Patent Document

CROSS REFERENCE TO RELATED APPLICATION 
       [0001]    This application is a non-provisional application of and claims the benefit of priority from U.S. Provisional Application Ser. No. 61/161,917, entitled “Video Game Hardware Systems and Software Methods Using Head Tracking” filed Mar. 20, 2009. 
     
    
     BACKGROUND 
       [0002]    At times the best ideas come from simple observation of the phenomena that have made history in gaming entertainment. At other times, they come from concepts that are miles away from standard market rules. A new generation of video games were thought to make human and computer device interacting in an absolutely original way, were the players define the interaction with the game and not vice versa, creating a real “immersive” experience (the type of interaction is not “player&#39;s finger—joystick button” but participation and sensorial, physical and mental immersion of the player). 
         [0003]    The intention of the project is to make player experiencing a new way of interacting with video game, through immersivity and sensorial experience. 
       SUMMARY 
       [0004]    The following presents a simplified summary in order to provide a basic understanding of some aspects of the invention. The summary is not an extensive overview of the invention. It is neither intended to identify key or critical elements of the invention nor to delineate the scope of the invention. The following summary merely presents some concepts of the invention in a simplified form as a prelude to the description below. 
         [0005]    Aspects of the present disclosure relate to manipulation of a physical object that can be directly identified with a corresponding 3D object in a videogame. This system improves identification of physical actions with movements performed within a virtual 3D space. For example, a plastic cube or a plastic block, with a hollow that contains a motion sensing game controller, can be used to link physical movements, performed on the plastic cube, with actions performed on corresponding 3D blocks displayed on screen. In one example, the player may be required to rotate or move falling “Tetraminoes” or 3D blocks displayed on a TV screen or computer monitor. Accordingly, player, by rotating the physical plastic cube may rotate a similar 3D object displayed on screen, quickly identifying movement along the 3D axis in the game environment thanks to identification of the same movements performed, in the real world, on the plastic cube. In another example, player may control actions and movements of video game characters and objects displayed on TV screen or computer monitor by physical movements of a plastic cube containing a motions sensing device. In yet another example, player may use a plastic cube or a sponge made colored cube, in combination with cameras or video capturing devices connected to the game system, to identify its physical actions with the corresponding actions displayed on screen. Using the above example system and methods, a player may consciously control and affect his or her movements within a virtual 3D space reflecting his or her physical actions or movements. 
         [0006]    According to another aspect, a video game may receive control input through multiple control devices including a passive input device and an active input device. In one or more arrangements, these input devices may be coupled or otherwise connected (wired or wirelessly) to one another to affect operation of each other. For example, active input received through an active input device may alter the type of data detected by the passive input device. In another example, a passive device may communicate with a game console through the active input device. 
         [0007]    According to another aspect, player may command actions in a game through combination of body movements detected by motion sensing devices, without use of hands to play. For example, player may put motion sensing controllers in plastic clips to be worn on player&#39;s hips, commanding the movements of “Tetraminoes” or 3D blocks displayed on TV screen, or computer monitor, through body movements. In another example, player may replicate and recreate, on TV screen or computer monitor, dance movements by wearing motion sensing devices, using plastic clips to be put on player&#39;s hips as holders for such control/input devices. In yet another example, player may control the actions and movements of a video game character or other 3D objects through body movements made wearing motion sensing devices inserted in plastic clips to be put on player&#39;s hips. One or multiple clips can be used at the same time to hold control/input devices. 
         [0008]    According to yet another aspect, player may use plastic clips, to be worn on player&#39;s hips, as case or holder for controllers and motion sensing devices while playing video game. For example, player may want to play a singing game holding a microphone, so it is not possible for him or her to hold a controller in the same hand. The plastic clips may be used to hold the controllers without using hands, allowing, at the same time, easy and quick access to controller buttons and other controls. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0009]    The present disclosure is illustrated by way of example and not limited in the accompanying figures in which like reference numerals indicate similar elements. 
           [0010]      FIG. 1  illustrates an example of a suitable operating environment and hardware devices in which various aspects of the disclosure may be used. 
           [0011]      FIG. 2  illustrates an example video game console and associated controller devices according to one or more aspects described herein. 
           [0012]      FIG. 3  illustrates an example process flow generating different video games and settings according to one or more aspects described herein. 
           [0013]      FIG. 4  illustrates an example profile selection interface according to one or more aspects described herein. 
           [0014]      FIG. 5  illustrates an example input name interface according to one or more aspects described herein. 
           [0015]      FIG. 6  illustrates an example main menu interface according to one or more aspects described herein. 
           [0016]      FIG. 7  illustrates an example 3D mascot designs and animations according to one or more aspects described herein. 
           [0017]      FIG. 8  illustrates an example Play menu interface according to one or more aspects described herein. 
           [0018]      FIG. 9  illustrates an example Options menu interface according to one or more aspects described herein. 
           [0019]      FIG. 10  illustrates an example Recap Screen menu interface according to one or more aspects described herein. 
           [0020]      FIG. 11A  illustrates an example game interface according to one or more aspects described herein. 
           [0021]      FIG. 11B  illustrates an example of “Ice” game environment/theme. 
           [0022]      FIG. 11C  illustrates an example of “Desert” game environment/theme. 
           [0023]      FIG. 11D  illustrates an example of “Hunted Castle” game environment/theme. 
           [0024]      FIG. 11E  illustrates an example of “Underwater” game environment/theme. 
           [0025]      FIG. 11F  illustrates an example of “Moon” game environment/theme. 
           [0026]      FIG. 11G  illustrates an example game interface for multiplayer mode according to one or more aspects described herein. 
           [0027]      FIG. 12  illustrates an example Pause menu interface according to one or more aspects described herein. 
           [0028]      FIG. 13  illustrates an example End Screen menu interface according to one or more aspects described herein. 
           [0029]      FIG. 14  illustrates an example Tutorial menu interface according to one or more aspects described herein. 
           [0030]      FIG. 15  illustrates an example Game Settings menu interface according to one or more aspects described herein. 
           [0031]      FIG. 16  illustrates an example Statistics menu interface according to one or more aspects described herein. 
           [0032]      FIG. 17  illustrates an example Controllers menu interface according to one or more aspects described herein. 
           [0033]      FIG. 18  illustrate example of Viewpoint visualization modes according to one or more aspects described herein. 
           [0034]      FIG. 19  illustrate example of plastic clips and plastic cube devices according to one or more aspects described herein. 
           [0035]      FIG. 20 ,  FIG. 21  and  FIG. 22  illustrate example of game play commanding game actions through combination of control/input device  202  and device  209 . 
           [0036]      FIGS. 23A ,  23 B,  23 C,  23 D illustrate example concept design according to one or more aspects described herein. 
       
    
    
     DETAILED DESCRIPTION 
       [0037]    In the following description of various illustrative embodiments, reference is made to the accompanying drawings, which form a part hereof, and in which is shown, by way of illustration, various embodiments in which the claimed subject matter may be practiced. It is to be understood that other embodiments may be utilized and structural and functional modifications may be made without departing from the scope of the present claimed subject matter. 
         [0038]    In addition, the following description includes one or more aspects that may be used alone or in combination with each other. For example, the plastic cube and plastic clips may be used with the below described games and software, or with other games and software. The plastic cube and plastic clips may be used with any game console, computing device, server, digital video recorder (DVR), mobile device, networked device, etc. The individually described games may be playable with or without the plastic cube and/or plastic clips, and may be played in different manners than specifically described. The below descriptions are for illustrative purposes to enable multiple embodiments of each invention contained herein. Applicant reserves the right to pursue each invention individually or in combination with one or more other inventions described herein. 
         [0039]      FIG. 1  illustrates a block diagram of a computing device  101  (e.g., a gaming console) in computing environment  100  that may be used according to an illustrative embodiment of the disclosure. The gaming device  101  may have a processor  103  for controlling overall operation of the server and its associated components, including random access memory (RAM)  105 , read-only memory (ROM)  107 , input/output (I/O) module  109 , and memory  115   
         [0040]    I/O  109  may include a microphone, mouse, keypad, touch screen, scanner, optical reader, video-camera, weight detection and control devices and/or stylus (or other input device(s)) through which a user of gaming device  101  may provide input, and may also include one or more of a speaker for providing audio output and a video display device for providing textual, audiovisual and/or graphical output. For example, I/O  109  may include one or more software and/or firmware adapters configured to enable communications with one or more input or output device such as display device  153  (e.g., a television), a game controller  155  and a motion sensor  157 . Gaming device  101  may thus output images such as the movement of various elements of an electronic game on display device  153  based on and/or in response to the control input received through controller  155  and sensor  157  (e.g., depression buttons of controller  155  and movement detected by sensor  157 ). Software may be stored within memory  115  and/or other storage to provide instructions to processor  103  for enabling gaming device  101  to perform various functions. For example, memory  115  may store software used by the gaming device  101 , such as an operating system  117 , application programs  119 , and an associated database  121 . Alternatively, some or all of device  101  computer executable instructions may be embodied in hardware or firmware (not shown). 
         [0041]    The gaming device  101  may operate in a networked environment supporting connections to one or more remote computers, such as terminals  141  and  151 . The terminals  141  and  151  may be personal computers, gaming consoles or servers that include many or all of the elements described above relative to the gaming device  101 . For example, gaming device  101  may be in network communication with gaming console  151 , thereby allowing co-operative or competitive gaming between users of device  101  and console  151 . The network connections depicted in  FIG. 1  include a local area network (LAN)  125  and a wide area network (WAN)  129 , but may also include other networks. When used in a LAN networking environment, the gaming device  101  may be connected to the LAN  125  through a network interface or adapter  123 . When used in a WAN networking environment, the gaming device  101  may include a modem  127  or other network interface for establishing communications over the WAN  129 , such as network  131 . Network  131  may, for instance, comprise the Internet. It will be appreciated that the network connections shown are illustrative and other means of establishing a communications link between the computers may be used. The existence of any of various well-known protocols such as TCP/IP, Ethernet, FTP, HTTP, HTTPS, and the like is presumed. 
         [0042]    Gaming device  101  and/or terminals  141  or  151  may also comprise mobile terminals (e.g., mobile phones, PDAs, notebooks, netbooks, tablets, etc.) including various other components, such as a battery, speaker, transceivers and antennas (not shown). 
         [0043]    The disclosure is operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well known computing systems, environments, and/or configurations that may be suitable for use with the disclosure include, but are not limited to, personal computers, server computers, hand-held or laptop devices, multiprocessor systems, microprocessor-based systems, set top boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, gaming platforms, distributed computing/gaming environments that include any of the above systems or devices, and the like. 
         [0044]    The disclosure may be described in the general context of computer-executable instructions, such as program modules, being executed by one or more computers and/or one or more processors associated with the computers. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types. Aspects of the disclosure may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices. 
         [0045]    According to various aspects described herein, gaming console  101  may be used to play a video game which consists of new interactions providing new sensorial experience to the player. In some example, player should move and command colored “Tetraminoes”, displayed on TV screen or computer monitor, within a set timeline in order to complete a match avoiding game over. Accordingly, a plastic cube or plastic clips can be used to enhance the interaction with the console, through “sensorial extension” of control/input devices.  FIG. 2  illustrates a gaming console  201  that may be wired or wirelessly connected to control/input devices  202 ,  203 ,  204 ,  205 ,  206 . Control devices  202  and  203  may comprise a pair of handheld controls that may be coupled and/or otherwise connected to one another. In one example, control device  202  may be configured for use in one hand while control device  203  may be configured for use in the other hand, allowing console  201  and a game to detect motions of both hands of a player. Hand control devices  202  and  203  may include components configured to detect various types of input including hand motions and characteristics. For example, devices  202  and  203  may include multi-axis accelerometers to detect changes in orientation (e.g., rotation, tilt) of devices  202  and  203  and a motion sensor device (e.g., an infrared sensor tag) for tracking changes in position of devices  202  and  203 . The connection between devices  202  and  203  may be wired or wireless and may allow device  203 , for example, to communicate with console  201  if device  203  does not have its own communication capabilities. Alternatively or additionally, coupling or otherwise connecting devices  202  and  203  may allow changes or interactions of one device (e.g., device  202 ) to change or alter the operation of the other device (e.g., device  203 ). 
         [0046]    Devices  204  and  206  may be configured to detect player attributes other than hand movements and orientation. For example, device  204  may comprise a board or platform upon which a user may stand or sit or perform other actions. Device  204  may include one or more weight sensors to determine shifts in weight, a user&#39;s level of balance, a position of a user&#39;s feet and the like. Accordingly, in one or more arrangements, device  204  may be used to determine a player&#39;s overall stability by determine a magnitude of any shifts in the player&#39;s weight. In another example, device  206  may be configured to video capture, detect, track player&#39;s body and facial movements and state or to capture, detect, track movements and shape of physical objects used by player, and to use such captured or detected movements as input commands in video game. 
         [0047]    Devices  208 . 1 ,  208 . 2  and  209  are not input devices but may be used as physical extension to  202  and/or  203  controllers in order to enhance the correspondence between actions physically performed by player and actions displayed in a video game. 
         [0048]    Device  209  may be also configured as case or holder for  202  and/or  203  controllers while playing video game. For example, player may want to play a singing game holding a microphone, so it is not possible for him or her to hold a controller in the same hand. Device  209  may be used to hold devices  202  and/or  203  without using hands, allowing, at the same time, easy and quick access to device  202  and/or  203  buttons and other controls. 
         [0049]      FIG. 3  is a flowchart illustrating a method by which a user may initiate a video game with enhanced sensorial experience. In steps  303  and  307 , a gaming system such as gaming device  101  of  FIG. 1  may generate and display console menus through which a player may select various games, functions and applications. For example, the menu may include movie playing functionality, video game playing functionality, an Internet browser application, a marketplace or store and the like. In step  310 , the gaming system may receive a selection of video game functionality from an input device such as controller  202  of  FIG. 2 . The video game functionality may correspond to a currently loaded video game or a plurality of available video games. With selection  303 , gaming system may display a profile selection menu for the video game. A player may: (i) select a previously saved profile (step  303 ) then continue to Main Menu  307 ; (ii) create a new profile (steps  302 ,  305  and  306 ) then continue to Main Menu  307 ; delete a previously saved profile ( 304 ) by selecting the “trash” icon (selection  303 . 1 ) then going back to menu  303 . A profile may define various user characteristics such as name and/or appearance of an avatar. 
         [0050]      FIG. 5  illustrates an example input name menu  305 . Player using input device  202  may perform selections on the displayed virtual keyboard ( 305 . 2 ) typing the preferred profile name. The name typed is displayed in the field  305 . 1 . By selecting “continue” ( 305 . 3 ) button the system saves data typed ( 306 ) then continues to Main Menu  307 . 
         [0051]      FIG. 6  illustrates an example Main Menu  307 . Main Menu  307  may allow to perform selections (controllers  202  or  203  or  204  or  205  or  206  or combined can be used to perform such selections) on an animated 3D mascot  307 . 1 , on the Play selection  307 . 2 , Options selection  307 . 3  and on Qube selection  307 . 4 . With selection  307 . 1  on animated 3D mascot player may play Tutorial  318 . With selection  307 . 2  player may access to “Play” menu  310  where a different video games may be presented. With selection  307 . 3  player may access the “Options” menu  309 . With selection  307 . 4  player may display in-game Credits  308 . 
         [0052]      FIG. 7  illustrates example of 3D mascot  307 . 1  animations, arts and designs that can be included in a video game. 
         [0053]      FIG. 8  illustrates the Play menu  310 . Play menu presents a series of game options and video games to be played by player. In selection  310 . 1  (Number of Players) player needs to select the number of players in the game. The maximum number of players that could simultaneously play the game is 4 (humans and/or computer artificial intelligence). 2 players and above during the same game session (including 1 human versus computer artificial intelligence) can play without Split Screen mode (using the same 3D environment and different “Tetraminoes” grids). With selection  310 . 2  (Game Mode) player may select the game mode from the following game modes: Marathon, Time Attack, The Match. In selection  310 . 3  player may choose “Difficulty” level between: Beginner, Easy, Medium, Hard, Crazy levels. With selection  310 . 4  player may choose “Viewpoint” or visualization mode on TV screen or computer monitor: possible selections are 2D, 3D, 1st Person. With selection  310 . 5  player chooses to continue to the next menu  313 , with selection  310 . 6  player chooses to go back to Main Menu  307 . 
         [0054]      FIG. 9  illustrates the Options menu  309 . Options menu present various settings that can be adjusted in the video game. In selection  309 . 1  (Game Settings) player may set different game settings such as Viewpoint, Music Volume and SFX Volume (special effects volume). In selection  309 . 2  (Statistics) player may review different videogame information such as top scores and other player statistics. In selection  309 . 3  (Controllers) player may change controllers  202 ,  203 ,  204 ,  205 ,  206  settings, including  208 . 1 ,  208 . 2  and  209  devices configuration, choose the default/preferred video game controller and change input/control settings. With selection  309 . 4  (“Back” button on graphic interface) player may decide to go back to Main Menu  307 . 
         [0055]    The Credits menu  308  allows player to review the in-game credits. A “Back” button in the graphic interface  308  will allow to go back to Main Menu  307 . 
         [0056]      FIG. 10  illustrates an example Recap Screen  313 . From this menu interface player may select preferred input/control method and configuration from  313 . 1 . In example, player may choose to play with device  202  configured with device  208 . 1 , or to play with device  202  and  203  configured with device  209  (depending on the selected Viewpoint  310 . 4 , different controller configurations may be presented). An information box  313 . 5  is displayed to provide information about how to use the devices. Player may select  313 . 2  to go back to Play menu  310 , or select  313 . 3  to play Tutorial  318  (information box  313 . 6  is displayed), or choose to continue to  314  by selecting  313 . 4 . 
         [0057]      FIGS. 11A ,  11 B,  11 C,  11 D,  11 E,  11 F,  11 G illustrate example Gameplay  314  interface, where player may play different video games with different game options and within different background animations and environments/themes.  FIG. 11A  illustrates an example video game session where player may perform physical actions using control/input devices in combination with devices  208 . 1  or  208 . 2  and/or  209 : those actions will be reflected on screen through 3D objects animations and movements. In one example, using device  202  configured with device  208 . 1 , player may move and rotate the falling “Tetraminoes”  1103  displayed on screen. To pass the stage to the next level player should reach a set score, avoiding the “Tetraminoes” pile reaches a set height, by “clearing” lines (“clearing” a line means to build a line of the same color on screen by using and moving the falling blocks. Such line is automatically cancelled—so, “cleared”—from the screen and the blocks above fall down). By clearing “Tetraminoes” lines player may collect different amount of game points. Different game modes, different blocks, different objects and different use of blocks may be included in the game play. In the above example, the “Tetraminoes” may be shaped in 3D format or 2D format depending on the “Viewpoint” selection made in Recap Screen  313  or in Game Settings screen  319 . The head-up display (HUD), so the in-game graphical user interface, may include real time information box  1101  presenting different information such as, but not limited to, game Score, game play Time or time countdown, current Level, Lines completed. Information box  1102  may display the next “Tetraminoes” that will be falling from the top of the screen. Elements  1104 ,  1105 ,  1106 ,  1107 ,  1108  may be animated 3D objects used to create video game variability and dynamism and which may interfere or interact with player in-game actions enhancing the game play. In one example, a treasure box  1107  may open under specific conditions such as clearing a set number of blocks lines. 
         [0058]      FIG. 11B  illustrates the in-game 3D environment named “Ice”. This environment may include different 3D animated and interacting objects, such as a 3D mascot as illustrated in  FIG. 7 , or other elements which are interacting with the game play and responding to specific player&#39;s in-game actions. In one example, player by “shaking” control/input device  202  (configured or not with  208 . 1 ) generates the same effects in the game, so the screen will be shaking with rumble noise. In this example different 3D objects will respond to player&#39;s action: the animated and stylized 3D polar bear may slip falling on ice (idle state: walking on ice); the 3D penguin may slip falling in the water (idle state: ready to jump in the water) then surfacing from the water and reaching the idle state again. Consequent audio effects are included in combination with animations and graphic effects. In another example, the “Tetraminoes” by falling on grid may emit iced-smoke. In yet another example, different audio and graphic effects may be used if clearing “Tetraminoes” lines: 1 line—blocks ice over and break; 2 lines—killer whale jump; 3 lines—mascot starts fishing 3D blocks fell in water, then stop fishing going idle state again; 4 lines—penguins on an iced platform, killer whale jump out from water falling in front of penguins, penguins run away out of screen, killer whale jump back in water, penguins come in back to idle state. In another example, a game-over event may be triggered if player loses the match: an iced wall falls from above, the mascot animates and start knocking on the wall, then goes away in angry state. 
         [0059]      FIG. 11C  illustrates the in-game 3D environment named “Desert”. This environment may include different 3D animated and interacting objects, such as a 3D mascot as illustrated in  FIG. 7 , or other elements which are interacting with the game play and responding to specific player&#39;s in-game actions. In one example, player by “shaking” control/input device  202  (configured or not with  208 . 1 ) generates the same effects in the game, so the screen will be shaking with rumble noise. In this example different 3D objects will respond to player&#39;s action: a coconut falls from the palm (idle state: palm sways in the breeze); camel bump sways (idle state: calm camel eating); Pyramid breaks in two pieces, another shake and the Pyramid patches up. Consequent audio effects are included in combination with animations and graphic effects. In another example, the “Tetraminoes” by falling on grid may cause sand scattering from the ground. In yet another example, different audio and graphic effects may be used if clearing “Tetraminoes” lines: 1 line—blocks petrify and become sand; 2 lines—mascot over the flying carpet start flying around like crazy. Mascot gets scared and becomes a cube. Once flying carpet stops mascot opens again (idle state); 3 lines—a big mummy appears from behind the Pyramids overcoming them menacingly, the mummy, due to heat, gets tired and decides to lie down on sand. For subsequent 3 lines clearing lied down mummy drinks a cocktail; 4 lines—mascot on flying carpet flies down on sand and starts playing flute. A serpent appears and tries to byte mascot, mascot throws away flute and reaches idle state. In another example, a game-over event may be triggered if player loses the match. 
         [0060]      FIG. 11D  illustrates the in-game 3D environment named “Hunted Castle”. This environment may include different 3D animated and interacting objects, such as a 3D mascot as illustrated in  FIG. 7 , or other elements which are interacting with the game play and responding to specific player&#39;s in-game actions. In one example, player by “shaking” control/input device  202  (configured or not with  208 . 1 ) generates the same effects in the game, so the screen will be shaking with rumble noise. In this example different 3D objects will respond to player&#39;s action: castle breaks in the center, a magic spell patches it up, an evil laugh is heard; lightning with thunder audio effect. Consequent audio effects are included in combination with animations and graphic effects. In another example, castle door may open with scaring audio effects and evil laughs. In yet another example, trees sway. In another example, the “Tetraminoes” by falling on grid may cause dust, grass pieces and insects scattering from ground. In yet another example, different audio and graphic effects may be used if clearing “Tetraminoes” lines: 1 line—small phantoms fly away from the cleared line; 2 lines—bats come in and start fighting each other (idle state: bats get quit flying normally); 3 lines—mascot wearing “phantom” clothes start moving in the scene trying to scare everybody (audio effects with mascot evil laugh and screaming) then reverting back to idle state; 4 lines—a dragon appears from behind the castle, it watches the tree burning it with its fire. Burned tree disappears and dragon moves out the screen disappearing behind castle. After a while a new tree arises from the ground. In another example, a game-over event may be triggered if player loses the match: dragon appears and burns all the “Tetraminoes”. Scared mascot runs away. Game Over text appears. 
         [0061]      FIG. 11E  illustrates the in-game 3D environment named “Underwater”. This environment may include different 3D animated and interacting objects, such as a 3D mascot as illustrated in  FIG. 7 , or other elements which are interacting with the game play and responding to specific player&#39;s in-game actions. In one example, player by “shaking” control/input device  202  (configured or not with  208 . 1 ) generates the same effects in the game, so the screen will be shaking with rumble noise. In this example different 3D objects will respond to player&#39;s action: seaweeds sway with raised intensity, submarine slants appearing to break the cord, seashell opens and eyes look around then closes again. Consequent audio effects are included in combination with animations and graphic effects. In another example, the “Tetraminoes” by falling on grid may cause sand scattering from ground. In yet another example, different audio and graphic effects may be used if clearing “Tetraminoes” lines: 1 line—air bubbles released from the ground after awhile they explode; 2 lines—a hook attached to a cord enters water catching the animated fishes. Hook, cord, fishes exit the screen and new animated fishes appear in the water; 3 lines—mascot sees a seashell, picks it up then throws it against the treasure box. The treasure box opens and all diamonds, gold, bubbles etc escape; 4 lines—the ball fish swells releasing air bubbles and flying like crazy in different directions, hitting screen sides, cord drops off (idle state: ball fish inflates and deflates releasing bubbles from the mouth). In another example, a game-over event may be triggered if player loses the match: an oil barrel falls down in the water releasing oil and obscuring the entire screen. Mascot tries to swim out of water but without success and so Mascot surrenders looking at the player in a sad manner keeping arms crossed while falling below. Game Over text appears. 
         [0062]      FIG. 11F  illustrates the in-game 3D environment named “Moon”. This environment may include different 3D animated and interacting objects, such as a 3D mascot as illustrated in  FIG. 7 , or other elements which are interacting with the game play and responding to specific player&#39;s in-game actions. In one example, player by “shaking” control/input device  202  (configured or not with  208 . 1 ) generates the same effects in the game, so the screen will be shaking with rumble noise. In this example different 3D objects will respond to player&#39;s action: planet ring falls aside then return to idle state moving around the planet, an animated comet centre breaks then returning in idle state moving around on screen. Consequent audio effects are included in combination with animations and graphic effects. In another example, the “Tetraminoes” by falling on grid may cause lunar sand scattering from ground. In yet another example, different audio and graphic effects may be used if clearing “Tetraminoes” lines: 1 line—falling stars in the background; 2 lines—an animated space shuttle moving around switches its engines on and starts turning around itself attached to the cord then going back idle state (moving around attached to the cord); 3 lines—a meteor falls on the planet creating a crater that slowly disappears; 4 lines—mascot tries to switch jet-pack on but it is not working. The mascot surrenders but suddenly the jet-pack self-starts and mascot flies away hitting its head on screen “virtual glass”. Then mascot falls back on the planet surface reaching idle state again. In another example, a game-over event may be triggered if player loses the match: mascot reaches the “Tetraminoes” grid pissing on some blocks. The mascot starts jet-pack flying away. Game Over text appears. 
         [0063]      FIG. 11G  illustrates another example in-game graphic interface for multiplayer mode in 2D Viewpoint. 
         [0064]      FIG. 12  illustrates an example Pause menu interface  317 . By pressing a set button on control/input device  202  or  203  or performing other actions player may put on hold the game play session pausing the game. From this menu player may choose to resume current game  317 . 1 , restart the current game from the beginning (so losing the earned points and score)  317 . 2 , adjust in Game Music  317 . 3 , adjust audio effects (SFX)  317 . 4  or Exit the current game session  317 . 5  going back to Main Menu  307 . 
         [0065]      FIG. 13  illustrates an example End Screen menu interface  315 . In this menu player may: review the results of the game session (box  315 . 1 ), continue to the Main Menu  307  (button  315 . 3 ), go back restarting the game (button  315 . 2 ). 
         [0066]      FIG. 14  illustrates an example Tutorial menu interface  318 . Depending on the selected controller configuration as set in Controllers menu  321  (for example, device  202  combined with device  208 . 1 ), this menu may present, through videos, cinematics, slides and texts, information about how to use the configured controllers and/or devices to play the game. Tutorial menu interface may be accessible from Main Menu  307  or from Controllers menu  321  or from Recap Screen  313 . When starting Tutorial menu  318  player information boxes  318 . 1  may be presented, summarizing basic information on how to use control/input devices selected configuration. Once started, tutorial may be entirely played through animated slides and movies or interactive screens. From interface menu  318  player may choose: to continue to the previous menu ( 307  or  321  or  313 ) by selecting button  318 . 3 ; to re-play tutorial from the beginning by selecting button  381 . 2  on interface. 
         [0067]      FIG. 15  illustrates an example Game Settings menu interface  319 . From this menu player may change different game settings. In one example, player may change Viewpoint  319 . 1 , Music Volume  319 . 2 , audio special effects (SFX) volume  319 . 3 . By selecting “Continue” button  319 . 5  player may save selected settings then go back to Options menu  309 . By selecting “Back” button  319 . 4  player may go back to Options menu  309  without saving changes. 
         [0068]      FIG. 16  illustrates an example Statistics menu interface  320 . From this menu interface player may get information about its performance in the video game, the achieved results and top scores and comparison of results/scores among different saved profiles. In one example, from the information box  320 . 1  player may review: total hours of game play, maximum in-game level reached, total lines cleared, total score. With selection of “Back” button  320 . 2  player may go back to Options menu  309 . With selection of “All Star” button  320 . 3  player may review a comparison table with achieved results compared with results and information from other saved profiles: compared information could include, but not limited to, top score, game mode, levels completed, lines cleared. 
         [0069]      FIG. 17  illustrates an example Controllers menu interface  321 . From this menu interface player may set the controller to be used in the video game by combination of one or more control/input devices  202 ,  203 ,  204 ,  205 ,  206  with one or more devices  208 . 1 ,  208 . 2  or  209 . In one example, with selection box  321 . 1  player may choose from a list of different combination, from a combination of  202  device and  208 . 1  device to a combination of  202  and  203  devices and  209  device. Other combinations may be possible depending on the video game and future applications. In another example, an information box  321 . 5  may present textual information about the selected controller configuration. With selection  321 . 2 , choosing “Back” button, play may go back to Options menu  309  without saving the preferred controller configuration. With selection  321 . 3  (“Tutorial” button) player can start the Tutorial  318 . With selection  321 . 4  (“Play” button that may be, alternatively, substituted with a “Continue” button) player may choose to save the selected and preferred controller configuration going back to Options menu  309 . The preferred and saved controller configuration will be used as default configuration in all included video games. Player may decide at any time to change this selection by accessing Controllers menu  321 . 
         [0070]    Accessing Play menu interface  310  player may change different settings before the video game starts. Player may choose to change: Number of Players  310 . 1 , Game Mode  310 . 2 , Difficulty  310 . 3 , Viewpoint  310 . 4 . 
         [0071]    In one example, Number of Players  310 . 1  may represent the number of players that simultaneously play the selected video game. The maximum Number of Players would be 4 (humans and/or computer artificial intelligence), 2 players minimum and above for multiplayer mode (video game would be presented in one screen with 2 or more “Tetraminoes” grids and piles, no split screen is used). 
         [0072]    In another example, Game Mode  310 . 2  may include different modes to play video game such as: Marathon (Single player and Multi Player), Time Attack (Single player and Multi Player), The Match (Single player and Multi Player). In Marathon game mode, single or multi player game, the game may start from level  1  with an empty screen, each 10 lines one level is completed. For each completed level the speed of blocks is increased by a percentage. The same graphic theme/environment (selected from Ice, Desert, Hunted Castle, Underwater, Moon) is used in 2 sequential levels, after 2 levels the theme changes. After level  10  the environments/themes repeat randomly. In Time Attack game mode, single or multi player mode, the game may include a standard “clear lines” mode but with a variation: player may need to clear a certain amount of lines within a time limit. If player succeed, a time bonus may be added to the time left and the number of lines to complete will be increased by a factor. If player fails, the system may increase difficulty level, time bonuses may be added and number of lines increased, but a set number of blocks may be added on grid as a penalties. The levels swap after 10 lines cleared. Each 2 levels correspond to a single environment/them (from Ice, Hunted Castle, Desert, Underwater, Moon). After 100 lines cleared (10 levels) the environment/theme may randomly change every 2 levels. The Match game mode, single or multi player mode, may consist of a battle between players, may be used Split Screen graphic interface or not. Each player may disturb the opponents using bonuses collected when lines with special blocks are completed (bonuses may consists of graphic objects such as: bombs, obstacles, freeze, rotate a block, etc. Bonuses influences the game play by introducing variability and new dynamics). Player may play against other players in 10 rounds. Each round is won by the player clearing 10 lines before the others. Once a round is completed the system switches to another round. At the end, the player who wins more rounds wins the match. The opponent could be human or computer artificial intelligence. Once the match is over player may decide to restart a new match or to go back to the Play menu  310 . 
         [0073]    In yet another example, player may set Difficulty level  310 . 3  from a list of difficulty levels. Each Difficulty level change the game play thanks to the combination of a penalty/reward system and game play speed. In example, player may choose the following levels: Beginner (20% penalty on scored points, 20% lower speed), Easy (10% penalty on scored points, 10% lower speed), Medium (no penalties and default speed), Hard (10% reward on scored points, 10% higher speed), Crazy (20% reward on scored points, 20% higher speed). 
         [0074]    In another example, player may set the Viewpoint  310 . 4 .  FIG. 18  illustrates an example selectable Viewpoint mode, from: (i) 2D mode, example  1801  in  FIG. 18 , which is the classic two-dimensional view; (ii) 3D mode, third person view, example  1802  in  FIG. 18 , where blocks may be displayed as 3D objects within a 3D space/environment. The 3D objects move along tridimensional axis. Player, by manipulating control/input devices combined with  208 . 1 ,  208 . 2  or  209  devices may replicate movements in the 3D space represented on the screen by moving the falling 3D block; (iii) 3D mode, first person view, example  1803  in  FIG. 18 , where blocks are 3D objects in a 3D space but player is identified and represented in the game as the falling block. In this case player “is” the falling block and, in one example, player, by playing with control/input devices  202  and  203  combined with device  209 , may move the 3D object on screen by moving its physical body. Viewpoint selection  310 . 4  influences the default controller configuration presented by the system (the right controller configuration is selected for the selected Viewpoint). 
         [0075]      FIG. 20 ,  FIG. 21  and  FIG. 22  illustrate example of game play commanding game actions through combination of control/input device  202  and device  209 . 
         [0076]      FIGS. 23A ,  23 B,  23 C,  23 D illustrate example concept design about one or more aspects described herein. 
         [0077]    One or more aspects described herein may be embodied in computer-usable data and computer-executable instructions, such as in one or more program modules, executed by one or more computers or other devices. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types when executed by a processor in a computer or other device. The computer executable instructions may be stored on a computer readable medium such as a hard disk, optical disk, removable storage media, solid state memory, RAM, etc. As will be appreciated by one of skill in the art, the functionality of the program modules may be combined or distributed as desired in various embodiments. In addition, the functionality may be embodied in whole or in part in firmware or hardware equivalents such as integrated circuits, field programmable gate arrays (FPGA), and the like. Particular data structures may be used to more effectively implement one or more aspects of the invention, and such data structures are contemplated within the scope of computer executable instructions and computer-usable data described herein. 
         [0078]    In addition, the description includes one or more inventions that may be used alone or in combination with each other. For example, the devices  208 . 1 ,  208 . 2  and  209  may be used with the described games and software, or with other games and software. The devices may be used with any game console, computing device, server, digital video recorder (DVR), mobile device, networked device, etc. The described games and game modes, Viewpoint (visualization mode) or graphic style, may be used in combination with devices  208 . 1 ,  208 . 2  or  209  or not, and may be played in different manners than specifically described. In another example, the game play inventions and game concepts presented herein may be used in combination with different devices than  208 . 1 ,  208 . 2  and  209  such as, but not limited to, devices  202 ,  203 ,  204 ,  205 ,  206 . The provided descriptions are for illustrative purposes to enable multiple embodiments of each invention contained herein. Applicant reserves the right to pursue each invention individually or in combination with one or more other inventions described herein. 
         [0079]    Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter described herein is not limited to the specific features, embodiment, aspects, or acts described. Rather, the specific descriptions herein are provided as example and illustrative forms of implementing one or more aspects of the invention. 
         [0080]    While illustrative systems and methods described herein embodying various aspects are shown, it will be understood by those skilled in the art that the invention is not limited to these embodiments. Modifications may be made by those skilled in the art, particularly in light of the foregoing teachings. For example, each of the elements of the aforementioned embodiments may be utilized alone or in combination or sub-combination with the elements in the other embodiments. It will also be appreciated and understood that modifications may be made without departing from the true spirit and scope of the present invention. The description is thus to be regarded as illustrative instead of restrictive on the present invention.

Technology Category: 1