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Inventi Rapid - Computer Games Technology

Patent Watch

  • HAND-HELD COMPUTER INTERACTIVE DEVICE

    A computer game input device for interfacing with a computing device is provided. The input device includes a central body, and a circuit configured for detecting interaction from the input device and for communicating with a computing device. The input device also includes a plurality of protrusions extending from the central body. The plurality of protrusions are configured for movement relative to the central body, and the input device is to be held by a user's hand as opposed to being worn on the user's hand like a glove. The circuit is configured for transmitting signals to the computing device to cause interfacing with one or more features of a program executed on the computing device, based on the detected movements of the protrusions.

  • SD CARD MEMORY TOOL

    A method and apparatus that creates situations in which insufficient memory is available to store a file created by a computer game device on an SD memory card, or exactly enough memory is available to store a file or sufficient memory is available to store a file. Depending upon the memory condition that is created, software that is being tested behaves in a particular manner.

  • Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device

    The invention relates to methods for the unambiguous personal association of at least one autonomous storage unit (10) with at least one player in a score keeping device (20) in order to store at least one status of a game, especially a computer game, network game, or trading card game. The inventive method is characterized in that an unambiguous identification feature that is effective in the game environment is allocated in a way clearly indicating the player's action to a game status, particularly an amount of properties of a game piece created and/or guided by the player and/or an amount of game situations created and/or managed by the player within the group of players detected by the score keeping device, said game status being created and/or managed by the player, being stored in the at least one autonomous storage unit, and unambiguously identifying the player. For this purpose, data is exchanged in a registering manner between the at least one autonomous storage unit and a game manager's storage unit (30) which manages the at least one autonomous storage unit. As a result of said data exchange, a first register data set (40) that characterizes the player and is linked to the game status is created, stored, and processed in the game manager's storage unit (30) while a second register data set (41) which is comparable to the first register data set and is linked to the stored game status is created, stored, and processed in the autonomous storage unit.

  • CONDITIONAL BALANCE MANAGEMENT FOR NON-ISSUER DEBIT INSTRUMENTS

    A computer receives information about a debit account controlled by a third-party issuer, a user owing the account and instructions for managing the account after a specified trigger date. Operating according the instructions, an unknown remaining balance in the account may be exhausted after the trigger date has passed, using a sequence of charges responsive to the initial balance, to the last charge amount completed or attempted, and to whether or not the last charge amount is accepted. In the alternative, or in addition, the account may be managed to convert the remaining balance to a non-monetary coupon (e.g., "virtual currency") for use in an online computer game or the like, after the trigger date.

  • PARENTAL CONTROL SETTINGS BASED ON BODY DIMENSIONS

    In a motion capture system having a depth camera, access to an electronic media device such as personal computer or a game console with Internet connectivity is controlled. The age group of a person in a field of view of the camera can be determined based on metrics of a 3-D body model. The metrics can relate to, e.g., a relative size of a head of the body, a ratio of arm length to body height, a ratio of body height to head height, and/or a ratio of head width to shoulder width. The metrics are particularly indicative of age group. Based on the age group, a profile of the user is automatically updated with various parental control settings which control access to the electronic media device. Also, currently output content can be replaced by substitute content when a person in a lower age group enters the field of view.

  • MULTIPLAYER INTERACTIVE VIDEO GAMING DEVICE

    An improved multiplayer interactive video gaming device includes a plurality of independent player stations, each including at least one data input device configured to output a player input signal responsive to player activation. A computer game assembly executes a video card gaming program responsively to player game instructions. An interface assembly receives signals output by the plurality of player stations and outputs signals corresponding to particular data input devices. A personal computer assembly receives the output signals from the interface device via a data input port and executes the video card gaming program responsively thereto.

  • Methods and apparatus for educational spelling games

    Methods and apparatus for educational spelling games wherein players are required to spell words of various levels of spelling difficulty and a player's degree of advancement depends on the difficulty level of the word. One version is a game board with a plurality of playing pieces, a plurality of spelling cards, each spelling card comprising a plurality of spelling words wherein different words on each of those spelling cards comprise different levels of spelling difficulty within at least one educational grade level or age level, preferably within two consecutive educational grade levels, and a die for randomly determining the level of spelling difficulty of the word which a player will be asked to spell. Preferably, there are at least three words of different levels of spelling difficulty on each spelling card. Also disclosed are electronic versions comprising an annunciator to announce the words, game show versions, computer game versions and internet-based versions.

  • System and method for 3D space-dimension based image processing

    An apparatus for 3D representation of image data, comprising: a structure identifier for identifying structures in motion within image data, and a skeleton insertion unit, which associates three-dimensional skeleton elements with the identified structures. The skeleton elements are able to move with the structures to provide a three-dimensional motion and structural understanding of said image data which can be projected back onto the input data. As well as individual elements, complex bodies can be modeled by complex skeletons having multiple elements. The skeleton elements themselves can be used to identify the complex objects.

  • Method and apparatus for noise

    A method for creating an appearance of texture in a computer image having the steps of introducing information into a computer from which the image is produced for each point of the image in 3D geometric space. There is the step of computing a pseudo-random hash value at each vertex of a unit cube surrounding the point of the image using six + modules and seven L modules where the L module is implement as a look-up table having 64 6 bits entries. There is the step of mapping the lower six bits from last stage L modules of a plurality of stages of modules to a fixed set of 64 gradient vectors where the set is chosen such that a length of each component of every vector of the 64 vectors is a power of two. There is the step of based on the gradient vectors, combining with the computer the contribution from each vertex into a single interpolated result to produce the point of the image with noise interpolated texture that do not have visible grid artifacts. There is the step of after all points of the image are obtained, displaying the image on a display.

  • System and method for the generation of navigation graphs in real-time

    A system and method for navigation graph generation in real time is provided including a dictionary operable to maintain information mapping surface features to navigational costs. Further included is a graphical module operable to transform geometrical data of a virtual world and associated navigational costs obtained from the dictionary into navigation data; a graph-generation module operable to translate the navigation data into a semi-generated navigation graph; and a physical module operable to receive the semi-generated navigation graph, and generate an updated navigation graph based on collisions test.

  • Electronic pointing device with user variable weight

    An electronic pointing device for a computer comprising a housing and an electronic module to detect the relative displacement over an external surface and transmit it to the computer wherein the housing comprises means to adjust the total weight of the device. According to the invention, the user can freely (within certain limits) adjust the weight depending on his wishes. In one embodiment, the pointing device is a mouse.

  • Graphical user interfaces and occlusion prevention for fisheye lenses with line segment foci

    A method for generating a presentation of a region-of-interest in an original image for display on a display screen, comprising: establishing a lens for the region-of-interest, the lens having a magnified focal region for the region-of-interest at least partially surrounded by a shoulder region having diminishing magnification, the focal region having a perimeter defined by a radius r from a line segment; receiving one or more signals to adjust at least one of the radius r and a length len of the line segment to thereby adjust the perimeter; and, applying the lens to the original image to produce the presentation.

  • Computer game controllers

    A controller means for playing a compuler game where the player may brace themselves using handlebars, other means which may be grasped, and/or pedals and move a support means on which the player may sit, stand, or be supported, on a bearing means to input control signals to a control means. Movement of the game player provides the normal forwards and backwards and side to side control functions of the controller to control a sprite in the computer game being played. Resistance to movement provides physiotherapy-type exercise for the player. Where particular muscle groups or limbs of patient may need to be exercised, the controller means may be set up to provide that exercise as part of a computer game.

  • Speech recognition for determining if a user has correctly read a target sentence string

    Systems and methods for processing a user speech input to determine whether the user has correctly read a target sentence string are provided. One disclosed method may include receiving a sentence array including component words of the target sentence string and processing the sentence array to generate a symbolic representation of the target sentence string. The symbolic representation may include a subset of words selected from the component words of the target sentence string, having fewer words than the sentence array. The method may include processing user speech input to recognize in the user speech input each of the words in the subset of words in the symbolic representation of the target sentence string. The method may further include, upon recognizing the subset of words, making a determination that the user has correctly read the target sentence string.

  • Method and system for personalized digital game creation

    A method and system for personalized digital game creation are disclosed. According to one embodiment, a computer-implemented method, comprises storing a plurality of customizable games. Each game of the plurality of customizable games has personalization slots. Media assets are received from a user computer. A personalized game is generated using the media assets and a customizable game of the plurality of customizable games.

  • Method and apparatus for efficiently handling query for 3D display

    A method and apparatus for processing a query required for 3-dimensional (3D) display, for example, a visibility query and a localization query, are provided. The method includes: dividing a 3D space into a plurality of regions; and processing a query in units of divided regions, detecting desired divided regions for processing the query of all the divided regions, and outputting objects included in the detected divided regions, as the result of processing the query. According to the method and apparatus, an entire 3D space is divided into a plurality of regions, and when a query required for 3D display or for running a game using 3D display is processed, a query is made to be processed in units of divided regions, and thus the amount of calculation and time required for processing the query can be reduced. Accordingly, performance of 3D display or the performance of a game using 3D display can be improved.

  • Three dimensional sports game

    The present invention discloses a highly specialized gaming console. The gaming console comprises housing for supporting a field covering, a scoreboard, display means, holographic projecting camera, and user interface means. The software components of the present invention includes a means for initializing the game from an external media, selecting teams for playing the game, repetitively generating plays based upon the team statistics in conjunction with the offensive and defensive plays of the teams, and generating a holographic display of the generated play on the field. The game can be adapted to play baseball, football, and golf.

  • Network gaming system

    A gaming system is disclosed that provides an opportunity to win a prize in response to game play, each game being played in exchange for monetary input. The gaming system includes a game server and a plurality of game units connected via a network. The game server stores one or more games. The game units each include a web browser having a monetary input device, and a ticket dispenser having a printer. The game system enables a player to receive a prize at a game unit via the ticket dispenser in response to winning game play. The gaming system enables game units to request games from the game server over the network. The games may be downloaded over the network from the game server to the requesting game unit to be executed at the game unit and to be displayed in one or more web browsers.

  • Game for educating users regarding medical conditions

    A game is provided for teaching users about conditions affecting the human body. The game may include a game zone representing a body inflicted with a condition, a number of opponents representing attributes of the condition, and at least one character representing the user. The user may be asked a number of questions, and be required to answer the questions to obtain one or more weapons for overcoming the opponents. The story line of the game may represent the progression of the condition, and may require elimination of at least some of the opponents in order to overcome the condition and win the game.

  • Toy devices and methods for providing an interactive play experience

    The invention provides a unique interactive play experience carried out utilizing a toy "wand" and/or other actuation/tracking device. In one embodiment, the wand incorporates a wireless transmitter and motion-sensitive circuitry adapted to actuate the transmitter in response to particular learned wand motions. The wand allows play participants to electronically and "magically" interact with their surrounding play environment simply by pointing, touching and/or using their wands in a particular manner to achieve desired goals or produce desired effects. In other embodiments, a seemingly magical wand toy is provided for enabling a user to electronically send and receive information to and from other wand toys, a master system and/or to actuate various play effects within a play environment. The seemingly magical wand toy is configured to use a send/receive radio frequency communications protocol which provides a basic foundation for a complex, interactive entertainment system to create a seemingly magical interactive play experience.

  • Recording media on gaming consoles

    An integrated gaming and media experience is disclosed, including recording of content on a gaming console. A digital video recorder (DVR) application running alongside a television client component allows users to record media content on the gaming console. The DVR application also integrates itself with the console menu. Once integrated, users can record media content while playing games. Alternatively, users can record content when the gaming console is turned off. The recorded content can include television programming, gaming experience (whether local or online), music, DVDs, and so on. When in the recording state, users can also switch between various other media modes, whether gaming, television, and so on.

  • Capture and utilization of real-world data for use in gaming systems such as video games

    A portable sensor unit for capturing motion and/or other data may be securely mounted on objects such as a user's limb, a vehicle, or other items. The sensor unit may then collect motion and/or other data from the object to which it is affixed, and may provide this data to a data logger which stores the data. The data logger may subsequently communicate the data to a gaming system which may tailor the motion characteristics of a virtual object to resemble those of the real-world object from which the motion data was captured. Thus, a user can (for example) capture motion data from a vehicle, with this data being supplied to a video gaming unit which provides a virtual vehicle having the same acceleration/deceleration, handling, and other characteristics.

  • POP-UP BOOK GAMEPLAY MECHANICS

    Method, article and apparatus for executing computer games, and in particular, computer-based platform games. In a platform game, a user may interact directly with and articulate pop-up book elements to modify the game level. The modified game level may be navigable by a game character also controlled by the user.

  • Training method for accommodative and vergence systems, and multifocal lenses therefor

    Accommodative and vergence systems training method and multifocal ophthalmic lenses of Horizontal periodic or quasi-periodic Optical Power Stepless Alternating (HOPSA-lenses) therefor are proposed. Reading the text with HOPSA-lenses worn, while the head is stationary, provides a continuous alternating of accommodation and vergence strain/relaxation and, therefore, provides dynamic training of both systems. The method is applicable for human visual system therapy, eye diseases treatment/prevention and ophthalmology researches. The method enables combining the effective visual trainings with documents reading/processing, visual target examining, watching TV/video, playing computer games, etc., as well as combining the training with conventional vision correction. Several embodiments of HOPSA-lenses are disclosed, such as multi- and mono-cyclic, multi-layer, splitting the basic correction and training functions between lens' sides or layers, having left and right lenses' surfaces individually configured to provide the congruence of optical power for fixation, and/or the convergence invariability for fixation during the training.

  • Team play game device

    The Team Play Game Device creates the capability to have multiple players play computer games simultaneously without requiring games to be modified to support multiple players. It accomplishes this goal by making multiple game controllers look like single game controllers to the game device. It is a general game solution that can be applied to every game device and game controller combination including all game consoles and personal computers.

  • INTERACTIVE DISPLAY AND USE THEREOF

    For a playing experience in a computer game that more accurately captures the experience of professional football or another sport, it is advantageous to be able to hide from an opponent a selected player formation and play selection until the play actually begins. Similarly, in other computer games such as war games and role-playing games, it is desirable to be able to hide from other players certain properties--e.g., equipment, disposition of forces, etc.--held by each player while making this information available to the player holding these properties. In the present invention, display devices are provided that are visible only to a limited number of players. Illustratively, the display device can be worn on the player's forearm. Information that would typically be hidden from the other side in a real situation is made available to only one side by displaying it on one of these display devices.

  • COMPUTER GAME WITH A TARGET NUMBER OF FORMATIONS CREATED FROM FALLING PIECES IN A TRIANGULAR GRID

    A puzzle game where the objective of the game is to create a target number of HEXA and DIA formations per level using a set of primary sub-formations. The game is further intensified by the introduction of secondary sub-formations and a set of Reward Buttons that are awarded for completing different formations. The present invention uses a novel way of scoring where points are calculated based on the formations created by a player and the time remaining in the level. Therefore, if a player finishes a level faster, the player gets additional points. There is also an Infinite game mode for PDA and mobile phone users that allows play until the battery in the device runs out or the device shuts off due to a low battery that has no set levels and set scoring based on various possible formations only.

  • INTERACTIVE HYBRID ASYNCHRONOUS COMPUTER GAME INFRASTRUCTURE

    In embodiments of the present invention improved capabilities are described for an online gaming method, where an initiating live participant can invite a friend to join a game as an additional participant. Following the invitation, a wait period is provided for receiving acceptance, and if acceptance is received within the wait period, then they will play as live participants in the game play. If acceptance of the friend is not received within the wait period, then a simulated additional participant based on prior game play data of the friend will be presented in game play with the initiating live participant such that the simulated additional participant appears to be a live participant due at least in part to an inter-game interaction between the initiating live participant and the simulated additional participant.

  • MEDIA PLAYBACK IN A VIRTUAL ENVIRONMENT

    A framework is provided for selecting media files for playback in a computer game. In one embodiment, user actions in the computer game are monitored. Further, user characterizations of media files may also be retrieved. The user characterizations may be input by a plurality of users via a media player application. A media file may be then selected for playback based on the monitored user actions and retrieved user characterizations. The selected media file may better suit an emotional experience of a user playing the computer game.

  • INTERACTIVE ASYNCHRONOUS GAME PLAY ARCHITECTURE

    In embodiments of the present invention improved capabilities are described for serving a computer game, comprising: (a) providing two separate storage facilities accessible from a server, the first storage facility comprising fast response searchable memory for storage of recently produced game play data, and the second storage facility comprising a structured database for longer term storage of game play data, the first memory having a data search and data retrieval speed that is substantially faster than the second memory; (b) receiving, at the server, a game play request from a live gaming participant with a desired opponent attribute; (c) in response to the game play request, searching the first memory, based on the attribute, to identify prior game play data corresponding to an appropriate opponent; and (d) presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent.

  • RFID GOLF BALL TARGET SYSTEM AND METHOD

    A radio-frequency identification (RFID) golf ball range target system is described. The RFID golf ball range target system includes a RFID golf ball, a scanner, a client computer, a game selection module, a target, a target RFID reader and a target network communications module. The RFID golf ball that includes a RFID tag fixedly coupled to the surface of a spherical golf ball core corresponding to the RFID golf ball, wherein the RFID tag is disposed between the spherical golf ball core and a spherical golf ball shell. A unique RFID golf ball identifier is associated with the RFID golf ball. In the illustrative embodiment, the RFID tag includes an omnidirectional antenna that operates in the ultra-high-frequency (UHF) range. Additionally, the illustrative RFID tag can be encapsulated in a flexible substrate that is disposed between the spherical golf ball core and a spherical golf ball shell.

  • INTEGRATION OF VERIFICATION TOKENS WITH MOBILE COMMUNICATION DEVICES

    Apparatuses, methods, and systems pertaining to the verification of portable consumer devices are disclosed. In one implementation, a verification token is communicatively coupled to a computer by a USB connection so as to use the computer's networking facilities. The verification token reads identification information from a user's portable consumer device (e.g., credit card) and sends the information to a validation entry over a communications network using thecomputer's networking facilities. The validation entity applies one or more validation tests to the information that it receives from the verification token. If a selected number of tests are passed, the validation entity sends a device verification value to the verification token, and optionally to a payment processing network. The verification token may enter the device verification value into a CVV field of a web page appearing on the computer's display, or may display the value to the user using the computer's display. ________________________________________

  • INTEGRATION OF VERIFICATION TOKENS WITH PORTABLE COMPUTING DEVICES

    Apparatuses, methods, and systems pertaining to the verification of portable consumer devices are disclosed. In one implementation, a verification token is communicatively coupled to a computer by a USB connection so as to use the computer's networking facilities. The verification token reads identification information from a user's portable consumer device (e.g., credit card) and sends the information to a validation entry over a communications network using thecomputer's networking facilities. The validation entity applies one or more validation tests to the information that it receives from the verification token. If a selected number of tests are passed, the validation entity sends a device verification value to the verification token, and optionally to a payment processing network. The verification token may enter the device verification value into a CVV field of a web page appearing on the computer's display, or may display the value to the user using the computer's display.

  • VERIFICATION OF PORTABLE CONSUMER DEVICE FOR 3-D SECURE SERVICES

    Apparatuses, methods, and systems pertaining to the verification of portable consumer devices for 3-D Secure Systems are disclosed. In one implementation, a verification token is coupled to a computer by a USB connection so as to use the computer's networking facilities. The verification token reads identification information from a user's portable consumer device (e.g., credit card) and sends the information to a validation entry over a communications network using thecomputer's networking facilities. The validation entity applies one or more validation tests to the information that it receives from the verification token. If a selected number of tests are passed, the validation entity sends a 3-D Secure datum to the verification token. The verification token may enter the 3-D Secure datum into a hidden field of a Purchase Authentication Page appearing on the computer's display.

  • Networking in a Virtual Computing Infrastructure

    A cloud computing environment having a plurality of computing nodes is described. Upon receiving authorization, a plurality of virtual machines may be communicated to provide at least one virtual network to service to the plurality of virtual machines. Each of the plurality of virtual machines communicates with a virtual network layer at a virtual interface via at least one virtual Ethernet (vEthernet). An IP gateway to a network is provided to the plurality of virtual machines. Communications between the IP gateway and the network are facilitated. Communications between a network control layer and at least one network are routed.

  • Board Game Utilizing Binary Numbers

    A board game incorporating binary conversions to entertain and educate players, comprising a multi-tiered playing field, a plurality of counters, of control pads, and playing cards. The playing field comprises a plurality of rooms, doors, roof hatches, and lights. Players enter the values from the playing cards into the control pads. The control pads electronically communicate with the counters to display the binary conversions. Based on the binary conversions, the lights on the playing field indicate which doors and roof hatches are opened or closed allowing players to navigate through the playing field. The winning player wins by being the first player to exit the playing field. It is contemplated that the board game can extend to computer games, video games, theme parks or other similar gaming opportunities wherein players can compete to navigate through and be the first to exit the playing field.

  • Real-Time Camera Tracking Using Depth Maps

    Real-time camera tracking using depth maps is described. In an embodiment depth map frames are captured by a mobile depth camera at over 20 frames per second and used to dynamically update in real-time a set of registration parameters which specify how the mobile depth camera has moved. In examples the real-time camera tracking output is used for computer game applications and robotics. In an example, an iterative closest point process is used with projective data association and a point-to-plane error metric in order to compute the updated registration parameters. In an example, a graphics processing unit (GPU) implementation is used to optimize the error metric in real-time. In some embodiments, a dense 3D model of the mobile camera environment is used.

  • GAME FOR SIMULATING AMERICAN FOOTBALL WITH POKER HANDS

    A game for simulating the play of American football with poker hands. The game includes a game playing board that is divided into two sides, each side having a plurality of parallel bands with each band itself having a plurality of demarcated spaces, and a single, undivided intermediate band located between the two sides, with the spaces on the game playing board representing yard positions on a playing field, and with two end zones located at opposite ends of the playing field, with each end zone being represented by a band having a plurality of demarcated spaces, and a goal area adjacent to each end zone. Chips are used to represent players and points on the playing field, and a first down marker is also provided. The first team to capture all of the other team's chips wins. The game can be a physical game or computer game.

  • System and Method for Displaying Responses from a Plurality of Users to an Event

    The invention relates to a system and method for a computer game and social experience that captures people's emotions at specific moments during a live or pre-recorded event.

  • METHOD AND MEANS FOR A THROWABLE GAMING CONTROL

    A throwable gaming control (710) for controlling at least one event in a computer game, includes at least one magnetic sensor (110) and at least one acceleration sensor (120) is characterised in that: at least one acceleration sensor (120) is arranged to the center of gravity of the game control and/or to the proximity of the center of gravity of the gaming control and at least one magnetic sensor (110) is arranged to a position of least internal magnetic noise, and/or a position of low internal magnetic noise. The best mode of the invention is considered to be the combination of an acceleration sensor in the center of gravity of a wireless spherical mouse that in addition houses a magnetic sensor (110) in a magnetic noise free position. This spherical mouse can be used to play for example basketball with real basketball like movements in a computer game (70).

  • APPARATUS AND METHOD FOR SUPPORTING APPLICATIONS IN A DISTRIBUTED NETWORK

    The methods and apparatus disclosed herein include a platform for providing loyalty, advertising and gaming functionality across multiple applications. Actions by users within applications and interactions with advertising may be rewarded via a loyalty program. In one implementation, functional elements are provided to application developers to enable their applications to communicate with a loyalty system, receive awards based on user behavior, among other functions. In another aspect, an interactive gaming and advertising platform is provided that may support multiplayer online computer games for prizes with elements of messaging and social networking between players embedded into the game play itself, whereby players may use mobile computing devices or traditional desk-top computing devices in order to verify their location and claim a measure of control over their location.

  • Systems and Methods for Player Rankings for Online Poker and Other Games

    Embodiments of the invention relate generally to systems and methods for player rankings for online games, such as online poker ring games. In one embodiment, a method for ranking one or more players can include obtaining game play information for a player of a game; calculating or updating a measure of player performance for the player based upon an analysis of the obtained game play information; and determining a player ranking for the player based at least in part on the measure of player performance of the player.

  • METHOD AND APPARATUS FOR USING CONDITIONAL PARAMETERS TO ALTERNATE BETWEEN WAGERING GAMES

    A wagering method is provided that allows players or gaming establishments to specify conditions which when satisfied, reconfigure the gaming device to change game play from a first game to a second game. The condition may depend upon the value of a parameter--generally related to game play--to determine if the condition is valid and triggers the reconfiguration. The second game may be selected from a game on the same gaming device, from a game on a different gaming device, or a game played by a specific player.

  • GAMES, GAMING MACHINES, SYSTEMS AND METHOD HAVING A HORSERACE BONUS FEATURE

    Disclosed are games, gaming machines, gaming systems and methods having a horserace bonus feature game including randomly generated icons which serve to advance one or more horses toward a finish line. In some embodiments, a progressive award associated with the winning horse is paid to a player. In other embodiments, multiple progressive awards may be paid in the event of a tie.

  • ELECTRONIC VIDEO POKER GAMES

    A video poker machine configured to allow a player to play a card game includes at least one display device, at least one input device, and at least one computer configured to display at least a first hand and a second hand of at least five cards all face up, each hand including the same five cards. A player is provided an option to play a hand by selecting none, one or more than one of the face up cards from the first hand and the second hand and any additional hands as cards to be held. Each of the cards not selected to be held are discarded from each hand and replaced with a face up card. The player is provided a pre-established amount based on the amount of a wager made on the hand if the resulting cards of the hand comprise a predetermined poker hand ranking.

  • System for Playing Multiplayer Games

    A computer system for playing multiplayer games comprises a first gaming server which runs multiple instances of a first game and to which is connected a first plurality of players, there being a minimum number of players and a maximum number of players for any instance of the first game; and a second gaming server which runs multiple instances of a second game and to which is connected a second plurality of players, there being a minimum number of players and a maximum number of players for any instance of the second game. The first gaming server is in communication with the second gaming server and through the second gaming server makes available instances of the first game for players from said second plurality of players to join. Thus, separate gaming servers can pool instances of games and players.

  • NON-COMMISSION PAI GOW POKER GAMES, DEVICES, SYSTEMS AND METHODS THEREOF

    Methods of playing commission-free pai gow poker games are disclosed. The commission-free pai gow poker games have multiple features, including a novel push mechanism and a novel copy-fostering mechanism, that provide a gaming establishment with an adequate house edge without the need to charge a commission on player wins. The features of the commission-free pai gow poker games may be incorporated in one or more instruction sets or software configured in one or more mechanical devices and/or electronic devices. Furthermore, the features may be configured in one or more displays in communication with one or more servers as desired. Furthermore, the commission-free pai gow poker games may be offered in a non-gaming media environment as desired.

  • Methods and Systems for Playing Video Games with a Controller Having a Display that Shares Content with a Main Display

    Methods and systems for playing video games with a controller having a display that shares content with a main display are provided. According to embodiments of the invention, a method is provided for interactive gameplay of a video game. The method initiates with executing a video game, the video game providing a virtual environment. A primary view of the virtual environment is rendered on a primary display. A location and orientation of a handheld device in a vicinity of the primary display are tracked. A secondary view of the virtual environment is rendered on the handheld device based on the tracked location and orientation of the handheld device.

  • HANDHELD WAGERING GAME SYSTEM AND METHODS FOR CONDUCTING WAGERING GAMES THEREUPON

    A gaming system for conducting a wagering game includes a handheld gaming machine configured to play at least one game and a controller. The controller is configured to base eligibility of the handheld gaming machine for a game-related feature at least upon a location of the handheld gaming machine and/or a proximity of the handheld gaming machine to an external device.

  • VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANTASY TEAM SETTINGS

    A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using various features of a fantasy sports game. Similarly, the fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system acquires a team roster of the fantasy sport game and the team roster is used to define the sports video game team. The sports video game also acquires sports video game parameters that are associated with real-life attributes of video game team members that are associated with the real-life team members. The video game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define video game play.

  • Inflatable Vehicles for Simulating Driving for use with Handheld Video Games

    An inflatable vehicle for simulating a driving experience while playing realistic computer-video driving games such as the WII games and handheld game players. The vehicle is life-like in construction and allows a player to sit therein while playing driving game. A steering wheel or handle bar is configured to receive a game controller or a motion-sensitive handheld game player. Movement of the steering wheel, thus, correspondingly controls images on a video game screen.

  • VIDEO GAMES INCLUDING SELECTABLE AND/OR GEOGRAPHICALLY RELEVANT ADVERTISING

    A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using selectable and/or geographically relevant in-game advertising. A video game program product can include video game instructions, video game character parameters, and image data configured to provide a video game environment in the video game. The video game program product can include instructions configured to display a first selectable advertisement in the video game environment, wherein when selected by a user of the video game, (i) an advertisement web page is electronically directed to the user (ii) advertisement information is made accessible to the video game user, (iii) additional advertisement information is displayed to the user, or (iv) additional advertisement information is downloaded into the video game for viewing by the user.

  • VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANTASY TEAM SETTINGS

    A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using various features of a fantasy sports game. Similarly, the fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system acquires a team roster of the fantasy sport game and the team roster is used to define the sports video game team. The sports video game also acquires sports video game parameters that are associated with real-life attributes of video game team members that are associated with the real-life team members. The video game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define video game play.

  • VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANTASY TEAM SETTINGS

    A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using various features of a fantasy sports game. Similarly, the fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system acquires a team roster of the fantasy sport game and the team roster is used to define the sports video game team. The sports video game also acquires sports video game parameters that are associated with real-life attributes of video game team members that are associated with the real-life team members. The video game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define video game play.

  • Gaming Machine With Separately Selectable Wagering Games

    A gaming system for conducting a wagering game allows players, casino operators, and/or gaming machine manufacturers to selectively combine base games and bonus games. This modular approach allows players, casino operators, and/or gaming machine manufacturers to mix and match base games and bonus games as needed. In some embodiments, players, casino operators, and/or gaming machine manufacturers may also select different game features to employ in the bonus and/or base games. Such an arrangement allows players, casino operators, and/or gaming machine manufacturers to configure each base game and/or bonus game according to their preferences.

  • CONTENT DETERMINATIVE GAME SYSTEMS AND METHODS FOR KENO AND LOTTERY GAMES

    Methods, systems and apparatus are described for producing wagering products and conducting wagering games. In one embodiment, a method for producing a lottery product comprises producing a play slip that includes an indication of at least one event that potentially occurs in a corresponding content (e.g., audio/video content) component of the lottery product. In one embodiment, a unit of the corresponding content is provided to a player along with a play slip.

  • SINGLE AND/OR MULTI-PROCESS COMMUNICATION REGARDING SKILL AND/OR LUCK BASED GAMES

    Some embodiments may include one or more methods and/or apparatus related to play of a first game, qualifying a player to play a second game based at least in part on play of a first game, play of a second game, skill-based games, and/or luck-based games. Further embodiments may be described.

  • Systems and Methods For Compensating Leaders Within Online Games, Such As Massively Multiplayer Online Games

    Computer systems and methods for: (A) identifying a leader within the context of an online game, the leader being associated with at least one follower within the context of the game; (B) determining one or more leadership metrics regarding the leader's effectiveness in enhancing a gaming experience of the at least one follower in playing the game; (C) determining, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader; and (D) communicating the amount of compensation to the leader and/or facilitating payment of the compensation to the leader. Suitable leadership metrics may be, for example: (A) the amount of revenue generated from the leader's followers; (B) the followers' rating of the leader; or (C) the length of time that the leader's followers subscribe to the game.

  • METHODS FOR PLAYING GAMES

    The invention provides methods for playing games wherein players may select other players to make their playing decisions for them. The invention provides methods for playing games wherein primary players are playing a primary game, and derivative players are playing a derivative game, wherein the play of the game at said derivative table is identical to the play of the game at said primary table, and the players at the derivative table have selected a corresponding primary player to make their playing decisions for them. The present invention is especially well suited for playing the game of poker.

  • INTERACTIVE TOYS AND GAMES CONNECTING PHYSICAL AND VIRTUAL PLAY ENVIRONMENTS

    Embodiments of the invention provide a unique interactive game that connects both physical and virtual play environments and includes multiple dynamic layers in which a participant may complete a variety of challenges and/or tasks. For example, the participant may obtain a physical gaming item such as a toy from a retail phase that is usable in an interactive entertainment phase that provides virtual play via computer animation. The interactive entertainment phase may include multiple interrelated layers such that progress in one or more layers may affect the participant's experience in one or more other layers. The participant may also receive training on how to use and improve the physical gaming item to help achieve one or more special effects or complete one or more adventures and/or quests. During or following the interactive entertainment phase, the participant may use accumulated points and/or powers to redeem prizes and/or compete against other participants, such as in a duel or other face-off challenge.

  • GAMING SYSTEM, GAMING DEVICE AND METHOD PROVIDING COMPETITIVE WAGERING GAMES

    The gaming system and method disclosed herein provides a player with an opportunity to compete against an opponent (either a virtual opponent or a human opponent). In one embodiment, the gaming system and method provide a competition game that operates concurrently with a wagering game. In one embodiment, the competition game includes a turn-based video game which enables a player to compete against an opponent. Different generated symbol combinations for the wagering game represent different game actions or sequences for the competition game. That is, the symbols or symbol combinations generated in the wager game determine which game actions or sequences the gaming system causes to occur for the competition game. Based on such displayed game actions and sequences, the disclosed gaming system and method determines whether the player or the opponent wins that competition for the competition game.

  • Methods of Playing Wagering Games

    A card game is played against a pay table, wherein a player receives a partial hand that is preferably completed by community cards, but may be completed by cards dealt directly to a hand or a combination of cards dealt directly to a hand and at least one community card or wild card. After placement of an ante wager, each player will have an opportunity to place a game wager before receiving another card for the player's hand (whether dealt directly to the player or as a community card revealed to all players). At least some or all game wagers may be an amount within a range of multiples of the player's ante wager, such as one times, two times, three times, four times, or five times the amount of the ante wager. The range of wagers may remain the same or vary with the number of dealt cards or community card revealed to the players. ________________________________________

  • VIDEO GAMES WITH REVENUE PARTICIPATION

    According to an embodiment, a video game permits revenue sharing by players of the video game and other entities. For example, players can buy and sell whole or fractional portions of the revenue sources derived from a particular game environment. The ownership may be represented as stock or as some other allocations mechanism.

  • ADAPTATION OF SKILL-BASED GAMES FOR TRAINING AND ENJOYMENT

    An electronic game wherein the user accumulates score which is based upon the appropriateness of the user's moves, regardless of whether the move resulted in a win or lose situation for the user. This approach provides the user with enjoyment of playing the game, but also focuses the user to learn how to make proper moves that would ultimately result in better skills in playing the game. One specific example relates to poker, wherein the user collects chips based upon winning or losing a hand, but at each decision round of playing the hand the user is awarded ProCoins based upon the appropriateness of the user's actions. The user is provided with feedback based upon the user's decisions, rather than based upon winning or losing a hand.

  • GAMING SYSTEM AND METHOD FOR PROVIDING TEAM PLAY

    A gaming system where in one embodiment, as players play the primary games of the gaming devices, players are enabled to join one of a plurality of teams associated with a secondary team game. Each of the teams includes a plurality of players. The gaming system periodically monitors at least one factor or parameter of each player's gaming activity to determine a score for that player. In one embodiment, the scores for each of the players on each team are accumulated to determine that team's cumulative score. If a team's cumulative score reaches a winning value, the gaming system provides a prize to one or more of the players on that team. The gaming system enables players to switch from one team to another in attempt to be on a particular team when that team's cumulative score reaches a winning value.

  • AFFILIATED GAMING SYSTEM AND METHOD

    A system and method for providing a secondary gaming feature across affiliated properties, which includes enabling secondary game elements based upon based upon the wagering activity of the player at a base game. When the elements have been enabled a winning or losing outcome for the secondary game may be derived. In certain embodiments the player may select from one or more secondary games. The player may wager upon the secondary game using promotional funds. The secondary game may be a progressive game whose prize is funded based upon player wagering activity.

  • COMPUTER-READABLE MEDIUM PRODUCT LABEL APPARATUS AND METHOD

    A user-computer-readable medium provides all or part of a product labeling system for engaging purchasers. Executables, data, or both are recorded in the medium embodied in a tag or other product labeling structure, in order to deliver to a consumer or purchaser engaging presentations of products, information, or registration templates. Purchasers may receive launchers, browsers, viewers, e-mail systems, facsimile centers, players, or the like. Entertainment, games, skill tests, and the like, recorded in the medium as a tag or label may execute to engage a purchaser and provide purchaser profiling information, product purchasing information, and the like to a vendor, while providing additional product information, warranty registrations, applications, entertainment, or the like, to a purchaser.

  • Systems and Methods for Presenting Home Screen Shortcuts

    A method for presenting home screen shortcuts is disclosed. The method includes receiving a selection of shortcuts to a plurality of applications of at least two different types available for execution on a television device and presenting those shortcuts on a unified home screen user interface displayed on a TV screen or a second screen device. The method also includes responding to a user selection of one of the shortcuts by causing execution of the application associated with the shortcut, including in some instances effecting an intent (e.g., causing the associated application to achieve a state associated with the shortcut's intent). The different application types include applications, TV channels, websites, games, email, and widgets, such as a search widget.

  • SYSTEM AND METHOD FOR COLLECTING DONATIONS TO PLAY COMPUTER GAME

    A computer-implemented method for providing a computer game such as, for example, a social network game includes steps of hosting the game at a server, receiving a request from a player to play the game, enabling game play, requesting a donation from the player to continue play or to enable access to a game feature, and continuing game play or enabling access to the game feature only if the donation is received. A donation request screen may be displayed at the transition from one completed game level to a successive game level, when the game is over, or at any other time during game play. Multiple donation amounts may be specified on the donation request screen, each donation amount providing a different number of game credits. This method enables donations to be collected for a charitable entity while playing computer games. The method also raises social awareness through game play

  • SYSTEM AND METHOD FOR SEGMENTING WATER, LAND AND COASTLINE FROM REMOTE IMAGERY

    System and method for detecting a smooth/rough boundary from an aerial image to solve the problem of isolating image features without access to the subject of the image. The system and method convert the image to gray scale, edge pad the converted image, calculate an image entropy based on a distribution of local entropy across the padded, converted image, threshold the image entropy to binarize the padded, converted image, clean noise, and close defects and voids by mathematical morphologically opening and closing the binarized image, and detect the smooth/rough boundary of the opened/closed binarized image as a gradient across the pixels of the opened/closed binarized image resulting in a single pixel width edge. The single pixel width edge can be, for example, provided to numerical prediction models and computer games.

  • SYSTEMS, METHODS, AND DEVICES FOR PLAYING WAGERING GAMES WITH MOVABLE SYMBOL ARRAYS

    Gaming devices, gaming systems, methods of conducting wagering games, and computer programs for executing wagering games are presented herein. A gaming system for conducting a wagering game is disclosed which includes a display device, a processor, and a memory device. The memory device stores instructions which, when executed by the processor, cause the processor to operate with the display device to: determine an outcome of the wagering game, the wagering-game outcome being randomly determined from a plurality of wagering-game outcomes; display, in an array located at a first position on the display device, a plurality of symbols indicative of the wagering-game outcome; determine a value associated with the wagering-game outcome; move the array from the first position to a second position on the display device; and modify the value of the wagering-game outcome based upon one or more modifiers achieved due to movement of the array to the second position.

  • METHOD AND APPARATUS FOR INCREASING POTENTIAL PAYOUT OPPORTUNITIES IN CARD GAMES

    Systems, apparatuses and methods for increasing potential payout opportunities using multiple card indicia representing multiple cards. One embodiment involves determining whether any one or more of a plurality of cards of a draw poker hand are to be randomly provided with multiple card indicia representing multiple cards, presenting the plurality of cards of the draw poker hand, including the one or more of the plurality of cards determined to be randomly provided with multiple card indicia, facilitating user identification of which of the plurality of cards to hold, replacing the cards that are not held, and identifying a plurality of resulting hands, each of the plurality of resulting hands including a different subset of a total of the indicia of the cards that were held, the cards that were replaced, and any cards provided with multiple card indicia.

  • METHODS, APPARATUS AND SYSTEMS FOR ENABLING A PLURALITY OF GAMES OF CHANCE, VENDED AND/OR SOLD VIA A NETWORK OF ON-LINE POINT OF SALE TERMINALS, TO BE PLAYED SUBSTANTIALLY SIMULTANEOUSLY UTILIZING A SINGLE SYMBOL MATRIX, WHERE AT LEAST TWO OF THE PLURALITY OF GAMES ARE PLAYED UTILIZING DIFFERING SETS OF RULES

    A plurality of games of chance, vended and/or sold via a network of on-line point of sale terminals, may be played substantially simultaneously using a single symbol matrix even where at least two of the plurality of games are played according to differing sets of rules, by using randomly drawn elements of the single symbol matrix to advance the play of the individual games until one of them is completed; followed by, according to one embodiment of the invention, continuing to randomly draw elements, if necessary, according to a predefined "parallel play" rule set that takes into account the aforementioned differing sets of rules.

  • Sharing Games Using Personal Audio/Visual Apparatus

    A game can be created, shared and played using a personal audio/visual apparatus such as a head-mounted display device (HMDD). Rules of the game, and a configuration of the game space, can be standard or custom. Boundary points of the game can be defined by a gaze direction of the HMDD, by the user's location, by a model of a physical game space such as an instrumented court or by a template. Players can be identified and notified of the availability of a game using a server push technology. For example, a user in a particular location may be notified of the availability of a game at that location. A server manages the game, including storing the rules, boundaries and a game state. The game state can identify players and their scores. Real world objects can be imaged and provided as virtual objects in the game space.

  • COLOR FALLING SHAPES COMPUTER GAME

    The invention relates to a falling-shapes computer games of the type known under trademark "Tetris". The purpose of the game is to score as many points as possible by creating a matching set of three or more colored blocks of the same color vertically or horizontally. Blocks can disintegrate during the fall once the falling shape is partially blocked by the settled blocks. The unblocked portion of the shape separates from the rest of the shape and resumes the fall to the floor of the game frame till blocked or stopped by other blocks or the floor. The game also offers special blocks that, when landed, clear out all the blocks underneath or to its side--whichever option would produce more points. Other special blocks convert all blocks they share the border with to the blocks of the same color as themselves clearing all qualifying shapes in the process.

  • Analysis Of Games Of Chance

    A system for analyzing games of chance includes a data analysis device configured to perform analysis of gameplay data and to output a result to a player, where the result is based on a comparison of machine characteristic data and personal characteristic data.

  • GAMING SYSTEM AND METHOD FOR SELECTIVELY PROVIDING AN ELIMINATION TOURNAMENT THAT FUNDS AN AWARD THROUGH EXPECTED VALUES OF UNPLAYED TOURNAMENT GAMES OF ELIMINATED PLAYERS

    A gaming system including a central server operable to communicate a plurality of different commands to a plurality of gaming devices to provide non-tournament game play and provide an elimination tournament. The gaming system contributes an average expected payout value of tournament games that were determined to be subsequently played by tournament players but were then not played because the players were eliminated before the end of the tournament to a tournament award. The tournament award is provided to a winner of the tournament.

  • Systems and Methods for Prize Discovery Games

    Systems and methods for map-based prize discovery game are disclosed. In one embodiment, a computer-implemented method for map-based prize discovery games may comprise: establishing an online game based on a map that includes a plurality of grid units; placing at least one object in hidden association with one or more predetermined grid units in the map; receiving from a first player at least one token and a selection of at least one available first grid unit; associating the selected at least one first grid unit with the first player; determining whether the first player wins a prize based on the selection of the at least one first grid unit and the placement of the at least one object in hidden association with the one or more predetermined grid units in the map. In another exemplary embodiment, it may be determined whether the first player wins based on a probability algorithm.

  • Apparatus and Methods for Playing Electronic Table Card Games

    Electronic card game devices and methods incorporate progressive jackpot operations controlled by a central server computer. If a system game device is selected by the central server computer to win a progressive jackpot award, the system game device is programmed to display secondary game outcome symbols on playing cards being displayed during game play to indicate winning of the award.

  • CARD GAMES

    A card game having a playing area divided into a plurality of player areas, each player area having a bet area where players may place a bet to participate; two or more cards are dealt to each player's player area and the dealer; each player having the option to stand on the original dealt cards or to place an additional exchange bet, to exchange at least one of the cards originally dealt for an equal number of new cards; the dealer standing on the original dealt cards dealt if the value of the cards is equal to or above a pre-determined minimum value or exchanging one or more cards for an equal number of new cards if the value of the initial cards dealt is below the per-determined minimum value; and the value of each player's hand being compared with the dealer's hand to determine the outcome of the bets.

  • METHOD AND SYSTEM FOR CONDUCTING INTERACTIVE GAMES

    The invention relates to systems for conducting interactive gaming measures, in particular to methods and systems intended for conducting interactive games, lotteries and sporting totalizators. The proposed system comprises a central computer which is coupled to a data transmission channel and to a precision time sensor and is connected via a communications channel to an information processing center, which is coupled to a return channel. In addition, the system comprises individual memory devices and a specific number of control units, each of which has an auxiliary microprocessor, which is connected to a set number of data interchange adapters, a display, a control memory and an input device. Furthermore, each individual memory device has an adapter for interfacing with the control unit, it being possible for said adapter to be coupled to any desired data interchange adapter.

  • Casino Poker Games

    A method, system, and computer readable storage medium to provide a player versus dealer poker game which allows the dealer to raise based on the contents of the dealers unrevealed hand. The player can then choose to match the dealer's raise or fold. Then, both the player's hand and the dealer's hand are revealed, and the higher hand wins.

  • Casino Poker Games

    A method, system, and computer readable storage medium to provide a player versus dealer poker game which allows the dealer to raise based on the contents of the dealers unrevealed hand. The player can then choose to match the dealer's raise or fold. Then, both the player's hand and the dealer's hand are revealed, and the higher hand wins.

  • GAMING SYSTEM, GAMING DEVICE, AND METHOD FOR PROVIDING A REPLAY OF PREVIOUSLY PLAYED GAMES

    Gaming systems, gaming devices, and methods for dynamically maintaining a set of previously generated game outcomes and providing a replay of one or more of the previously generated game outcomes.

  • CARD GAMES

    A card game where participating players place a bet in an individual player area, an individual hand of card(s) is dealt to each participating player and the dealer; the players' individual hands and the dealer's hand are accessed using conventional Baccarat points count rules. Each player has the option of placing an additional draw bet to draw an additional card, the dealer drawing an additional card if the point-count of the cards initially dealt to the dealer is within a predetermined range, the dealer otherwise standing on the cards initially dealt to the dealer, where the dealer or any player draws an additional card, the point-count for the additional card is added to the point-card of the original hand thereby determining the value of the completed hand. The player wining if the point count of the player's individual completed hand is higher than that of the dealer's completed hand.

  • METHOD AND APPARATUS FOR CONVERTING COMPUTER GAMES BETWEEN PLATFORMS USING DIFFERENT MODALITIES

    A method, apparatus and product useful for converting computer games between platforms using different modalities. The method comprising receiving a capture of a player playing at least a part of a game on a first platform using a first modality, wherein the game comprises at least a User Interface (UI) module and a logic module; receiving an intercepted logic command call made by the UI module of the game to the logic module of the game; associating the intercepted logic command call with a user action in the game as played using the first modality; and wherein based on the associated user actions and intercepted logic command calls, the game can be modified to use a second modality.

  • SYSTEM AND METHOD FOR PLAYING AN INTERACTIVE GAME

    An interactive treasure hunt game is provided. Game participants receive a card, map and/or identification badge configured with an RFID tag, bar-code or a magnetic "swipe" strip or the like. The RFID tag or other identifying device is used to store certain information identifying each play participant and/or describing certain powers or abilities possessed by an imaginary character that the card may represent. Players advance in the game by finding clues and solving various puzzles presented by the game. Players may also gain (or lose) certain attributes, such as magic skills, magic strength, fighting ability, various spell-casting abilities, etc. All of this information is preferably stored on the RFID tag or card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, the game can seamlessly transcend from one play environment and/or entertainment medium to the next.

  • POWER PLAY GAME MECHANICS

    Method, article and apparatus for executing computer games, and in particular, computer-based racing games. In a racing game, a player may be allowed to earn one or more game play options which may be exercised during the race. The game play options, when exercised, may modify the predefined race path to create an advantage for the player or a disadvantage to the competitors.

  • POWER PLAY GAME MECHANICS

    Method, article and apparatus for executing computer games, and in particular, computer-based racing games. In a racing game, a player may be allowed to earn one or more game play options which may be exercised during the race. The game play options, when exercised, may modify the predefined race path to create an advantage for the player or a disadvantage to the competitors.

  • SYSTEM AND METHOD FOR EFFICIENT CHARACTER ANIMATION

    A system and method for producing realistic computer character based animation, for example for computer games, by decomposing each character into a plurality of elements, preparing low resolution approximations of at least some elements for constructing a three dimensional approximation of the character and then applying and transforming one or more sprites to the approximations of the elements.

  • METHOD FOR EXPANDING SALES THROUGH COMPUTER GAME

    What is offered is a method for expanding sales for a merchant by attracting customers through a computer game. The method is based on the use of a computer game platform having an administrator panel and rentable by a merchant who advertises the product and offers a customer the choice to print a coupon and use it directly for purchasing the product or to participate in a betting-free and gambling-free computer game. The game is based on a bonus-based player's incentive to attract "n" number of friends as potential buyers of the product for participation in the game so that the merchant can economically justify the discount coupons and loss of one entire product due to attraction of a large amount of potential buyers.

  • PROVIDING A REAL-TIME MULTIPLAYER GAMING PLATFORM OVER A WIDE AREA NETWORK USING CLOCK-BASED TIMING METHODOLOGY

    A method of providing a real-time multiplayer gaming platform over a wide area network using clock-based timing methodology is provided herein. The method includes the following steps: receiving over a network, from a plurality of client computers, a plurality of respective proposed actions in a multiplayer computer game; associating each one of the proposed actions with a timestamp over a common timeline; applying a synchronization and conflict resolution function to the plurality of time stamped proposed actions, based on predefined rules of the multiplayer computer game and priority of time stamped proposed actions over the timeline, to yield a set of synchronization cues, action approvals and action rejections associated with the proposed actions; sending the approvals and/or rejections to the client computers, respectively; and generating, at each one of the client computers, an animation that corresponds with the sent synchronization cues, action approvals, or actions rejections, where applicable.

  • AGREEMENT COMPLIANCE CONTROLLED ELECTRONIC DEVICE THROTTLE

    Controls electronic devices and/or throttles electronic devices and/or information for electronic devices based on agreements or events or any combination thereof. An agreement includes one or more conditions to satisfy the agreement, such as one or more tasks or activities to be performed by an agreement performer or events that may be detected, and actions performed to enforce or assert the agreement such as controlling the electronic device and/or enabling or disabling or otherwise limiting, reducing or increasing the amount or type of information allowed with respect to any or all electronic devices associated with the agreement performer. For example, the system controls the electronic device and/or enables, disables or limits the amount or type of information on an electronic device, e.g., telephone, computer, game, television, vehicle based on whether the child has finished assigned homework, chores or extracurricular activities as specified as conditions of the agreement.

  • AGREEMENT COMPLIANCE CONTROLLED INFORMATION THROTTLE

    Controls electronic devices and/or throttles electronic devices and/or information for electronic devices based on agreements or events or any combination thereof. An agreement includes one or more conditions to satisfy the agreement, such as one or more tasks or activities to be performed by an agreement performer or events that may be detected, and actions performed to enforce or assert the agreement such as controlling the electronic device and/or enabling or disabling or otherwise limiting, reducing or increasing the amount or type of information allowed with respect to any or all electronic devices associated with the agreement performer. For example, the system controls the electronic device and/or enables, disables or limits the amount or type of information on an electronic device, e.g., telephone, computer, game, television, vehicle based on whether the child has finished assigned homework, chores or extracurricular activities as specified as conditions of the agreement.