Real-time control system for console-based gaming
A control layout for a game console that supports intuitive play of a game comprising both first person point of view (FPPOV) and third person point of view (TPPOV) control elements. The game control layout uses a plurality of functions that support in-depth third person control and large-scale unit commands that require a minimum of buttons to achieve complex motion and strategic decision making.
This application claims the benefit under 35 U.S.C. § 119(e) of provisional application No. 60/680,785 filed May 13, 2005. The 60/680,785 provisional application is incorporated by reference herein, in its entirety, for all purposes.
BACKGROUNDThe present invention pertains to computerized gaming. More particularly, the present invention pertains to a control system for a console-based game. The description that follows may make reference to console-based games by trademarked names. In particular, XBox is a trademark of Microsoft Corporation. PlayStation is a trademark of Sony Computer Entertainment Inc.
Computerized games, particularly those that involve shooting, are loosely classified in either a “first-person shooter” (FPS) genre or “third-person shooter” (TPS) genre. The FPS genre is generally defined as a combat computer or video game genre in which the player controls a character that provides a first-person view of the action. The player thus sees the action from the screen character's eyes. The player also has significant control over the character and can interact directly with the game environment.
In a TPS game, the action is viewed from behind or above the main player character.
The genre lines are often blurred in games in which the point of view can change depending on game playing circumstances. For example, many strategy-based and squad-based game use elements of both FPS and TPS genres.
A challenge to the designers of hybrid games is to provide an intuitive interface for the player so that the player can become competent in dealing with the game environment. Intuitive interface and real-time capable ease of use for strategy/squad-based gaming has been the differentiating feature of PC (i.e. non-console) games with respect to console gaming. Previous implementations of console-based gaming (e.g., Xbox, PlayStation) have not been intuitive to use and have not provided sufficient ease of use so as to enable real-time game play for strategy based or squad-based games.
What is needed is a control system for a console-based game system that is intuitive to use and provides sufficient ease of use so as to enable real-time game play for strategy based or squad-based games that incorporate first and third person viewpoints.
SUMMARYAn embodiment of the present invention is a control layout that supports intuitive play of an exemplary hybrid game comprising both first person point of view (FPPOV) and third person point of view (TPPOV) control elements. In the exemplary game, the player is in control of many Zombie units while controlling a third person avatar. The game control layout uses a plurality of functions that support in-depth third person control and large-scale unit commands. In this embodiment, a right hand trigger button is adapted to: (i) select characters or units either by holding the trigger down (which selects anything from 1 to 100% of units) or tapping the trigger (which selects one unit per tap). The selection is represented via a center view reticule.
In another embodiment of the present invention, the control layout supports a fast grouping feature. A first aspect of this fast grouping feature is the selection of characters or units inside an area that starts from a point on the screen (for example, the cursor/reticule) and radiates outwards from that point in a pre-defined direction and dimension (for example, a circle with an increasing radius) until stopped by the player to establish a capture area. The second aspect of this fast grouping is that the capture area will increase in size based on the time the player holds down the relevant selection button and/or the pressure applied on the selection button by the player. When the selection button is released, characters or units that fall within this capture area become part of a group.
The fast grouping feature uses a TPPOV when issuing the fast grouping selection command and the capture area emanates from an on-screen cursor/reticule, not from the FP POV character (e.g. a zombie enslaver or a commanding general). Once grouped, the selected units may be given any one of a large number of commands.
It is therefore an aspect of the present invention to provide an intuitive interface to a player of a game.
It is another aspect of the present invention to provide an interface that allows a player to become competent to deal with the environment of a game.
It is still another embodiment of the present invention to provide a game control layout that controls both TPPOV elements and FPPOV elements.
It is yet another embodiment of the present invention to provide an interface for a game console that provides the features of a PC gaming interface.
It is an aspect of the present invention to provide a control layout that can be implemented on commercially available console-based gaming device, as for example, but not as a limitation, Xbox and PlayStation.
It is another aspect of the present invention to provide a control layout that allows the player to engage in massed battles without feeling overwhelmed, without having to learn a complicated system and without having to memorize long combination of button sequences.
It is still another aspect of the present invention to enable players to learn new ways to beat enemies and to use small-scale tactics.
It is yet another aspect of the present invention to provide a combat system that uses only three buttons of a console-based gaming device.
It is another aspect of the present invention to maintain control consistency between combat performed by different characters.
These and other embodiments of the present invention will be apparent from the general and detailed discussion that follows.
BRIEF SUMMARY OF THE DRAWINGS
An embodiment of the present invention is a control layout that supports intuitive play of an exemplary hybrid game comprising both first person point of view (FPPOV) and third person point of view (TPPOV) control elements. In the exemplary game, the player is in control of many Zombie units while controlling a third person avatar. The exemplary game uses a plurality of functions that support in-depth third person control, and large-scale unit commands.
An Exemplary Game
Embodiments of the present invention are most readily illustrated by reference to an exemplary game played using an XBox® controller. As will appreciated by those skilled in the art, aspects of the present invention that are described in the context of the exemplary game may be applied to other games and to other physical controllers. Thus, the description that follows is intended to be illustrative and not limiting.
In the exemplary game, the character the player plays is a man turned into an intelligent zombie via exposure to experimental chemicals from a laboratory he had broken into. In this embodiment, the player controls the intelligent zombie, known as “The Enslaver”, who in turn commands the other undead. The Enslaver, himself once human, is the result of a twisted experiment by an unscrupulous corporation (the “Corporation”). Having escaped from the lab in which he was created, The Enslaver sets about laying waste to the Corporation-owned city (the “City”) building an army of the dead from inhabitants of the City and marching them through the streets toward the offices of the Corporation.
A preternaturally strong and agile character, the Enslaver may raise, command and mutate a huge horde of Zombies. In controlling The Enslaver, players choose for themselves how best to use the powers of The Enslaver and his Zombie horde, either commanding directly from the front-lines or from a distance—neither option is invalidated. Both will carry their own distinct risks.
The Enslaver can survey the battlefield remotely by using the Angry Cam, though distance imposes limits with a fog of war. From the Angry Cam, he may not only gain a tactical overview but can also possess any single zombie, using their unique vision, special abilities and attacks as he wishes.
Arrayed against The Enslaver are all the forces that the civil authorities can muster—police, riot police, SWAT, National Guard and the might of the US Army. In addition the civilians themselves will form bands of hardened survivors, willing to fight with whatever arms they can scavenge. Finally the Corporation itself will send their own deadly Black-ops units, who are specifically trained to target and hunt the Enslaver.
The City will react to the threat of The Enslaver accordingly. Every act of death and destruction committed by both directly by him or one of his Zombies is remembered and applied to an increasing scale—the Enemy Response Level (ERL). As the ERL climbs, the enemy numbers, aggression, skill, rollout, distribution and armament will increase accordingly, intensifying the enemy threat as The Enslaver and his zombies push forward.
While primarily an action game, the player can reduce the increasing threat of the Enemy Response Level, by carefully choosing the order in which The Enslaver and his forces target various groups of enemies and opponents. If the player targets one group or location first, the forces at another may have built stronger and better-armed defenses by the time the Enslaver reaches them. However, destroying a certain enemy arms supply, vehicle depot or command center first means that those forces will never gain a chance to increase the threat in that manner. Direct media and radio feed information, combined with a dynamic in-game map and careful exploration, will reveal the potential targets and routes for the player so that they can determine the best tactical approach.
Successful outcomes of engagements with the enemy will, in the end, be determined by how the player chooses to approach each situation and how well they learn to use strengths and weaknesses of The Enslaver and his Zombie mutations—the hard-to-kill but slow Shamblers, the fast but vulnerable Runners, the wide-spread infection capabilities of the Bloaters, the pack-hunting abilities of the Shredders or the sheer brute strength of the Monster.
The Enslaver begins the game with a small number of Zombie minions to whom he can give simple orders, such as “Attack”, “Defend” and “Infect”. The latter command causes the Zombies to seek out the nearest uninfected humans and kill them. Immediately after, the victims will get back up as mindlessly loyal undead servants of the Enslaver. The more Zombies under the Enslaver's command, the more humans can be killed and infected, and the more of the City can be overtaken. At its full extent, the Zombie army can reach numbers of up to 300 fully controllable creatures, which can be divided into multiple squads and assault divisions and commanded to launch complex, multi-directional assaults on enemy positions, just like real military forces.
The City is a huge metropolis populated by millions of ordinary citizens. These civilians therefore will make up the majority of the people which the Enslaver and his armies encounter on their rampage through the streets. Weak and easy to kill, civilians are good for swelling the zombie horde. The thousands of different civilian characters all react in certain ways to the Enslaver's path of destruction. They generally flock together into groups, with the strongest civilians taking the lead, and try to find their way to designated safe points (police stations, hospitals, army bases etc.). When two such groups meet, they join together into a single large gaggle of civilians, with the stronger of the two group leaders becoming the “shepherd”. Some civilians may even try to fight back.
The exemplary game is based around both a tactical command system and close combat. The Enslaver is a fearsome warrior with massively upgradeable strength and abilities, and can engage in wholesale frontline slaughter on his own. Also, he can “hijack” members of his zombie army and control that member in first-person combat.
Much of the single-player control mirrors that of traditional console first person shooter (FPS) controls. Movement, although predominantly controlled in third person, uses an input method similar to that of most console FPS games.
Controls Overview
Table 1 maps commands of the Enslaver commands of the exemplary game to the control elements of the XBox Controller according to an embodiment of the present invention.
In an embodiment of the present invention, the effective distance that the Enslaver will be able to move the Angry Cam or a possessed Zombie unit from the Enslaver is subject to a preset maximum. Should the Angry Cam or possessed Zombie unit begin to approach this preset maximum, a filter effect will apply (fog of war) and the viewpoint will become increasingly poor as the maximum range is reached.
Because only a portion of the mutation power invested into a Zombie is released on its death, the Enslaver runs the risk of exhausting his supply. In order to ensure that this does not happen, the Enslaver will need to keep killing enemies (high yield) or use his Zombies to do so (lower yield) and acquire the new power that becomes available as a result of this action.
As previously described, the Enslaver commands his Zombie units, so that he may destroy level opposition and tactically overwhelm the environment. Commands are designed to be simple to issue and control from the perspective of the player, yet complex enough from an artificial intelligence (AI) perspective to yield different AI related results, depending on how they are applied. Although under the direct command of the player, the Zombies' AI routines allow them a degree of autonomy that exists within the parameters of the command state. This will ensure that, while under the control of the player, Zombies will still carry out enough AI activity so as to be strategically useful to a player who cannot possibly keep an eye on all things at all times, in addition to being interesting to simply sit and watch if desired.
When not directly engaged in command activity, Zombie units will perform a variety of Idle Routines. Specific Idle Routine activity may also be initiated if the Zombie unit is idling within range of an Interest Point, attracting a Zombie unit to its vicinity whereupon the Zombie unit will begin to conduct activity particular to the Interest Point in question.
The Command Reticule allows the player to see what the point of origin for a command will be within the environment. Without a clear indication of aiming point, the player will only be able to hazard a guess as to who or what they are targeting, for an Attack or Guard Command, with the risk that their command may be issued or interpreted incorrectly.
The Command Reticule exists at the absolute center of the screen. As the player moves the viewpoint of the character, whether vertically or horizontally, the reticule moves accordingly, and uses a camera ray, that is fired out from the character/camera POV to a point beyond the Enslaver. When the camera ray impacts with a potential target, the Command Reticule will alter to indicate that an attack opportunity is available. When doing so the effect will hang for a brief time before fading, so that it does not irritate when passing across multiple targets.
Referring again to
According to an embodiment of the present invention, pressing the right trigger 115 once commands a single Zombie Unit to perform the selected command. Each single press of the right trigger 115 will commit a further single Zombie unit to the action. Therefore pressing the right trigger 115 5 times will order 5 Zombie units to commit to the action. The player may also hold down the right trigger 115, which assigns an increasing percentage (1% to 100%) of Zombie Units to a task. In another embodiment, the increase is staged in predefined increments. By way of illustration and not as a limitation, holding down the right trigger 115 will increase the percentage of Zombie units committed to action in stages of 25%, 50%, 75% and 100%.
In an alternate embodiment of the present invention, game play default is a commitment of all fighting units. Holding down the right trigger 115 reduces the commitment of fighting units (from 100% to 1%). In still another embodiment, the decrease of fighting units committed to action is staged in predefined increments. By way of illustration and not as a limitation, holding down the right trigger 115 decreases the percentage of fight units committed to action in stages of 75%, 50%, and 25% and 1 unit.
When Zombie units are created and mutated, they are assigned to Zombie Unit Types. The Enslaver may wish to command numbers from a type of Zombie, rather than simply issuing commands to any or all Zombie units currently under his command.
To do this the player must simply press the Zombie Select Button 110. This will bring up a radial selector displaying all the available Zombie types. The player must then simply move the left analog stick 130 towards whichever Zombie type he wants to select. This will then select that Zombie type and remove the radial selector. Pressing the Zombie Select Button 110 again or selecting “all” will remove the radial selector with the Enslaver able to order any Zombie type.
Table 2 maps other Zombie commands of the exemplary game to the control elements of the XBox Controller according an embodiment of the present invention.
In an embodiment of the present invention, the control of a possessed Zombie is similar as to the control of the Enslaver layout. This will enable the player to possess a Zombie and start fighting and issuing commands immediately. As a result all of the Zombie types will use the Attack button (see
None of the attacks above will have any affect on the player's own Zombies if used against them. If the player also tries to attack a Zombie as the Enslaver he will simply play his “backhanding objects” animation to shove the Zombie out of the way. This removes any worry that the player might attack his own Zombies in the midst of a panicked, swirling melee. The player can however pick up his own Zombies using the grab button (see
Multi-Player Mode
In an embodiment of the present invention, the exemplary game may be played as a single player game or a multiple player game. In a multiplayer embodiment of the present invention, one player acts as the Enslaver using the third person control from the single-player game. In this embodiment, the Enslaver will command a massive Zombie Horde against the survivors, and the other players will take the role of these survivors, adopting a traditional FPS control system, attempting to survive the onslaught of the Enslaver's Zombie Horde. The Enslaver multiplayer control system is identical to that of the single-player layout. As has been previously stated, the Enslaver controls have been specifically created in order to allow the player to command large numbers of Zombie units quickly and efficiently, without the necessity of navigating complex menu systems. This will allow the player to comfortably command the Zombie hordes against the Survivor players, reacting quickly to the speed of their FPS attacks.
In the multiplayer embodiment of the present invention, the survivor controls are defined. Table 4 maps other survivor commands of the exemplary game to the control elements of the XBox Controller according an embodiment of the present invention. Button references are to
As the player sweeps the target reticule over an enemy, the pitch and yaw rate decreases. This makes the enemy “sticky” to the view control, aiding rapid targeting. As the figure to the left demonstrates, the speed of turning decreases as the target reticule passes over the enemy's screen area. The amount of screen area surrounding the enemy that is made sticky will require experimentation so that the correct balance is achieved. It may be required to increase this area beyond the outline of the enemy.
Climbing is activated as an automatic response to pushing the Survivor against a climb object, such as a ladder. Normally, when approaching a wall or other solid surface, the Survivor will come to a halt (he will neither run or smash into it). With a climbing surface, if the user continues to push the Survivor into it, he will begin to climb as appropriate. When climbing a ladder the player must push upwards on the Left Analog Stick 130 for the Survivor to continue climbing up, or push down on the Left Analog Stick 130 to make him climb back down. When reaching the uppermost part of the climb object, the Survivor will automatically climb up and off the object. If climbing down an object, the Survivor will dismount the object when reaching the bottom. When climbing a ladder the player may still fire a single-handed weapon, though when firing the character will be unable to continue climbing.
Survivors will jump in the same way as the Enslaver—under context sensitive control. If the player is near a ledge and walks toward it, the Enslaver will stop when he reaches the edge and acknowledge the presence of the ledge via a suitable animation. If however, the Enslaver is sprinting as he approaches the ledge, the Enslaver will jump down off of the ledge as his momentum carries him forward. By utilizing the sprint mode only to perform a jump, the player will always be in control of when and where they jump thus removing any ambiguity or unintended jumps.
In an embodiment of the present invention, a player may invest as much or as little effort into the fighting as the player elects. Thus, the Enslaver does not have to fight. In this embodiment, the presence of the Enslaver in a battle will make a difference, and will significantly improve the player's odds.
In another embodiment of the present invention, the combat system of the exemplary game is based on the player dealing with two buttons. Thus, the player is either continually pressing the attack button (see
In this embodiment of the present invention, the other control element involved in combat is the Left Analog Stick 130 (used for moving the Enslaver and to aim the Enslaver's attacks.
The Enslaver has a set amount of health (more later in the game when he has mutated). If this runs out the Enslaver has “died” and it's game over. However if the Enslaver avoids taking any damage for a few seconds then his health begins to recover, eventually returning to its maximum. This means that taking damage can kill the Enslaver in the short term (in one fight) but has no effect in the long term (if the Enslaver survives a fight then he is back to full health). This approach means that the player needs to be aware of the damage inflicted on the Enslaver taking but avoids the “hunt for the health pack” issue utilized in other games.
In an embodiment of the present invention, an intelligent manual aiming system assists the player in combat thereby reduces the likely incidence of missed attacks. To engage manual aiming, the player pushes the Left Analog Stick 130 in the required direction while pushing the attack button (see
The effect of distance on the attack is also illustrated in
The exact nature of the outcome will also be dependent on where the attack hits the target. Table 5 below illustrates each of the possible outcomes.
Each enemy character will have specific damage points for their head, torso and limbs. The Enslaver's attacks will randomly strike different locations on the targeted enemy dependent on the factors listed in the table below.
Once the hit location has been determined, the damage caused by the attack is calculated. According to an embodiment of the present invention, what happens next is dependent upon whether the damage caused by the attack will kill the attacked character or not. In this embodiment, if the damage caused does not kill the character, the Enslaver will play an appropriate attacking animation, causing him to head butt, punch or kick the enemy before returning to his ready state. If the damage caused does kill the character the Enslaver will play a “killing blow” animation. This will knock the character away and drop them to the ground.
In another embodiment of present invention, the animations are overridden by the “moving characters into dynamic objects” system. By way of illustration and not as a limitation, the following are “killing blow” animations:
-
- Smashing both fists into the enemy's chest at the same time.
- A rapid series of blows to the throat/face, with the last sending the enemy sprawling
- Kicking the enemy in the stomach and when they're reeling, booting them again
It should be noted that the choice of killing blow animation will be irrelevant as the resulting action will always be the same (i.e., the enemy is killed). The enemy's state at the time of death is recorded so that the resulting Zombie will accurately reflect the state of the enemy just before it was killed.
Each enemy body part will have a specific health level that will if reduced to zero will become destroyed. This is of course significant because if an enemy is raised as a Zombie, its state (or indeed its ability to be raised) will be affected by the state of the enemy's body before it was killed. Table 6 illustrates a set of consequences that follow from the destruction of each enemy's body part according to an embodiment of the present invention.
In an embodiment of the present invention, the Enslaver is endowed with an Evade move that enables him to block attacks and counter them with even more lethal blows. In this embodiment, the Evade move is a reaction based game-play element whereby the player will be warned of an incoming threat and will have a short window of opportunity in which to use the Evade move to avert the threat. The warning itself is integrated into the game and will take the form of a “sixth sense” whereby the Enslaver's appearance will alter slightly to alert the player of impending danger. Threats will come in a variety of forms from claymores to missiles. In an embodiment of the present invention, bullets are not be detected in this way. In yet another embodiment of the present invention, the “sixth sense” will also detect impending blows in melee combat.
In yet another embodiment of the present invention, the Evade move is used to stun an enemy leaving it temporarily vulnerable to a significantly more powerful and potentially lethal counter attack. This transforms the Evade move from a defensive move into an attacking one. Having stunned an enemy with a block, in addition to being able to counter with a more damaging attack, the player will also have the option to select another enemy and block another attack. The player can then continue to chain a number of these blocks together and if quick enough will be faced with a number of stunned enemies around him. It is at this point that the player can choose to execute a massacre move whereby the Enslaver will counter attack all stunned enemies inflicting massive damage in one lethal fluid movement.
It should be noted that when faced with multiple enemies the AI will coordinate its attacks so that the Enslaver will not be hit by several characters at the same time. When an enemy is attacking the Enslaver the other enemies will hold back before taking their turn. This will also enable the player to chain multiple stuns in order to execute a massacre.
While the exemplary game is described using an XBox controller, the present invention is not so limited. By way of illustration and not as limitation, the commands and controls may be implemented on a PlayStation controller. Table 7 is a button assignment map illustrating the controls of the XBox controller implemented on a PlayStation Controller according to an embodiment of the present invention.
The various aspects of the present invention have been explained by way of description of exemplary embodiments. It will be understood by those skilled in the art that the present invention may be embodied in other specific forms without departing from the scope of the invention disclosed and that the examples and embodiments described herein are in all respects illustrative and not restrictive. Those skilled in the art of the present invention will recognize that other embodiments using the concepts described herein are also possible. Further, any reference to claim elements in the singular, for example, using the articles “a,” “an,” or “the” is not to be construed as limiting the element to the singular.
Claims
1. A process for selection of a portion of a group of characters in a game, the process comprising:
- positioning a reticule in a space occupied by characters of interest using a directional controller;
- defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and
- selecting characters from the characters of interest within the circular reticule boundary by releasing the trigger button.
2. The process for selection of a portion of a group of characters of claim 1, wherein the circular reticule boundary is adjustable to encompass from one character of interest to all of the characters of interest within the space.
3. A process for selection of a portion of a group of characters in a game, the process comprising:
- selecting characters by tapping a trigger; and
- representing the selection made via a center view reticule.
4. The process for selection of a portion of a group of characters of claim 3, wherein tapping the trigger selects one character per tap.
5. A process for selection of a portion of a group of units in a game, the process comprising:
- positioning a reticule in a space occupied by units of interest using a directional controller;
- defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and
- selecting units from the units of interest within the circular reticule boundary by releasing the trigger button.
6. The process for selection of a portion of a group of units of claim 5, wherein the circular reticule boundary is adjustable to encompass from one unit of interest to all of the units of interest within the space.
7. A process for selection of a portion of a group of units in a game, the process comprising:
- selecting units by tapping a trigger; and
- representing the selection made via a center view reticule.
8. The process for selection of a portion of a group of characters of claim 7, wherein tapping the trigger selects one unit per tap.
9. A process for fast grouping of characters or units in a game space, the process comprising:
- defining an area that starts from a point within the game space and radiates outwards from that point in a pre-defined direction and dimension; and
- stopping outward radiation of the area, thereby establishing a capture area,
- wherein the capture area will increase in size based on a time period defined by the depression of a selection button and the release of the selection button; and
- selecting characters or units that fall within the capture area to be part of a group.
10. The process for fast grouping of units in a game of claim 9, wherein the point within the game space comprises a cursor.
11. The process for fast grouping of units in a game of claim 9, wherein the point within the game space comprises a reticule.
12. The process for fast grouping of units in a game of claim 9, wherein the pre-defined direction and dimension comprise a circle with an increasing radius.
13. A process for fast grouping of characters or units in a game space, the process comprising:
- defining an area that starts from a point within the game space and radiates outwards from that point in a pre-defined direction and dimension; and
- stopping outward radiation of the area, thereby establishing a capture area,
- wherein the capture area will increase in size based on a pressure applied to a selection button and will become fixed in size upon the release of the selection button, and
- selecting characters or units that fall within the capture area to be part of a group.
14. The process for fast grouping of units in a game of claim 13, wherein the point within the game space comprises a cursor.
15. The process for fast grouping of units in a game of claim 13, wherein the point within the game space comprises a reticule.
16. The process for fast grouping of units in a game of claim 13, wherein the pre-defined direction and dimension comprise a circle with an increasing radius.
17. A process for controlling combat in a console game, the process comprising:
- selecting a command using a switching element of a console game controller;
- assigning a the selected command to a trigger button of the console game controller;
- assigning a first mode to the first trigger button, wherein the first mode comprises pressing and releasing the first trigger button and wherein executing the first mode results in a single execution of the selected command; and
- assigning a second mode to the first trigger button, wherein the second mode comprises pressing and holding the first trigger button and wherein executing the second mode results in a plurality of executions of the selected command.
18. The process for controlling combat in a console game of claim 17, wherein the command is selected from the group consisting of attack, follow, mutate, and guard.
Type: Application
Filed: May 11, 2006
Publication Date: Dec 21, 2006
Inventors: Mark Hardisty (Leamington Spa), Nicholas John-Adams (Leamington Spa), Nicholas Dixon (Leamington Spa), Christopher Swan (Leamington Spa)
Application Number: 11/432,003
International Classification: A63F 9/24 (20060101);