Man Trouble Gaming Application, System, and Methods

The disclosure describes an application, system and method of a video game that simulates real world human relationships. In one embodiment, the video game first allows a game player to configure at least one target character, a fight situation and an initial level. The video game then generates at least one target character and a fight situation and a plurality of weapons relative to the fight situation. Then the video game displays the at least one target character moving in the fight situation towards a safe zone, a plurality of weapons for use by the game player, and controls at least one of the plurality of weapons based on the controls produced by the game player. The game player chases and attacks the at least one target character, preventing them from reaching the safe zone. The game player wins the game after having earned all required points by attacking the at least one target character.

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Description
COPENDING APPLICATION

This application claims priority benefit of U.S. Provisional Application Ser. No. 61/439,393 entitled “Man Trouble Gaming Application, System, and Methods”, filed on Feb. 4, 2011, having the same inventor of the instant patent application and of which is incorporated herein by reference as if set forth in full below.

NOTICE OF COPYRIGHT PROTECTION

A portion of the disclosure of this patent document and its figures contain material subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, but otherwise reserves all copyrights whatsoever.

BACKGROUND Field

The invention relates to the field of gaming applications, and more specifically to interactive systems and methods that include characters who simulate real world human relationships and interactions in a gaming environment, such as a player whose character represents an ex-wife and a gaming character who represents an ex-husband.

Over the last several decades video games have been incorporated into the daily routines of more and more households, and have had a major impact on how people spend their leisure time. In addition to providing beneficial entertainment, playing video games can be an easy and healthy way to relieve stress as well.

Personal psychological health depends partially on the social structure in one person's daily life. People with social relationship problems get stressed out easily. And prolonged psychological stress may negatively impact health, both physical and mental. So people with social relationship problems really need to develop positive coping mechanisms to relieve the stress.

Accordingly, a video game that provides beneficial entertainment and much needed stress relief to all players, especially those with social relationship problems, would be advantageous.

SUMMARY

The aforementioned problems, and other problems, are reduced, according to exemplary embodiments, by the systems and methods configured to provide a gaming experience that allows users to cope with relationship problems through participation in a virtual electronic game. An example of an electronic gaming application that recognizes a user's relationship with other characters is set forth in U.S. Pat. No. 7,677,974, to Andrew Stephen Van Luchene, entitled “Video Games Methods and Systems”, and is incorporated herein in its entirety.

In accordance with one aspect of the present invention, a system and method of video gaming are provided. In the video game, a screen with three menu items, which are labeled as Character, Situation and Level respectively, is displayed. A game player can choose to configure a character (such as, a target character or a game player), a “fight” situation or/and an initial level of the video game through those three menu items. At least one target character and one fight situation are generated. And then a plurality of “weapons” or tools is generated. Each of the plurality of weapons is associated with the selected fight situation.

Once the at least one target character and the fight situation are generated, the video game displays the at least one target character moving in the fight situation towards a safe zone and a plurality of weapons available to the game player in a sub-window and controls the actions of the weapons based on the controls produced by the game player.

In accordance with a further aspect of the present invention, the video game includes a plurality of levels. Furthermore, each level gets progressively more difficult in terms of the complexity of the maze and the speed of the target character. Each level requires different points to finish it. Also, each one of the plurality of levels can use a different one of the plurality of weapons.

In accordance with another aspect of the present invention, the game player earns points after each successful strike to the at least one target character. And a sub-window with the total points earned by the game player for each game level is displayed. The game moves to an advanced level once the required points for current level are earned. The game players wins the game only if the highest level is finished before the at least one target character arrives in the safe zone.

In accordance with another aspect of the present invention, system or another game player controls the movement of the at least one target character, and the at least one target character moves faster after each attack from the game player. At every level, if the at least one target character arrives in the safe zone before the game player having finished current level, the game player is failed and the game is over.

In accordance with another aspect of the present invention, the video game system comprises a display, a floor pad, a controller, a memory having a program code, and a processor configured to execute the program code to generate at least one target character, generate a fight situation, generate a plurality of weapons for use by a game player, generate a display having at least one target character moving in the fight situation towards a safe zone and the plurality of weapons in a sub-window, control the actions of the at least one target character in the fight situation, control the actions of each selected weapon based on the controls generated by the game player, and generate points for the game player after each successful attack to the at least one target character.

In accordance with another aspect of the present invention, the video game system allows one user, multiple users, third party applications, or third party websites to access it through any computer devices, communication devices, or processor-controlled devices. Multiple users can participate in a game to compete against each other via internet or other communications network.

Other systems, methods, and/or products according to embodiments will be or become apparent to one with skill in the art upon review of the following drawings, and further description. It is intended that all such additional systems, methods, and/or products be included within this description, be within the scope of the present invention, and be protected by the accompanying claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and form a part of the specification, illustrate embodiments of the present invention, and, together with the description, serve to better explain the principles of the invention. It is to be noted that the drawings illustrate only typical embodiments of the invention and are therefore not to be considered limiting of its scope, for the invention will admit to other equally effective embodiments.

FIG. 1 is a flow chart illustrating the sequence of customizing a target character, a fight situation and an initial level in accordance with some of the exemplary embodiments;

FIG. 2 is a flow chart illustrating the sequence of a game playing scenario in accordance with some of the exemplary embodiments;

FIG. 3 illustrates a schematic diagram of a Man Trouble system in accordance with some of the exemplary embodiments;

FIG. 4 illustrates a block diagram of an operating environment for a computer system running a Man Trouble application in accordance with some embodiments of the present invention;

FIG. 5 illustrates a main menu of the Man Trouble application in accordance with some of the exemplary embodiments;

FIG. 6A illustrates a Graphical User Interface (GUI) of the Man Trouble application for customizing the height of a character in accordance with some of the exemplary embodiments;

FIG. 6B illustrates a GUI of the Man Trouble application for customizing the weight of a character in accordance with some of the exemplary embodiments;

FIG. 6C illustrates a GUI of the Man Trouble application for customizing the hair of a character in accordance with some of the exemplary embodiments;

FIG. 6D illustrates a GUI of the Man Trouble application for saving the name of a character in accordance with some of the exemplary embodiments;

FIG. 7 illustrates a Situation Menu of the Man Trouble application for customizing a fight situation in accordance with some of the exemplary embodiments;

FIG. 8 illustrates a GUI of the Man Trouble application for selecting an initial level of the game to begin with in accordance with some of the exemplary embodiments;

FIG. 9 illustrates an opening display of the Man Trouble application for reviewing all the game settings in accordance with some of the exemplary embodiments;

FIG. 10A illustrates a display of the Man Trouble application during the game in accordance with some of the exemplary embodiments;

FIG. 10B illustrates a display of the Man Trouble application when the game fails in accordance with some of the exemplary embodiments;

FIG. 11 illustrates a perspective view of the Man Trouble system in accordance with some of the exemplary embodiments;

FIG. 12 illustrates a perspective view from a game player during a game of the Man Trouble system in accordance with some of the exemplary embodiment;

FIG. 13 illustrates a block diagram of the Man Trouble system in accordance with some of the exemplary embodiments;

FIG. 14A illustrates exemplary data and module relationships of the Man Trouble application in accordance with some of the exemplary embodiments;

FIG. 14B illustrates exemplary data and module relationships of a Maze Module in accordance with some of the exemplary embodiments; and

FIG. 14C illustrates exemplary data and module relationships of a Character Creation Module in accordance with some of the exemplary embodiments.

DESCRIPTION

The present invention provides a video game application, system and method where a game player competes against at least one target character that simulate real world persons, with whom the game player has social relationship problems, by using a plurality of weapons. The at least one target character may be controlled by system or another game player to move in a fight situation towards a safe zone. The game player chases the at least one target character and attacks them, preventing them from reaching the safe zone.

In the proposed invention, the video game takes the game player's point of view. Each target character and fight situation may be system generated or configured by the game player. The game player configures the characteristics of a target character in order to simulate a real world person, such as, an ex-husband, a schoolmate, a colleague or supervisor of the game player, a bully, etc. The game player configures the fight situation according to her/his preference. The possible fight locations may be both indoor and outdoor ones, such as, the home, the grocery store, an office, a school, a roadway scenario to simulate experience other drivers (and thereby simulating potential “road rage”), etc. In accordance with some embodiments, the game player is not shown during play; however, as one of ordinary skill in the art appreciates, the game player may alternatively be displayed during play which requires configuration of the characteristics of the game player.

In accordance with a preferred embodiment of the present invention, each available weapon at every moment is linked to the fight situation of that moment. For example, when the at least one target character moves to a kitchen, the available weapons may include a frying pan, or a rolling pin. A certain number of points may be required to use a specific weapon. Such that the game player may have the enough points to use a fly swatter, but may not have the enough points for a baseball bat.

Each strike to the target character makes him/her move faster. And each successful strike generates points for the game player. The number of points earned is also determined by the types of the weapons. Usually a successful strike using a larger weapon generates more points than the one using a smaller weapon.

In a preferred embodiment of the video game of the present invention, each game consists of three levels: Beginner, Moderate and Advanced. Each level has different complexity of fight environment, different moving speed of the target character, and different plurality of weapons available. Furthermore, each level comprises of a specific number of sessions. For example, the Beginner level may further comprise of four sessions, and the game player is required to finish all those four sessions before finishing this level. In accordance with the preferred embodiment, the game player chooses the initial level of a game. The game player proceeds to a more advanced level after having earned certain required points for all the sessions of the current level and wins the game after having finished all the sessions of the highest level of the game. If all the target characters have reached the safe zone before the game player earns the enough points to finish the highest level, then the game player fails and the game may be ended or over.

In a preferred embodiment of the present invention, the video game system provides web services, web server and web APIs to allow different ways of accessing by one user, multiple users, third party applications, or third party websites. And the system can be accessed through any computer devices, communication devices, or processor-controlled devices. Multiple users are able to compete against each other via Internet through the aforementioned ways. For example, one user may also choose to play the role as a target character and then control the behaviors of the target character to battle against another user via internet.

FIG. 1 is a flow chart illustrating the sequence of customizing at least one target character, a fight situation and an initial level in accordance with some of the exemplary embodiments. In step 101, a Main Menu with three menu items labeled as Character, Situation and Level is displayed. And then, preferably, after a user chooses to customize the at least one target character, in step 102, a Character Menu is displayed to allow the customization of the at least one target character. And the customization of the at least one target character comprises the configuring of the gender, race, height, weight, hair, eyes, name and other properties of the at least one target character. In step 103, the user may continue to customize the fight situation through a Situation Menu. The available situations include both indoor ones, such as, house, apartment building, office building, grocery store, and school, etc, and outdoor ones as well, such as, city street, playground, forest, beach, and amusement park, etc. Next, in step 104, the user selects the initial level of the game before the video game begins.

FIG. 2 is a flow chart illustrating the sequence of a game playing scenario in accordance with some of the exemplary embodiments. Once the video game starts, in step 201, it displays at least one target character moving towards a safe zone in a fight situation, and also a plurality of weapons in a sub-window. In step 202, a game player chooses a specific weapon from the sub-window to strike the at least one target character. In decision 203, if the game player has made a successful strike, certain points are earned in step 204, otherwise no points are gained by the game player and the at least one target will move faster towards the end in step 209. After the step 204, in decision 205, if the required points to finish current session have been earned, then it goes to another decision 207, otherwise the at least one target character will move faster towards the safe zone in the step 209. In the decision 207, if the current session is the highest session of the highest level, then the game player wins in an ending state 208, otherwise the game player moves to a higher session/level in step 206, and then the at least one target character moves faster towards the safe zone in the step 209. Every time after the step 209, the video game system goes back to the step 201.

In the mean time, in step 210, system controls the at least one target character to move towards the safe zone automatically in the fight situation, although moves faster after each strike of the game player. In decision 211, if all the target characters reach the safe zone, the game is failed in an ending state 212; otherwise the video game goes back to the step 201.

FIG. 3 illustrates a schematic diagram of a Man Trouble system 300 in accordance with some of the exemplary embodiments. On the server side, the Man Trouble system 300 comprises a Man Trouble application 311 with its database 350 running on a server 340. The Man Trouble system 300 can be accessed by a electronic system through various ways, for example, it provides a web service 342 allowing interoperable interactions between the electronic system and the Man Trouble system 300 over internet through SOAP; it can also works as a web server 344 allowing the electronic system to access to the Man Trouble application 311 via Internet through HTTP; and it even provides web APIs 346 allowing the electronic system to call different functions of the Man Trouble application 311. And the electronic system can be any computer devices, communication devices, or processor-controlled devices, such as a handheld device 314, a Digital Signal Processor (DSP) 316, a laptop 312, a PDA 318 or a desktop 320, etc. And Man Trouble application medium (DVD) 313 can run on any one of those devices with an appropriate DVD drive.

A user 321 can access to the Man Trouble system 300 through any one of the aforementioned ways. Additionally other users, players and viewers 325 can participate in a game to compete against the user 321 via internet. Furthermore, third party websites or applications 371 can access to the Man Trouble system 300 via internet as well. For example, a third party website may incorporate the Man Trouble application 311 as one of its sub-components in its platform.

FIG. 4 illustrates a block diagram of an operating environment for a computer system 400 running the Man Trouble application 311 in accordance with some embodiments of the present invention. It may also represent the operating environment for any communication devices, or processor-controlled device. The Man Trouble application 311 resides within a system memory device, such as, a memory subsystem 448, a flash memory 450, or a peripheral storage device 452. For example, as shown in FIG. 4, the Man Trouble application 311 operates within the memory subsystem 448 and a Man Trouble Application Medium (DVD) 313. The Man Trouble application 311, however, could also operate within the flash memory 450 or the peripheral storage device 452.

The computer system 400 also has one or more central processors 454 executing the operating system. One example of the central processor 454 is a microprocessor. Advanced Micro Devices, Inc., for example, manufactures a full line of ATHLON™ microprocessors (ATHLON™ is a trademark of Advanced Micro Devices, Inc., One AMD Place, P.O. Box 3453, Sunnyvale, Calif. 94088-3453, 408.732.2400, 800.538.8450, www.amd.com). The Intel Corporation also manufactures a family of X86 and P86 microprocessors (Intel Corporation, 2200 Mission College Blvd., Santa Clara, Calif. 95052-8119, 408.765.8080, www.intel.com). Other manufacturers also offer microprocessors. Such other manufacturers include Motorola, Inc. (1303 East Algonquin Road, P.O. Box A3309 Schaumburg, Ill. 60196, www.Motorola.com), International Business Machines Corp. (New Orchard Road, Armonk, N.Y. 10504, (914) 499-1900, www.ibm.com), and Transmeta Corp. (3940 Freedom Circle, Santa Clara, Calif. 95054, www.transmeta.com). Those skilled in the art further understand that the program, processes, methods, and systems described herein are not limited to any particular manufacturer's central processor.

The operating system has a set of instructions that control the internal functions of the computer system 400. In an exemplary embodiment, the WINDOWS® (WINDOWS® is a registered trademark of Microsoft Corporation, One Microsoft Way, Redmond Wash. 98052-6399, 425.882.8080, www.Microsoft.com) operating system may be used. Other operating systems, however, are also suitable. Such other operating systems would include the UNIX® operating system (UNIX® is a registered trademark of the Open Source Group, www.opensource.org), the UNIX-based Linux operating system, WINDOWS NT®, and Mac® OS (Mac® is a registered trademark of Apple Computer, Inc., 1 Infinite Loop, Cupertino, Calif. 95014, 408.996.1010, www.apple.com). Those of ordinary skill in the art again understand that the program, processes, methods, and systems described herein are not limited to any particular operating system

A system bus 456 communicates signals, such as, control signals, data signals, and address signals, between the central processor 454 and a system controller 458. The system controller 458 provides a bridging function between the one or more central processors 454, a graphics subsystem 460, the memory subsystem 448, and a PCI (Peripheral Controller Interface) bus 462. The PCI bus 462 is controlled by a Peripheral Bus Controller 464. The Peripheral Bus Controller 464 is an integrated circuit that serves as an input/output hub for various peripheral ports. These peripheral ports could include, for example, an audio/media port 463, a keyboard port 466, a mouse port 468, a serial port 470, and/or a parallel port 472 for a video display unit, one or more external device ports 474, one or more biometrics device ports 471, and networking ports 476 (such as USB, SCSI, or Ethernet). Those of ordinary skill in the art understand that the program, processes, methods, and systems described herein are not limited to any particular computer system or computer hardware.

The system memory device, including the memory subsystem 448, the flash memory 450, or the peripheral storage device 452, may also contain an application program, which cooperates with the operating system and with a video display unit (via the serial port 470 and/or the parallel port 472) to provide a Graphical User Interface (GUI). The GUI typically includes a combination of signals communicated along the peripheral ports, such as the keyboard port 466 and the mouse port 468, etc. The GUI provides a convenient visual and/or audible interface with a user of the computer system 400. With reference to FIGS. 5 to 10B, there is illustrated a plurality of GUIs of the Man Trouble application 311 in accordance with some of the exemplary embodiments.

FIG. 5 illustrates a main menu 500 of the Man Trouble application 311 in accordance with some of the exemplary embodiments. The main menu 500 comprises three menu items: a Character Setting item 501 labeled as “Character”, a Situation Setting item 502 labeled as “Situation”, and a Level setting item 503 labeled as “Level”. The selection of the Character Setting item 501 navigates a user to the step of configuring of a target character. The selection of the Situation Setting item 502 navigates the user to the step of customizing of a fight situation. And the selection of the Level Setting item 503 navigates the user to the step of selecting the initial level of the game playing. Those are the three major steps for the configuration of the video game before the game starts. After users click on a Forward Button 504 in the bottom, system goes to the current selected step. However by clicking on a Back Button 505 the current selected item is cancelled and it also navigates back to the previous window.

FIG. 6A illustrates a GUI 600 of the Man Trouble application 311 for customizing the height of a character in accordance with some of the exemplary embodiments. As shown in FIG. 6A, a Height Setting item 601 labeled as “Height” under the customization of a male character has been selected, and a user is allowed to adjust the height of the character by dragging on a slider bar 602. After users click on a Forward Button 603 in the bottom, the system saves the setting and then go to the default next window. However by clicking on a Back Button 604 the current setting are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 605.

FIG. 6B illustrates a GUI 610 of the Man Trouble application 311 for customizing the weight of a character in accordance with some of the exemplary embodiments. As shown in FIG. 6B, a Weight Setting item 611 labeled as “Weight” under the customization of a male character has been selected, and a user is allowed to adjust the weight of the character by dragging on a slider bar 612. After users click on a Forward Button 613 in the bottom, the system saves the setting and then go to the default next window. However by clicking on a Back Button 614 the current setting are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 615.

FIG. 6C illustrates a GUI 620 of the Man Trouble application 311 for customizing the hair of a character in accordance with some of the exemplary embodiments. As shown in FIG. 6C, a Hair Setting item 621 labeled as “Hair” under the customization of a male character has been selected, and a user is allowed to configure the hair of the character by selecting one hair style from a list of hair styles 622 and dragging on a slider bar 623 to adjust the hair color. After users click on a Forward Button 624 in the bottom, system saves the configuration and then go to the default next window. However by clicking on a Back Button 625 the current configuration are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 626.

FIG. 6D illustrates a GUI 630 of the Man Trouble application 311 for saving the name of a character in accordance with some of the exemplary embodiments. After selecting a Name Setting item under the customization of a male character, a user is allowed to name the character through inputting a Text Field 631. After users click on a Forward Button 632 in the bottom, system will save the setting and then go to the default next window. However by clicking on a Back Button 633 the current setting are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 634.

FIG. 7 illustrates a Situation Menu 700 of the Man Trouble application 311 for customizing a fight situation in accordance with some of the exemplary embodiments. The situation Menu 700 allows a user to choose a situation from a Situation List 701. After users click on a Forward Button 702 in the bottom, system will save the situation selection and then go to the default next window. However by clicking on a Back Button 703 the current setting are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 704.

FIG. 8 illustrates a GUI 800 of the Man Trouble application 311 for selecting an initial level of the game to begin with in accordance with some of the exemplary embodiments. The GUI 800 allows a user to select the initial level from a Level List 802 that is composed of three levels: Beginner, Moderate and Advanced. And since the environment layout is determined by the level, as users click on each level in the Level List 802, the corresponding environment layout is shown in a preview window 801. After users click on a Forward Button 803 in the bottom, system saves the level setting and then goes to the default next window. However by clicking on a Back Button 804 the current level setting is cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 805.

FIG. 9 illustrates an opening display 900 of the Man Trouble application 311 for reviewing all the game settings in accordance with some of the exemplary embodiments. The opening display 900 allows a game player to review and confirm all the settings of the game before game begins. It includes a Maze Skeleton sub-window 901 displaying the skeleton of a tight situation, an Actual Maze sub-window 902 displaying the actual game playing scenario, a Target Character sub-window 903 displaying a customized target character, and a Weapon sub-window 904 displaying all the available weapons based on the situation setting. After users click on a Forward Button 905 in the bottom, system will save the game settings and then go to the default next window. However by clicking on a Back Button 906 the current game settings are cancelled and it also navigates back to the previous window. And the game player can always go back to the Main Menu 500 by clicking on a Main Menu Button 907.

FIG. 10A illustrates a display 1000 of the Man Trouble application 311 during the game in accordance with some of the exemplary embodiments. The display 1000 depicts a system controlled target character 1001 moving in a fight situation towards a safe zone 1004, a hammer 1003 chosen from the weapon sub-window 1002 by a game player to strike the target character 1001, a Time Text field 1005 illustrating the lapsed time after game starts, and a Points Text Field 1006 illustrating the current points earned by the game player. And the target character 1001 moves faster after the strike by the hammer 1003.

FIG. 10B illustrates a display 1010 of the Man Trouble application 311 when the game fails in accordance with some of the exemplary embodiments. In the display 1010 the target character 1001 has arrived in the safe zone 1004 before the game player earns the enough points to finish the highest level, so the game player fails and game is over.

FIG. 11 illustrates a perspective view of the Man Trouble system 300 in accordance with some of the exemplary embodiments. The Man Trouble system 300 comprises a display 1101, a controller 1102, a floor pad 1104, and a computer device 1105 with memory having a program code and a processor configured to execute the program code. A game player 1103 uses the controller 1102 to send a plurality of control signals to the Man Trouble system 300, such as, the control signals for how to customize a target character, a fight situation and an initial level, select one weapon from a weapon sub-window 1106, or strike a target character 1107 by the selected weapon, etc. In the meantime, the floor pad 1104 is used to test the game player 1103 on her/his timing and coordination, running speed, or to play music with different steps, etc.

To catch the more intuitive motion-sensing wave, the controller 1102 and the floor pad 1104 may also be replaced by a motion control camera or motion sensor with microphone, which wirelessly tracks players' full-body movements, voices and faces. So the game player can play games using more natural body movements and issuing voice commands.

FIG. 12 illustrates a perspective view 1200 from the game player 1103 during the game for the Man trouble system 300 in accordance with some of the exemplary embodiment. According to the perspective view from the game player 1103, shown in the displayer 1101, the target character 1107 is moving towards a safe zone in a fight situation, and the weapon sub-window 1106 and some other menu items are ready to receive control signals from the controller 1102. The game player 1103 uses the controller 1102 held in her/his hand to send appropriate control signals to system. The fight situation includes blockades and obstacles that interfere with hitting the target character 1107, such as, for example, furniture, buildings, trees, people, cars, purses, luggage, etc. Using the controller 1102, the game player 1103 can get around those obstacles.

FIG. 13 illustrates a block diagram 1300 of the Man Trouble system 300 in accordance with some of the exemplary embodiments. As shown in the block diagram 1300, the Man Trouble system 300 comprises a display 1301 such as Television, a game controller 1306, a DISC drive 1305 storing a program code and related data, a memory 1302 having the program code, a processor 1304 configured to execute the program code, and a plurality of I/O interfaces 1303 with necessary logic to interpret the device address generated by the processor 1304 and allow the communications between the processor 1304 and I/O devices.

FIG. 14A illustrates exemplary data and module relationships of the Man Trouble application 311 in accordance with some of the exemplary embodiments. The Man Trouble application 311 comprises a Maze Module 1401 including different levels of maze, a Situation Menu Module 1402 for different situations, a Weapon Module 1403 for different weapons, a Character Creation Module 1404 including the generations of male and female characters, and a Points Generator Module 1405 including the tracking of strikes. More specifically, FIG. 14B illustrates the exemplary data and module relationships of the Character Creation Module 1404 in accordance with some of the exemplary embodiments. The Character Creation Module 1404 includes a plurality of sub-modules for configurations of Race, Height, Weight, Hair, Eyes, Name and some other properties. And each sub-module includes a plurality of sub-components with a plurality of parameters, for example, a sub-module 1406 for the configuration of Hair includes a plurality of sub-components 1407 for different hair styles, and each sub-component further includes a plurality of parameters 1408, such as different kinds of colors. FIG. 14C illustrates the exemplary data and module relationships of the Maze Module 1401 in accordance with some of the exemplary embodiments. The Maze Module 1401 includes a plurality of sub-modules 1409 for different difficulty levels of maze, and each sub-module further includes a plurality of parameters 1410.

This invention now will be described more fully hereinafter with reference to the accompanying drawings, in which exemplary embodiments are shown. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. These embodiments are provided so that this disclosure will be thorough and complete and will fully convey the scope of the invention to those of ordinary skill in the art. Moreover, all statements herein reciting embodiments of the invention, as well as specific examples thereof, are intended to encompass both structural and functional equivalents thereof. Additionally, it is intended that such equivalents include both currently known equivalents as well as equivalents developed in the future (i.e., any elements developed that perform the same function, regardless of structure).

Thus, for example, it will be appreciated by those of ordinary skill in the art that the diagrams, schematics, illustrations, and the like represent conceptual views or perspective views illustrating some of the web system, graphical user interfaces, system and methods embodying this invention. The functions of the various elements shown in the figures may be provided through the use of dedicated hardware that may vary in shape, attachment, size, and other physical features. Those of ordinary skill in the art further understand that the exemplary systems, and/or methods described herein are for illustrative purposes and, thus, are not intended to be limited to any particular named manufacturer or other relevant physical limitation (e.g., webpage design).

While the present invention has been described with respect to various features, aspects, and embodiments, those skilled and unskilled in the art will recognize the invention is not so limited. Other variations, modifications, and alternative embodiments may be made without departing from the spirit and scope of the present invention.

Claims

1. A method of video gaming, comprising:

generating at least one target character;
generating a fight situation;
generating a plurality of weapons for use by a game player;
displaying the at least one target character in the fight situation and the plurality of weapons;
controlling the actions of the at least one target character in the fight situation;
controlling the actions of each selected weapon based on the controls generated by the game player; and
generating points for the game player after each successful attack to the at least one target character.

2. The method of video gaming according to claim 1, wherein the plurality of weapons is generated based on the fight situation.

3. The method of video gaming according to claim 1, further comprising generating a display to allow the game player to customize the at least one target character.

4. The method of video gaming according to claim 1, further comprising generating a plurality of displays to allow the game player to configure the gender, race, height, weight, hair, eyes, name, and the other properties of the at least one target character.

5. The method of video gaming according to claim 1, further comprising generating a display to allow the game player to customize the fight situation.

6. The method of video gaming according to claim 1, wherein the fight situation includes both indoor and outdoor environments.

7. The method of video gaming according to claim 1, wherein the fight situation includes a plurality of levels.

8. The method of video gaming according to claim 1, further comprising moving to an advanced level after the game player have earned the required points for current level.

9. The method of video gaming according to claim 1, further comprising determining the game player wins after having earned the required points for the highest level before the at least one target character arrives in a safe zone.

10. The method of video gaming according to claim 1, further comprising speeding up the actions of the at least one target character after each attack by the game player.

11. A video game system, comprising:

a display;
a floor pad;
a controller;
memory having a program code; and
a processor configured to execute the program code to generate at least one target character, generate a fight situation, generate a plurality of weapons for use by the game player, generate a display having at least one target character in the fight situation and the plurality of weapons, control the actions of the at least one target character in the fight situation, control the actions of each selected weapon based on the controls generated by the game player; and generate points for the game player after each successful attack to the at least one target character.

12. The system according to claim 11, wherein the plurality of weapons is generated based on the fight situation.

13. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a display to allow the game player to customize the at least one target character.

14. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a plurality of displays to allow the game player to configure the gender, race, height, weight, hair, eyes, name, and the other properties of the at least one target character.

15. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a display to allow the game player to customize the fight situation.

16. The system according to claim 11, wherein the fight situation includes at least one of an indoor environment and an outdoor environment.

17. The system according to claim 11, wherein the fight situation includes a plurality of levels.

18. The system according to claim 11, wherein the processor is further configured to execute the program code to move to an advanced level after the game player have earned the required points for current level.

19. The system according to claim 11, wherein the processor is further configured to execute the program code to determine the game player wins after having earned the required points for the highest level before the at least one target character arrives in a safe zone.

20. The system according to claim 11, wherein the processor is further configured to execute the program code to speed up the actions of the at least one target character after each attack by the game player.

21. The system according to claim 11, wherein it provides web services, web server and web APIs to allow different ways of accessing by one user, multiple users, third party applications, or third party websites.

22. The system according to claim 11, wherein it can be accessed through any computer devices, communication devices, or processor-controlled device.

23. The system according to claim 11, wherein it allows multiple game players to participate in a game together via interne.

Patent History
Publication number: 20120270617
Type: Application
Filed: Apr 22, 2011
Publication Date: Oct 25, 2012
Inventor: Donna Reed (Williamsburg, VA)
Application Number: 13/092,622
Classifications
Current U.S. Class: Martial-art Type (e.g., Boxing, Fencing, Wrestling, Etc.) (463/8)
International Classification: A63F 9/24 (20060101);