordance with an embodiment of the present invention, 
         FIG. 2A - FIG. 2D  illustrate several exemplary implementations of overlay cards in accordance with the present invention; 
         FIG. 3A - FIG. 3C  illustrate in cross section alternative mechanisms for implementing an overlay card in accordance with the present invention; and 
         FIG. 4  illustrates a card point area defined by software in a particular implementation of the present invention. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  shows an embodiment of a game device or console  10  suitable for use in conjunction with the present invention. Console  10  includes a main body  12  and a cover body  14  connected to each other along an upper edge of the main body  12  and a lower edge of the cover body  14 . In the implementation shown in  FIG. 1 , hinge elements on main body  12  mesh with hinge elements on the cover body  14 , with a hinge pin (not shown) extending through the aligned hinge elements. 
     In the example of  FIG. 1  a first display screen  32  is recessed within the upper face  26  of the main body  12 . Display screen  32  comprises, for example, a backlit, color liquid crystal display (LCD). Display screen  32  is touch sensitive and may be activated by a stylus  71 . Stylus  71  comprises a plastic pencil-shaped device with a rounded tip that is used to activate the touch screen  32 . The transition at the edge  30  of display screen  32  may be tapered, curved or abrupt. Edges  30  provide a convenient mechanism for registration of the overlay card  31  in accordance with the present invention by aligning edges  33  of overlay card  31  with edges  30  of display screen  32 . 
     In the upper right corner of the main body  12 , there are side-by-side “start” and “select” buttons  38 ,  40 , respectively, 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 cross-shaped directional control button  36  is located adjacent and below the power button  34 , and is used for game play control. Additional control buttons may be located on the peripheral edge of main body  12  or at other desired locations on the upper face  26 . 
       FIG. 2A - FIG. 2D  illustrate several exemplary implementations of overlay cards in accordance with the present invention.  FIG. 2A  illustrates an embodiment similar to that shown in  FIG. 1  in which an overlay card  31  contains a pattern  201 . Overlay card  31  is constructed from a material such as paper, pressboard, cardboard, plastic, metal or the like. In a particular implementation overlay card  31  is roughly the thickness of a playing card, but may be substantially thicker or thinner in particular applications. 
     In one embodiment overlay card  31  is sized to fit snugly within the recess defined by edges  30  of a particular game console. In this manner, one face of card  31  contacts touch screen  32  and card  31  is registered with a relatively high degree of precision with touch screen  32 . In an alternative embodiment overlay card  31  may be sized smaller than touch screen  32  and some other means of registering card  31  with screen  32  is used. For example, touch screen  32  may display one or more alignment marks or images allowing card  31  to be aligned with touch screen  32  using the visible alignment marks. Card  31  may be larger than touch screen  32  by forming it of a sufficiently flexible material such as paper, foil, plastic film, and the like. 
     Pattern  201  is defined by punched holes  201  in the implementation of  FIG. 2A . Holes  201  may extend completely through card  31  as shown in  FIG. 3A  or may extend partially through card  31  as shown in  FIG. 3B . Alternatively, pattern  201  may be printed only, without punched or holes, when the material chosen for card  31  is sufficiently conformable so that activity of a stylus on the printed pattern is translated to touch screen  32 . 
     In this manner user input to touch screen  32  and in turn a game or other process executing on console  10  is guided by the pattern  201 . In  FIG. 2A  the user places a cursor in or on each of the elements of pattern  201  and thereby specifies a sequence of inputs specified by that particular pattern  201 . A large number limitless number of patterns may be defined to fit the needs of a particular application. Because the pattern  201  is physically encoded into or on card  201 , the information is easy to enter as it does not require memorization of complex sequences of buttons or controls. Overlay card  31  can be manufactured and distributed efficiently and inexpensively, and the many materials available for overlay card  31  enable a wide range of product differentiation to further engage customers. 
       FIG. 2B  illustrates an embodiment in which pattern  201  must be accessed by the user in a particular order indicated by printed indicia on a surface of card  31 . A simple sequence of numbers is shown in  FIG. 2B , however, the indicia may comprise other printed symbols or images that guide or prompt a user to select the desired sequence. 
     In the examples of  FIG. 2A  and  FIG. 26  the pattern is defined by a collection of points or dots.  FIG. 2C  shows an embodiment in which pattern  201  comprises a line, arc and/or two-dimensional shape. A one- or two-dimensional pattern may be a line or an area that guides a user to follow the pattern with a stylus once card  31  is placed in contact with screen  32 . In the case of an area such as the star shape in  FIG. 2C , use of the card may require tracing the perimeter of the shape or may require the user to “fill in” the shape by scrubbing the area with a stylus. Additionally, a particular game may require the user to trace the card pattern  201  in a particular direction, or to trace the pattern multiple times such as back and forth. In any embodiment the game may require that a particular pattern be followed within specified time constraints. 
     Optionally an overlay card may be implemented as multiple pieces such as shown in  FIG. 2D . Once the pieces are fit together they form a complete overlay card  31  that can be used to interact with a game. The pieces can be formed so as to fit together in jigsaw fashion if desired. Such an implementation may be useful when the card pieces are distributed as a part of a retail incentive program to encourage repeat business, or similar distribution scheme. 
       FIG. 3A - FIG. 3C  illustrate in cross section alternative mechanisms for implementing an overlay card in accordance with the present invention. In the embodiment of  FIG. 3A  pattern  201  extends entirely through the thickness of card  31 . This can be accomplished by punching, die cutting, laser cutting, etching, or other technique suitable for a particular card material and production process. In the embodiment of  FIG. 3A  the card  31  can be used by placing a stylus  71  completely through the pattern  201  to contact the touch pad or touch screen. One or more elements of pattern  201  may be used as alignment marks as described hereinbefore. 
     In the embodiment of  FIG. 3B  pattern  201  comprises cavities that extend less than completely through card  31  to leave a thinner membrane portion. The membrane portion is sufficiently thin such that a touch pad or touch screen  32  can sense a stylus  71 . The implementation of  FIG. 3B  can be formed by cutting patterns  201  partially through card  31  or by cutting a pattern  201  completely through card  31  and applying a layer of paper, plastic, or similar material to form the membrane portion. In this manner the pattern  201  can be obscured during distribution if desired to deter copying. 
     In the embodiment of  FIG. 3C  a pattern is formed by protrusions or bumps  303  on one surface of card  31 . Bumps  303  may be formed by screen-printing, adhesives, or other available technique. In the case of a pressure sensitive screen bumps  303  allow a user to input a pattern into a touch pad or touch screen by rubbing the upper surface (i.e., a surface that faces a user) of card  32 . This may allow a user to input complex patterns involving near simultaneous activation of a number of points on the touch screen  32  in a manner that would be difficult to perform using a stylus alone. 
       FIG. 4  illustrates a card point area defined by software in a particular implementation of the present invention. In the embodiment of  FIG. 4  the touch pad or touch screen writeable area is segmented into a 15×11 array. The granularity of this segmentation is a matter of design choice and is constrained only by the granularity permitted by the touch pad or touch screen mechanism. Less granular arrays may be easier to use and will be more forgiving to misalignment whereas more granular arrays allow more complex patterns to be defined and used. In operation the array may be fully populated such that all areas are active, or sparsely populated such that less than all of the areas are active. For example, if a game is at a point where only a certain card can be played, only elements corresponding to that card may need to be active. On the other hand, activating the entire array allows the program to detect when an incorrect sequence is entered indicating that an incorrect card has been played. Processes executing on the game console may take responsive action for incorrect use. 
     In operation a game program can be constructed such that a character obtains some benefit. For example, a character may grow stronger or more robust. A character may be given extra life or vitality, or be given new tools or weapons. A character may evolve or grow up more rapidly than permitted by normal game progression. Conversely, a card may signal a negative effect on a character such as weakening the character or stealing a tool or weapon. 
     Game developers program the effect of a particular card when designing a game. A particular effect is dormant until a particular pattern is applied to the touch pad or touch screen  32 . The game may define specific times at which a card pattern may be applied such as at the beginning of a game or round. Alternatively or in addition a game may be designed to prompt a user to use a card if available. 
     Card  31  can be distributed entirely separate from the particular game with which it is associated. Moreover, a specific card  31  may be useful in more than one game. A game designer will publish, sell, or license the information about various features that can be activated by a game card, and any entity with sufficient rights in the pattern  201  for a particular game can manufacture and distribute cards  31  as desired. This separation of the game and card overlay is not required, but enables great flexibility in providing auxiliary products for a game that enhance the overall user experience. 
     It is apparent that the present invention is useful in a variety of applications other than computer games. The card overlay is generally useful for entering information using touch pad or touch screen input devices to computers where it is desirable for the user to trace a pattern or activate a sequence of points on the touch screen. Such operation might be useful in activating software or activating features in a software program. 
     Although certain illustrative embodiments and methods are disclosed herein, it will be apparent from the foregoing disclosure to those skilled in the art that variations and modifications of such embodiments and methods may be made without departing from the true spirit and scope of the art disclosed. Accordingly, it is intended that the art disclosed shall be limited only to the extent required by the appended claims and the rules and principles of applicable law.

Technology Classification (CPC): 0