US20070060233A1 - Video Game System and Method with Trade Based Characters, Weapons and Fight Environments - Google Patents

Video Game System and Method with Trade Based Characters, Weapons and Fight Environments Download PDF

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Publication number
US20070060233A1
US20070060233A1 US11/466,476 US46647606A US2007060233A1 US 20070060233 A1 US20070060233 A1 US 20070060233A1 US 46647606 A US46647606 A US 46647606A US 2007060233 A1 US2007060233 A1 US 2007060233A1
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character
weapons
fight
player
opponent
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US11/466,476
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Anthony Liccardo
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to a video game, and a video game system and method, involving characters, weapons and fight environments based on a selected trade, particularly blue collar trades.
  • Blue collar workers are among the most stressed out people in our society. These individuals work long hours in stressful environments, having to contend with low pay, difficult bosses, difficult customers, heavy taxes as well as jobs going overseas. Each of these blue collar workers works in a unique environment with which they are particularly familiar. These blue collar workers also use specific tools of the trade in order to carry out their daily assignments. Because these blue collar workers rarely get the respect they deserve, they need the ability to relieve some of their stress.
  • the present invention combines the popularity of martial arts and fighting video games with the stressful life of a blue collar professional.
  • a video game and method are provided wherein a laborer, for example a plumber, electrician, or mailman, can do battle with an enemy character in a fight environment familiar to the worker, and using tools of his trade as weapons against the enemy character.
  • the video game will provide beneficial entertainment and much needed stress relief to all players, especially those who can relate to the plight of the blue collar worker. It is expected that 17 to 35 year old males will be the target audience for this game, although consumers of all ages will enjoy the game for its entertainment value.
  • a method of video gaming is provided.
  • a screen having a plurality of characters is displayed.
  • Each of the plurality of characters represents a trade so that a player can select one of the plurality of characters to generate a selected character.
  • At least one enemy character is generated.
  • a plurality of weapons is generated.
  • Each of the plurality of weapons is based on tools used by the selected character in the trade.
  • a fight environment based on the trade is generated.
  • the video game displays the selected character, the enemy character and at least one of the plurality of weapons in the fight environment and control the actions of the selected character and the weapon or weapons in the fight environment based on controls selected by the player.
  • the selected character has a clock out move that defeats the enemy character. Also, in accordance with a preferred aspect of the present invention, once the clock out move has defeated the enemy character, the selected character is displayed punching a clock with a time card.
  • the fight environment is related to the trade of the character and includes a plurality of stages. Furthermore, each stage gets progressively more difficult. Also, each one of the plurality of stages can use a different one of the plurality of weapons.
  • the enemy character is a boss, a customer or another trade-based character.
  • the plurality of characters displayed for selection includes a plumber, an electrician, a carpenter, a waitress and a mechanic.
  • Various weapons related to the trade of the selected character are generated.
  • the selected character is an electrician
  • the generated weapons include a wire, a cutter, and a screwdriver.
  • the fight environment is related to the trade of the selected character.
  • the character is an electrician
  • the fight environment is a framed building with the wiring installed or partially installed.
  • the video game permits two players to compete against each other.
  • the two players can compete via the internet.
  • the player will be able to select a story line that is related to the characters in the video game.
  • the story line will be based upon real life situations which may typically arise in the life of a blue collar worker.
  • FIG. 1 is a flow chart illustrating the sequence of selecting a character, a weapon, and a game play environment in accordance with one aspect of the present invention.
  • FIG. 2 is a block diagram illustrating one possible configuration for the video game system in accordance with one aspect of the represent invention.
  • FIG. 3 illustrates an opening display in accordance with one aspect of the video game.
  • FIG. 4 illustrates a display allowing the selection of one of a plurality of characters based on blue collar trades in accordance with one aspect of the video game.
  • FIG. 5 illustrates a weapon selection display in accordance with one aspect of the video game of the present invention.
  • FIG. 6 illustrates a fight environment selection display in accordance with one aspect of the video game of the present invention.
  • FIG. 7 illustrates a fight environment associated with the character that represents a plumber in accordance with one aspect of the present invention.
  • FIG. 8 illustrates a fight environment associated with the character that represents a lumberjack in accordance with one aspect of the present invention.
  • the present invention provides a video game system and method where the player of the game uses characters that represent trade professionals to battle against enemy characters using tools related to their given trade as weapons in the fight sequences. Each character also fights in an environment related to the trade in which that character works. The player fights his way through useable characters and bonus round characters to ultimately fight a tax collector to take back his hard earned tax dollars.
  • the enemy characters can be a boss (with the word “BOSS” written across the character), a customer, a person from another trade, or any other desired character.
  • each character used during game play will have tools relative to the trade that character represents.
  • a plumber may have a pipe, a toilet seat, a wrench, and a blow torch.
  • the character chosen by the player will use his tools as weapons to battle against either another character controlled by a second player or against a character controlled by the gaming system.
  • the player can either use the trade-related weapons assigned by the game, or the character can pick and choose the weapon of choice before each fight that relates to the character chosen. Alternatively, the player can choose trade-related weapons of choice as the game progresses.
  • each character will also have a unique fighting style conforming to his profession, body type, and skill level.
  • the fighting styles exhibited by the characters will include boxing, kickboxing, grappling, ju-jitsu, karate, and Mai Tai.
  • the characters selected will engage in combat within an interactive, three-dimensional environment which represents the character's work site.
  • an interactive, three-dimensional environment which represents the character's work site.
  • a plumber can battle in a bathroom or locker room environment
  • a lumberjack can battle in a wooded environment.
  • the fight environment will have trade-relative items placed throughout that can be used to fight an opponent.
  • the carpenter character may throw his opponent onto a table saw and use the saw to cut off the opponent's arm.
  • the video game preferably creates an enemy character for the selected trade-related character to fight.
  • the enemy character may be a boss, a foreman, a customer of the trade or any other character that the trades have a difficult time with during their jobs.
  • the enemy character can be randomly generated or can be selected by the player. If a boss or foreman is utilized as the enemy character, then in one embodiment of the present invention, the words BOSS or FOREMAN are written on those characters.
  • all fights will consist of three rounds, in a best-of-three format, although any format can be used in the present invention.
  • the first round is a “punch-in” round and the second round is a “punch-out” round.
  • the third and final round is overtime; in this round the character's health will increase 11 ⁇ 2 times to represent overtime pay.
  • a player will be awarded money in lieu of points for each match won.
  • a player who wins the third and final round will receive money at a rate of 11 ⁇ 2 times the amount received for a victory in one of the first two rounds.
  • a tax collector At completion of the final round of combat a tax collector will enter the scene and take a portion of the winner's proceeds.
  • the gaming system's memory device will store a record of all money won be any given player. A player may then ultimately battle the tax collector to win back his tax dollars.
  • a special death move called a “clock-out” will be accessible upon entering a sequence of button combinations.
  • an animation After the correct sequence is entered for the character used, an animation will begin called a “clock-out”. Each character preferably will have two “clock-outs” and they will be relative to each characters trade. These animations will preferably use cutting edge graphics and technologies with jaw dropping color and detail.
  • This clock-out move relates to the trade's custom of punching a clock into and out of work. The preferred method of accessing the clock out move will be through an internet site or a strategy book.
  • This video game will also preferably have on-line capabilities to keep up with consumer demand and current gaming trends.
  • a player will be able to fight online using any character. Once the character is selected the player will choose whether to battle in a one-on-one fight or multiple player battles.
  • the multiple player battle will be a choice of teams (for example 5 mailmen v. 5 garbage men) or a battle royal where every man is for him/herself in one big construction zone with characters related to a trade.
  • Each character will have a story that will start with the first fight and end with the last. The story will start with each character waking up in the morning and ending with the character retiring after taking their money back from a tax man.
  • Each level will have relative sponsor/advertisements placed throughout each environment that will be visible during fights.
  • the sponsors pay a fee to have their names in the game. These sponsors will be reflective of the companies that produce the tools, materials, and services of each respective trade. Additionally, sponsors can have their uniforms represented in the game. For example, the character who represents a fast food worker may wear the uniform commonly associated with a major fast food franchise.
  • FIG. 1 is a flow chart illustrating the sequence of selecting a character, a weapon, and a game play environment in one embodiment of a video game system according to the invention.
  • step 1 an opening fight scene showing various trade-based characters is displayed by the video game.
  • this scene at least some of the trade-based characters available for game play are displayed engaged in combat in a single fight scene.
  • the video game of the present invention in step 2 , preferably shows a list of all trade-based characters from which the player(s) may select in order to engage in fight sequences.
  • the available characters for selection are depictions of common blue collar laborers.
  • step 3 the player(s) selects a trade-based character(s) 3 as his character.
  • step 4 a plurality of weapons related to the trade of the selected character is displayed. An explanation of how to use each of the weapons may also be provided. Each weapon is associated with tools commonly used in the occupation represented by that trade-related character. The weapons can be either provided to the trade-based character during a fight sequence under control of the game or can alternatively be selected by the trade-based character.
  • the combat environment is representative of the workplace environment of the selected trade-related character. For example, a plumber can engage in combat in a kitchen or a bathroom, and a mechanic will fight in a garage environment.
  • the game can provide different fight environments related to the trade of the selected character for a player to select from.
  • the player(s) has several options. He may fight at progressive levels of difficulty against a character controlled by the game system, as shown in step 6 . Alternatively, the player may engage in combat against a character controlled by a second player in any number of formats, including for example, a best of three format. Lastly, the player may compete on-line against other players using the game system's internet connection, as shown in step 7 .
  • FIG. 2 a method is shown for allowing a player to compete against another player via an internet connection.
  • player 1 controls video game system 8 using controller 9 with game play displayed on monitor 10 .
  • Video game system 8 is connected with the internet 11 allowing for communication with video game system 13 controlled by player 2 .
  • Player 2 controls video game system 13 using controller 14 with game play displayed on monitor 15 .
  • Monitors 10 and 15 display the character movements of player 1 and player 2 allowing for head to head competition between players in different locations.
  • FIG. 3 depicts a diagram of the opening scene of the video game in accordance with a preferred aspect of the present invention.
  • This scene is the first image displayed on the monitor and precedes any player participation.
  • the first frame of FIG. 3 depicts a block of stone 16 .
  • frame 2 a plurality of characters 17 represented in the game approach the block of stone 16 and use tools 18 associated with the occupation they symbolize to carve the name of the game into the block of stone.
  • Frame 3 shows the characters 17 continuing to carve the name of the game into the block of stone 16 using their respective tools 18 .
  • Frame 4 shows the block of stone 16 with the complete name of the game carved thereon.
  • a forklift 19 enters the scene and lifts the completed block of stone 16 into the air and over the heads of the characters 17 .
  • Frame 6 depicts the block of stone 16 dropping from the forklift 19 and onto the characters 17 .
  • the characters 17 are crushed by the weight of the block 16 resulting in explicit graphics displayed in the lower portion of the screen.
  • FIG. 4 shows a diagram of the character selection screen in accordance with one aspect of the present invention.
  • This screen enables one player, or a second player if two players are participating, to select their respective characters they wish to control to do battle.
  • the center portion of the character selection screen displays a collection of a plurality of boxes 20 . Within each box is a depiction of the face 21 of a character available for use by a player. Above the depiction of the character's face 21 is the job title 22 of that particular character.
  • the player uses the game controller to scroll through the collection of available characters. As a player scrolls through the list of available characters, the character highlighted is displayed above the collection of character boxes in position 23 for player 1 and position 24 for either player 2 or for a character controlled by the gaming system.
  • a random mode 25 is also available wherein a player allows the gaming system to arbitrarily select the character to be used by that player.
  • the random mode is available for either player 1 or player 2 or for the character controlled by the gaming system.
  • the video game can automatically assign one or more weapons related to the trade of the selected character to be used.
  • the game can make this available all at once or during pre-selected intervals during the fight sequence.
  • FIG. 5 shows a diagram of the weapon selection screen that can be used when weapon selection is available.
  • This screen allows a player who has already selected a character to choose a weapon to use in combat against another character.
  • an indicator 28 of the controller of said character Just beneath each chosen character is an indicator 28 of the controller of said character, the job title 29 of the chosen character, and the name 30 of the character.
  • Below the character name is a collection of boxes 31 , each box containing a weapon 32 available to the character represented above.
  • the weapons available to any given character are tools commonly used by the laborer represented by the chosen character.
  • the mason may have a rake, sledgehammer, bricks, and a trowel as his available weapons.
  • the player uses his controller to scroll through the collection of available weapons 31 .
  • the player may also select the random mode 33 wherein the gaming system arbitrarily selects the weapon to be used by the chosen character. After each player has selected the weapon of choice for use in combat, the game system advances to the environment selection screen.
  • the video game When weapon selection by the player is not available, the video game preferably provides a display similar to this one that illustrates the available weapons and explains their usage.
  • the trade-related fight environment can be automatically selected by the video game once the trade-related character has been selected by a player.
  • the video game has a fight environment stored for each trade-related character, and the associated fight environment is generated based on the selected character.
  • the video game can provide two or more fight environments per trade-related character.
  • a plumber's fight scenario can be a bathroom, a locker room and a kitchen.
  • the video game can display a fight environment selection screen based on the selected trade-related character and can allow the player to select the fight environment of his choice.
  • FIG. 6 illustrates a fight environment selection screen based on an alternative embodiment. This screen also allows a player to select the environment in which the fight sequence will take place. Each blue collar worker represented in the game will be assigned an environment similar to the environment in which that blue collar worker spends the majority of his time while on the clock. For example, a waitress will fight in a restaurant environment and a mechanic will fight in a garage.
  • FIG. 6 depicts the warehouse fighting environment option on the environment selection screen.
  • a box 34 which shows a depiction of the fight scene currently available for selection.
  • an environment selector 35 To the right of box 34 is an environment selector 35 which a player manipulates using the game controller.
  • the chosen environment is displayed is box 34 and the environment name is highlighted and displayed beneath the depiction of that environment in box 36 .
  • a random mode 37 is also available which, when selected by a player, allows the gaming system to randomly choose the environment in which the fight will take place.
  • FIG. 7 For purposes of example, a fight environment associated with the character that represents a plumber is illustrated in FIG. 7 .
  • a depiction of a bathroom is shown, as plumbers are often required to practice their trade in such an environment.
  • the scene shows items commonly found in most bathrooms including a sink 38 , a toilet 39 , and a bathtub 40 .
  • trade relative items are shown placed throughout the environment which may be used by a character to inflict harm upon an opponent.
  • the items shown in FIG. 7 include a plunger 41 , a wrench 42 , and a pipe 43 .
  • the plumber can pick up any of these tools and use them as weapons.
  • the enemy character can also pick up any of these tools and use them as weapons.
  • FIG. 8 depicts the fight environment associated with the character that represents a lumberjack. Because lumberjacks spend a majority of their workday in a forest, FIG. 8 depicts a wooded area 44 along with an area that has been cleared. In the clearing is located a couple of piles of logs 45 and 46 of various sizes. Additionally, trade relative items are shown placed throughout the environment which may be used by a character to inflict harm upon an opponent. The items shown in FIG. 8 include a chainsaw 47 , an axe 48 , and a handsaw 49 . During the fight sequence the lumberjack can pick up any of these tools and use them as weapons.
  • the video game proposed in this invention will have a plurality of characters that represent various blue collar professionals.
  • each character will have four weapons which are also tools used in the trade by the particular blue collar worker.
  • each character will be assigned a fight environment that is similar to the environment in which that character would normally work.
  • Each of the characters preferably has a signature “clock out” move. This is the move that can be used to significantly hurt the enemy character or to ultimately defeat the enemy character.
  • the clock out move preferably depends on the trade of the character selected by the player of the video game.
  • Each trade-based character preferably has his own signature clock-out move. Further, each trade based character may have more than one clock out move. The preferred clock out moves for a plurality of trade based character types is described in the following paragraphs.
  • the video game proposed in this invention will allow for character, weapon, and fight environment selection to be controlled by the player through a computer processor contained within the gaming unit.
  • the gaming unit will also contain a memory device allowing for storage of information derived from game play. For example, a player's won-loss record and career earning may be stored within the system.
  • All of the processing described herein is performed by a processor in a video game device.
  • the processing described herein is performed by processors located in the console or the computer 8 or 13 .
  • the processors found in a PS2, an X-box or other gaming device are used to perform the needed processing.
  • the processing performed by the processors includes the generation of the trade related characters, the generation of the weapons, including the trade related weapons, the generation of the fight environments, including those related to the selected trades and all other processing mentioned herein.
  • the input from the controllers are handled by the processors 8 or 13 to control the trade selected characters and the weapons in the fight environment.
  • Any suitable gaming device known in the art may be used. This may include dedicated gaming systems, such as the X-box by Microsoft, the PS2 or PSP by Sony, the Game Cube by Nintendo, etc., with appropriate software that is executed by the processor to carry out the above-described gaming method.
  • the gaming device may be provided by a personal computer system on which has been loaded software that implements the invention gaming method, and which is executable by the processor within the personal computer system.
  • software that implements the invention gaming method may be tailored to the particular system upon which such software is expected to run.
  • the software may be packaged on a computer-readable media, such as a CD, DVD, diskette or the like, which may be installed and run on the target gaming platform.
  • the game software will include graphics data that is used to define the visual attributes of characters, weapons, scenes, background objects and the like, as explained above; certain types of graphics data, such as background scenes or images, may be generated “on the fly” based upon templates, underlying graphics data and suitable algorithms, as is known in the art.
  • the software will also include so-called character AI (artificial intelligence) to control movement and response of computer-controlled characters, be they opponents or mere background objects.
  • An I/O (input/output) driver within the software accepts commands from input devices, such as a joystick, keyboard, game controller, mouse, internet connection or the like, and relays these commands to a graphics engine and the character AI.
  • the I/O driver may also download graphics data from a host across a network connection to provide flexibility and expandability to scene, object and character rendering.
  • the I/O driver may transmit data to external devices, such as force-feedback controllers, and to remote machines over a network connection to synchronize data when playing in a networked, multi-player mode.
  • the graphics engine within the software renders, preferably 30 or more times per second, images on the display based upon the current state of the gaming machine and the graphics data.
  • the graphics engine may render the game characters and the game environment in 3D.
  • the graphics engine may also render the game characters and the game environment using different lighting and shading effects.
  • the current state of the gaming machine is stored within the memory of the gaming platform, and may include the position, pose and attributes of the various characters and weapons, the amount of time that has elapsed from a given start point, the view point perspective, the current fighting stage and related attributes, etc.
  • the state of the gaming machine may evolve as a function of the current state (and, optionally, previous states) of the gaming machine, the elapsed time, data provided by the I/O driver, and an optional random factor.
  • the graphics engine may also provide information, such as collision detection between objects in the virtual gaming world, to the character AI and the I/O driver. Creation of the graphics engine, graphics data, character AI and I/O driver that are suitable to practice the invention gaming method should be well within the scope of the ordinary game developer, in light of the instant disclosure.
  • health packages may be placed that will restore the health of the game character.
  • Such health packages may be presented in the context of the gaming environment as for instance ‘lunch boxes’ or as ‘disability payments’.

Abstract

The disclosure describes a method of video gaming. In a first step, a screen having a plurality of characters is displayed. Each of the plurality of characters represents a trade so that a player can select one of the plurality of characters to generate a selected character. The video game then generates at least one enemy character, a plurality of weapons for use by the selected character in the trade and a fight environment. Then the video game displays the selected character, the at least one enemy character and at least one of the plurality of weapons in the fight environment and controls the actions of the selected character and the at least one of the plurality of weapons in the fight environment based on controls selected by the player.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit of U.S. Provisional Application No. 60/711,755, filed Aug. 26, 2005, which is incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • The present invention relates to a video game, and a video game system and method, involving characters, weapons and fight environments based on a selected trade, particularly blue collar trades.
  • Computer games have enjoyed widespread popularity over the last several decades. Advancements in gaming technology and vigorous competition among competing game system manufacturers has resulted in a multi-billion dollar industry. Among the games that have enjoyed the greatest success in the market are those games where players battle against each other in fight scenarios. The fighting styles used in the games on the market now include boxing, kickboxing, and the martial arts. Recent advancements in gaming technology also allow players to go online and compete against other players over the internet.
  • Blue collar workers are among the most stressed out people in our society. These individuals work long hours in stressful environments, having to contend with low pay, difficult bosses, difficult customers, heavy taxes as well as jobs going overseas. Each of these blue collar workers works in a unique environment with which they are particularly familiar. These blue collar workers also use specific tools of the trade in order to carry out their daily assignments. Because these blue collar workers rarely get the respect they deserve, they need the ability to relieve some of their stress.
  • Accordingly, a video game that provides entertainment and stress relief to blue collar workers, including any workers in a trade, would be advantageous.
  • SUMMARY OF THE INVENTION
  • The present invention combines the popularity of martial arts and fighting video games with the stressful life of a blue collar professional. In accordance with one aspect of the present invention, a video game and method are provided wherein a laborer, for example a plumber, electrician, or mailman, can do battle with an enemy character in a fight environment familiar to the worker, and using tools of his trade as weapons against the enemy character. The video game will provide beneficial entertainment and much needed stress relief to all players, especially those who can relate to the plight of the blue collar worker. It is expected that 17 to 35 year old males will be the target audience for this game, although consumers of all ages will enjoy the game for its entertainment value.
  • In accordance with one aspect of the present invention, a method of video gaming is provided. In the video game, a screen having a plurality of characters is displayed. Each of the plurality of characters represents a trade so that a player can select one of the plurality of characters to generate a selected character. At least one enemy character is generated. Then a plurality of weapons is generated. Each of the plurality of weapons is based on tools used by the selected character in the trade. Also, a fight environment based on the trade is generated.
  • Once the trade-based character is selected and the trade-based weapons and fight environment generated, the video game displays the selected character, the enemy character and at least one of the plurality of weapons in the fight environment and control the actions of the selected character and the weapon or weapons in the fight environment based on controls selected by the player.
  • In accordance with a further aspect of the present invention, the selected character has a clock out move that defeats the enemy character. Also, in accordance with a preferred aspect of the present invention, once the clock out move has defeated the enemy character, the selected character is displayed punching a clock with a time card.
  • In accordance with a further aspect of the present invention, the fight environment is related to the trade of the character and includes a plurality of stages. Furthermore, each stage gets progressively more difficult. Also, each one of the plurality of stages can use a different one of the plurality of weapons.
  • In accordance with another aspect of the present invention, the enemy character is a boss, a customer or another trade-based character.
  • In accordance with another aspect of the present invention, the plurality of characters displayed for selection includes a plumber, an electrician, a carpenter, a waitress and a mechanic. Various weapons related to the trade of the selected character are generated. For example, where the selected character is an electrician, the generated weapons include a wire, a cutter, and a screwdriver. Also, the fight environment, including the multiple stages, is related to the trade of the selected character. By way of example only, where the character is an electrician, the fight environment is a framed building with the wiring installed or partially installed.
  • In accordance with another aspect of the present invention, the video game permits two players to compete against each other. The two players can compete via the internet.
  • In accordance with another aspect of the present invention, the player will be able to select a story line that is related to the characters in the video game. The story line will be based upon real life situations which may typically arise in the life of a blue collar worker.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 is a flow chart illustrating the sequence of selecting a character, a weapon, and a game play environment in accordance with one aspect of the present invention.
  • FIG. 2 is a block diagram illustrating one possible configuration for the video game system in accordance with one aspect of the represent invention.
  • FIG. 3 illustrates an opening display in accordance with one aspect of the video game.
  • FIG. 4 illustrates a display allowing the selection of one of a plurality of characters based on blue collar trades in accordance with one aspect of the video game.
  • FIG. 5 illustrates a weapon selection display in accordance with one aspect of the video game of the present invention.
  • FIG. 6 illustrates a fight environment selection display in accordance with one aspect of the video game of the present invention.
  • FIG. 7 illustrates a fight environment associated with the character that represents a plumber in accordance with one aspect of the present invention.
  • FIG. 8 illustrates a fight environment associated with the character that represents a lumberjack in accordance with one aspect of the present invention.
  • DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
  • The present invention provides a video game system and method where the player of the game uses characters that represent trade professionals to battle against enemy characters using tools related to their given trade as weapons in the fight sequences. Each character also fights in an environment related to the trade in which that character works. The player fights his way through useable characters and bonus round characters to ultimately fight a tax collector to take back his hard earned tax dollars. The enemy characters can be a boss (with the word “BOSS” written across the character), a customer, a person from another trade, or any other desired character.
  • In the proposed invention, each character used during game play will have tools relative to the trade that character represents. For example, a plumber may have a pipe, a toilet seat, a wrench, and a blow torch. The character chosen by the player will use his tools as weapons to battle against either another character controlled by a second player or against a character controlled by the gaming system. The player can either use the trade-related weapons assigned by the game, or the character can pick and choose the weapon of choice before each fight that relates to the character chosen. Alternatively, the player can choose trade-related weapons of choice as the game progresses.
  • The player will also be able to select the fight environment in which the fight will take place. The fight environment is preferably related to the trade of the character selected by the player. In accordance with another aspect of the present invention, each character will also have a unique fighting style conforming to his profession, body type, and skill level. The fighting styles exhibited by the characters will include boxing, kickboxing, grappling, ju-jitsu, karate, and Mai Tai.
  • In accordance with a preferred embodiment of the present invention, the characters selected will engage in combat within an interactive, three-dimensional environment which represents the character's work site. For example, a plumber can battle in a bathroom or locker room environment, and a lumberjack can battle in a wooded environment. The fight environment will have trade-relative items placed throughout that can be used to fight an opponent. For example, the carpenter character may throw his opponent onto a table saw and use the saw to cut off the opponent's arm.
  • The video game preferably creates an enemy character for the selected trade-related character to fight. The enemy character may be a boss, a foreman, a customer of the trade or any other character that the trades have a difficult time with during their jobs. The enemy character can be randomly generated or can be selected by the player. If a boss or foreman is utilized as the enemy character, then in one embodiment of the present invention, the words BOSS or FOREMAN are written on those characters.
  • In a preferred embodiment of the video game of the present invention, all fights will consist of three rounds, in a best-of-three format, although any format can be used in the present invention. In accordance with the preferred embodiment, the first round is a “punch-in” round and the second round is a “punch-out” round. The third and final round is overtime; in this round the character's health will increase 1½ times to represent overtime pay. In one embodiment of the video game a player will be awarded money in lieu of points for each match won. A player who wins the third and final round will receive money at a rate of 1½ times the amount received for a victory in one of the first two rounds. At completion of the final round of combat a tax collector will enter the scene and take a portion of the winner's proceeds. The gaming system's memory device will store a record of all money won be any given player. A player may then ultimately battle the tax collector to win back his tax dollars. After one player wins two rounds, a special death move, called a “clock-out” will be accessible upon entering a sequence of button combinations. After the correct sequence is entered for the character used, an animation will begin called a “clock-out”. Each character preferably will have two “clock-outs” and they will be relative to each characters trade. These animations will preferably use cutting edge graphics and technologies with jaw dropping color and detail. This clock-out move relates to the trade's custom of punching a clock into and out of work. The preferred method of accessing the clock out move will be through an internet site or a strategy book.
  • This video game will also preferably have on-line capabilities to keep up with consumer demand and current gaming trends. A player will be able to fight online using any character. Once the character is selected the player will choose whether to battle in a one-on-one fight or multiple player battles. The multiple player battle will be a choice of teams (for example 5 mailmen v. 5 garbage men) or a battle royal where every man is for him/herself in one big construction zone with characters related to a trade.
  • Each character will have a story that will start with the first fight and end with the last. The story will start with each character waking up in the morning and ending with the character retiring after taking their money back from a tax man.
  • Each level will have relative sponsor/advertisements placed throughout each environment that will be visible during fights. In accordance with one aspect of the present invention, the sponsors pay a fee to have their names in the game. These sponsors will be reflective of the companies that produce the tools, materials, and services of each respective trade. Additionally, sponsors can have their uniforms represented in the game. For example, the character who represents a fast food worker may wear the uniform commonly associated with a major fast food franchise.
  • FIG. 1 is a flow chart illustrating the sequence of selecting a character, a weapon, and a game play environment in one embodiment of a video game system according to the invention. In step 1, an opening fight scene showing various trade-based characters is displayed by the video game. In this scene at least some of the trade-based characters available for game play are displayed engaged in combat in a single fight scene.
  • After the introduction to the game depicted in step 1, the video game of the present invention, in step 2, preferably shows a list of all trade-based characters from which the player(s) may select in order to engage in fight sequences. The available characters for selection are depictions of common blue collar laborers.
  • In step 3, the player(s) selects a trade-based character(s) 3 as his character. In step 4, a plurality of weapons related to the trade of the selected character is displayed. An explanation of how to use each of the weapons may also be provided. Each weapon is associated with tools commonly used in the occupation represented by that trade-related character. The weapons can be either provided to the trade-based character during a fight sequence under control of the game or can alternatively be selected by the trade-based character.
  • Next, the player(s) is shown the fight environment in step 5 in which the battle against an opposing player or a game system controlled player will take place. The combat environment is representative of the workplace environment of the selected trade-related character. For example, a plumber can engage in combat in a kitchen or a bathroom, and a mechanic will fight in a garage environment. The game can provide different fight environments related to the trade of the selected character for a player to select from.
  • Next, in accordance with a preferred aspect of the present invention, the player(s) has several options. He may fight at progressive levels of difficulty against a character controlled by the game system, as shown in step 6. Alternatively, the player may engage in combat against a character controlled by a second player in any number of formats, including for example, a best of three format. Lastly, the player may compete on-line against other players using the game system's internet connection, as shown in step 7.
  • Referring to FIG. 2, a method is shown for allowing a player to compete against another player via an internet connection. In this embodiment, player 1 controls video game system 8 using controller 9 with game play displayed on monitor 10. Video game system 8 is connected with the internet 11 allowing for communication with video game system 13 controlled by player 2. Player 2 controls video game system 13 using controller 14 with game play displayed on monitor 15. Monitors 10 and 15 display the character movements of player 1 and player 2 allowing for head to head competition between players in different locations.
  • FIG. 3 depicts a diagram of the opening scene of the video game in accordance with a preferred aspect of the present invention. This scene is the first image displayed on the monitor and precedes any player participation. The first frame of FIG. 3 depicts a block of stone 16. In frame 2, a plurality of characters 17 represented in the game approach the block of stone 16 and use tools 18 associated with the occupation they symbolize to carve the name of the game into the block of stone. Frame 3 shows the characters 17 continuing to carve the name of the game into the block of stone 16 using their respective tools 18. Frame 4 shows the block of stone 16 with the complete name of the game carved thereon. In frame 5, a forklift 19 enters the scene and lifts the completed block of stone 16 into the air and over the heads of the characters 17. Frame 6 depicts the block of stone 16 dropping from the forklift 19 and onto the characters 17. In this frame the characters 17 are crushed by the weight of the block 16 resulting in explicit graphics displayed in the lower portion of the screen.
  • FIG. 4 shows a diagram of the character selection screen in accordance with one aspect of the present invention. This screen enables one player, or a second player if two players are participating, to select their respective characters they wish to control to do battle. The center portion of the character selection screen displays a collection of a plurality of boxes 20. Within each box is a depiction of the face 21 of a character available for use by a player. Above the depiction of the character's face 21 is the job title 22 of that particular character. The player uses the game controller to scroll through the collection of available characters. As a player scrolls through the list of available characters, the character highlighted is displayed above the collection of character boxes in position 23 for player 1 and position 24 for either player 2 or for a character controlled by the gaming system. A random mode 25 is also available wherein a player allows the gaming system to arbitrarily select the character to be used by that player. The random mode is available for either player 1 or player 2 or for the character controlled by the gaming system. Once characters are selected from the character selection screen the game automatically advances to the weapons selection screen. It is also possible to import a picture of yourself or another individual and to incorporate that picture into the selected character. For example, this will allow a player of the game to import a picture of his boss and battle against this character in game play.
  • As explained earlier, the video game can automatically assign one or more weapons related to the trade of the selected character to be used. The game can make this available all at once or during pre-selected intervals during the fight sequence.
  • FIG. 5 shows a diagram of the weapon selection screen that can be used when weapon selection is available. This screen allows a player who has already selected a character to choose a weapon to use in combat against another character. At the top of the screen are displayed the character 26 chosen by player 1 and the character 27 chosen by either player 2 or a character controlled by the gaming system. Just beneath each chosen character is an indicator 28 of the controller of said character, the job title 29 of the chosen character, and the name 30 of the character. Below the character name is a collection of boxes 31, each box containing a weapon 32 available to the character represented above. The weapons available to any given character are tools commonly used by the laborer represented by the chosen character. For example, if player 2 chooses a mason to use in combat, the mason may have a rake, sledgehammer, bricks, and a trowel as his available weapons. The player uses his controller to scroll through the collection of available weapons 31. The player may also select the random mode 33 wherein the gaming system arbitrarily selects the weapon to be used by the chosen character. After each player has selected the weapon of choice for use in combat, the game system advances to the environment selection screen.
  • When weapon selection by the player is not available, the video game preferably provides a display similar to this one that illustrates the available weapons and explains their usage.
  • As before, in accordance with one aspect of the present invention, the trade-related fight environment can be automatically selected by the video game once the trade-related character has been selected by a player. In this embodiment, the video game has a fight environment stored for each trade-related character, and the associated fight environment is generated based on the selected character.
  • Alternatively, the video game can provide two or more fight environments per trade-related character. For example, a plumber's fight scenario can be a bathroom, a locker room and a kitchen. In this embodiment, the video game can display a fight environment selection screen based on the selected trade-related character and can allow the player to select the fight environment of his choice.
  • FIG. 6 illustrates a fight environment selection screen based on an alternative embodiment. This screen also allows a player to select the environment in which the fight sequence will take place. Each blue collar worker represented in the game will be assigned an environment similar to the environment in which that blue collar worker spends the majority of his time while on the clock. For example, a waitress will fight in a restaurant environment and a mechanic will fight in a garage. FIG. 6 depicts the warehouse fighting environment option on the environment selection screen. At the center of the environment selection screen is a box 34 which shows a depiction of the fight scene currently available for selection. To the right of box 34 is an environment selector 35 which a player manipulates using the game controller. As the player scrolls the environment selector 35, the chosen environment is displayed is box 34 and the environment name is highlighted and displayed beneath the depiction of that environment in box 36. A random mode 37 is also available which, when selected by a player, allows the gaming system to randomly choose the environment in which the fight will take place.
  • For purposes of example, a fight environment associated with the character that represents a plumber is illustrated in FIG. 7. A depiction of a bathroom is shown, as plumbers are often required to practice their trade in such an environment. The scene shows items commonly found in most bathrooms including a sink 38, a toilet 39, and a bathtub 40. Additionally, trade relative items are shown placed throughout the environment which may be used by a character to inflict harm upon an opponent. The items shown in FIG. 7 include a plunger 41, a wrench 42, and a pipe 43. During the fight sequence the plumber can pick up any of these tools and use them as weapons. In an alternate embodiment, the enemy character can also pick up any of these tools and use them as weapons.
  • FIG. 8 depicts the fight environment associated with the character that represents a lumberjack. Because lumberjacks spend a majority of their workday in a forest, FIG. 8 depicts a wooded area 44 along with an area that has been cleared. In the clearing is located a couple of piles of logs 45 and 46 of various sizes. Additionally, trade relative items are shown placed throughout the environment which may be used by a character to inflict harm upon an opponent. The items shown in FIG. 8 include a chainsaw 47, an axe 48, and a handsaw 49. During the fight sequence the lumberjack can pick up any of these tools and use them as weapons.
  • The video game proposed in this invention will have a plurality of characters that represent various blue collar professionals. In one embodiment of the video game, each character will have four weapons which are also tools used in the trade by the particular blue collar worker. Additionally, each character will be assigned a fight environment that is similar to the environment in which that character would normally work.
  • The following describes 36 characters, each character's 4 weapons, and each character's fight environment, in accordance with one aspect of the present invention.
  • Tax Collector
  • Weapons:
      • No weapons
  • Fight Environment:
      • Walk-in safe full of money
  • Marine Repairman
  • Weapons:
      • Butane Torch
      • Crimper (stun)
      • Mallet
      • Oxygen Tank
  • Fight Environment
      • Underwater
  • Farmer
  • Weapons:
      • Hoe
      • Pitchfork
      • Seeds (stun)
      • Cattle Prod
  • Fight Environment
      • Barnyard
  • Electrician
  • Weapons:
      • Wires (Stun)
      • Cutters
      • Screwdriver
      • Electrical Tape
  • Fight Environment:
      • Framed house/building
      • Construction Site
  • Plumber
  • Weapons
      • Pipe
      • Toilet Seat (stun)
      • Wrench
      • Blow Torch
  • Fight Environment
      • Bathroom
      • Kitchen
      • Crawlspace
      • Locker room showers
  • Epoxy Guy
  • Weapons
      • Diamond Grinder
      • Sand (stun)
      • Trowel
      • Epoxy
  • Fight Environment
      • Warehouse
  • Mason
  • Weapons
      • Rake
      • Jackhammer
      • Brick (stun)
      • Trowel
  • Fight Environment
      • Construction Site
  • Landscaper
  • Weapons
      • Weed Whacker
      • Lawn Mower
      • Hedge Clippers
      • Manure (stun)
  • Environment
      • Yard
  • Garbage Man
  • Weapons
      • Can Lid
      • Garbage
      • Body Odor (stun)
      • Garbage can
  • Fight Environment
      • Curbside/sidewalk/street
      • Garbage Dump
  • Painter
  • Weapons
      • Pole
      • Thinner (stun)
      • Roller L
      • Tape
  • Fight Environment
      • On scaffolding
      • Room Being Painted
  • Waitress
  • Weapons
      • Tray
      • Knives
      • Plate of Food (stun)
      • Hot Coffee
  • Fight Environment
      • Restaurant
  • Carpenter (unlockable)
  • Weapons
      • Bible (stun)
      • Levitate
      • Rosary Beads
      • Resurrect after fight and go extra round
  • Fight Environment
      • Wood shop
  • Warehouse Guy
  • Weapons
      • Box Cutter
      • Boxes (stun)
      • Fork Lift
      • Steel Toe Boots
  • Fight Environment
      • Warehouse
  • High rise Guy
  • Weapons
      • Steel lunch box
      • Welding gun
      • Mullet (stun)
      • Hard Hat Bull Charge
  • Fight Environment
      • Sky scraper window washing plank
  • Mailman
  • Weapons
      • Letter
      • Mace (stun)
      • Mail truck
      • Mail Box
  • Fight Environment
      • Post office parking lot
  • Cop
  • Weapons
      • Stun Gun (stun)
      • Tazer
      • Night Stick
      • Mace
  • Fight Environment
      • Police Station
      • Crime Scene
  • Bartender (Girl)
  • Weapons
      • Shot Glasses
      • Flash tab (stun)
      • Broken Bottle
      • Drink alcohol, spit fire
  • Fight Environment
      • Bar
  • Fencer
  • Weapons
      • Post hole digger
      • Shovel
      • Stake (stun)
      • Chainsaw
  • Fight Environment
      • Yard
  • Fast Food Guy
  • Weapons
      • Grease (stun)
      • Burgers
      • Spatula
      • Dishes
  • Fight Environment
      • Fast Food Restaurant
  • Dog Catcher
  • Weapons
      • Neck noose
      • Bat
      • Whistle (stun)
      • Stun gun
  • Fight Environment
      • City Streets/Dog pound
  • Dry Cleaner
  • Weapons
      • Hangers
      • Chemicals
      • Steam Cleaner (stun)
      • Swing iron by cord
  • Fight Environment
      • Dry Cleaners
  • Mechanic
  • Weapons
      • Oil (stun)
      • Tire iron
      • Wrench
      • Torch
  • Fight Environment
      • Garage
  • Bouncer
  • Weapons
      • No weapons, but most skilled in fighting, very strong hits
  • Fight Environment
      • Bar
  • Street Pharmacist (Unlockable)
  • Weapons
      • Pot smoke (stun)
      • Needles
      • Bong
      • Pipe
  • Fight Environment
      • Street Corner
  • Labor Ready Mexican
  • Weapons
      • Speak Spanish (stun)
      • Bike
      • Cooler
      • Lunch box
  • Fight Environment
      • Street Corner
  • Inspector (Bonus Round)
  • Weapons
      • Clip board
      • Steel Toe Boots
      • Ticket book (stun)
      • Hardhat
  • Fight Environment
      • Construction Site
  • Foreman (Bonus Round)
  • Weapons
      • Clip Board
      • Steel Toe Boots
      • Hardhat
      • Loud Voice (stun)
  • Fight Environment
      • Construction Site
  • Stripper
  • Weapons
      • Thong (stun)
      • Clear heels
      • Pole
      • Crabs
  • Fight Environment
      • Strip Club
  • Fireman
  • Weapons
      • Hose (stun)
      • Axe
      • Helmet Ram
      • Blanket
  • Fight Environment
      • Fire Station/Burning House
  • Mortician
  • Weapons
      • Skull Saw
      • Embalming Fluid (stun)
      • Flowers
      • Scalpel
  • Fight Environment
      • Funeral Home/Morgue
  • Pizza Delivery Guy
  • Weapons
      • Pizza
      • Pimple pop (stun)
      • Soda bottles
      • Pizza cutter
  • Fight Environment
      • Front Porch/Pizza Parlor
  • Lumberjack
  • Weapons
      • Axe
      • Tree trunk
      • Chainsaw
      • Beard grind (stun)
  • Fight Environment
      • Woods
  • DJ
  • Weapons
      • Records
      • Speakers
      • Turn up volume (stun)
      • Speaker wire
  • Fight Environment
      • Radio Station/Party/Stage
  • Janitor
  • Weapons
      • Mop
      • Buckets
      • Cleaning product (stun)
      • Flashlight
  • Fight Environment
      • Public Rest Room
  • Hair Stylist
  • Weapons
      • Scissors
      • Hair spray/lighter (stun)
      • Clippers on a cord
      • Straight Razor
  • Fight Environment
      • Salon
  • Air Duct Guy
  • Weapons
      • Aluminum duct pipe
      • Welding gun
      • Microphone (stun)
      • Blow Torch
  • Fight Environment
      • Construction Site
  • Roofer
  • Weapons
      • Tar (stun)
      • Shingles
      • Button Kaps
      • Nails
  • Fight Environment
      • Roof
  • Cable Guy
  • Weapons
      • Pen
      • Cable box
      • High Def Wires (stun)
      • Spool of Cable
  • Fight Environment
      • House
  • Furniture Mover
  • Weapons
      • Very strong
      • Chairs
      • Boxes (stun)
      • Dolly
  • Fight Environment
      • House/Back of Moving Truck
  • Each of the characters preferably has a signature “clock out” move. This is the move that can be used to significantly hurt the enemy character or to ultimately defeat the enemy character. The clock out move preferably depends on the trade of the character selected by the player of the video game. Each trade-based character preferably has his own signature clock-out move. Further, each trade based character may have more than one clock out move. The preferred clock out moves for a plurality of trade based character types is described in the following paragraphs.
  • Farmer
  • 1—Character runs over opponent with a combine
  • 2—Character locks opponent in a silo and buries him with corn
  • Marine Repairman
  • 1—A shark eats opponent
  • 2—Character straps concrete boots onto opponent causing opponent to sink to ocean floor
  • Electrician
  • 1—Character place wires on opponents body and opponent catches fire
  • 2—Character builds an electric chair and straps opponent into the chair and turns on electricity.
  • Plumber
  • 1—Character puts hose down opponent's throat and turns on faucet until water leaks out of all holes in opponent.
  • 2—Character makes adjustments to toilet and then flushes opponent
  • Epoxy Guy
  • 1—Character diamond grinds over opponent until opponent is gone.
  • 2—Character ties opponent to chair and puts epoxy on opponent, epoxy heats up and hardens.
  • Landscaper
  • 1—Character buries opponent alive and plants flowers over area.
  • 2—Character puts opponent's body into a chipper/shredder
  • Mason
  • 1—Character strikes opponent with a rake to the chest and slams opponent to ground, concrete truck backs up and covers opponent with concrete.
  • 2—Character puts opponent in car, pours concrete through sunroof until tires pop and opponent dies.
  • Garbage Man
  • 1—Character throw opponent in back of truck and compactor is turned on and opponent is crushed.
  • 2—Character knocks opponent out, opponent wakes up on an island of garbage, camera zooms out and opponent has no way to leave.
  • Painter
  • 1—Character smacks opponent in face with pink paint on brush and walks away.
  • 2—Character hooks opponent up to paint shaker/mixer and shakes opponent to death.
  • Waitress
  • 1—Character ties opponent to chair, places a funnel in his mouth, dumps food down funnel, and opponent gets fatter until he explodes.
  • 2—Opponent is invited to a restaurant and waits for food until starvation
  • Carpenter (Unlockable)
  • 1—Character uses circular saw to cut off opponent's limbs one at a time
  • 2—Character nails opponent's hands and feet to a work bench and then turns out lights and leaves his shop
  • Warehouse Guy
  • 1—Character uses forklift to crush opponent between wall and grates until opponent's body explodes.
  • 2—Character shrink wraps opponent, puts opponent in a box, mails box across world, and someone opens the box to find decayed body
  • High Rise Guy
  • 1—Character holds opponent by ankles over roof of high rise and drops opponent off structure
  • 2—Character operates a crane with steel beam over opponent and drops onto opponent, splitting opponent in half
  • Mailman
  • 1—Character goes postal
  • 2—Character pushes opponent through a document shredder which dices body. Character then mails the pieces and people are shown opening their mailbox to find eyes, fingers, etc
  • Cop
  • 1—Character radios for back up and several cops combine together to beat opponent to death
  • 2—Character maces opponent until suffocation and opponent's face melts
  • Bartender (Girl)
  • 1—Character gives opponent alcohol poisoning and opponent's personality goes through a series of stages from flirtatious to mean to sick to ultimately death.
  • 2—Character tells opponent to come to her bar later, opponent opens tab, bartender charges for every drink, at the end of the night the bartender shows opponent the tab and opponent has a heart attack
  • Fencer
  • 1—Character digs post hole and buries opponent up to his shoulders.
  • 2—Character wraps opponent in barbed wire.
  • Fast Food Guy
  • 1—Shows opponent eating at a fast food restaurant, than pan to camera to kitchen and show character cutting fingers and toes and dropping them into a deep fryer.
  • 2—Opponent forced to eat fast food and gets fatter and fatter until he has a heart attack
  • Dog Catcher
  • 1—Character blows whistle and chows, pit bulls and mastiffs tear opponent into pieces
  • 2—Character uses pole with collar to grab opponent and puts him in a cage and leaves him to rot
  • Dry Cleaner
  • 1—Character throws opponent on clothes hanger and puts him through cleaning process
  • 2—Character steam opponent to death until his skin melts and skeleton is left on the ground
  • Mechanic
  • 1—Character starts car and runs over opponent numerous times
  • 2—Character offers truce after fight and discount on repairs; opponent is driving later and car crashes
  • Bouncer
  • 1—Character does a punch kick combination and kills opponent
  • 2—Character beats opponent to death by throwing though glass door and beating with chairs, tables, and bottles.
  • Street Pharmacist (Unlockable)
  • 1—Character sticks opponent with AIDS needle and opponent is shown in the hospital flat-lining
  • 2—Character sells bad drugs to opponent and opponent overdoses
  • Labor Ready Mexican
  • 1—Character shoves head of opponent into bike spokes
  • 2—Immigration and Naturalization Service comes and deports opponent
  • Inspector (Bonus Round)
  • 1—Character shuts down the entire work site
  • 2—Character makes a phone call and IRS comes in and confiscates all materials on site
  • Foreman (Bonus Round)
  • 1—Character fires opponent
  • 2—Character screams at opponent and belittles him until opponent kills himself
  • Stripper
  • 1—Character gives opponent a lap dance until his face turns blue and his head explodes
  • 2—Character kicks opponent with a clear heel to the temple and kills him
  • Fireman
  • 1—Character lights opponent on fire and lets him burn to death and then urinates on his ashes
  • 2—Opponent wakes up in burning building to find they are surrounded by fire, camera zooms out to show opponent in a huge burning warehouse and chaos is outside
  • Mortician
  • 1—Character puts vacuum tube down opponent's throat and sucks out his insides
  • 2—Character buries opponent alive
  • Pizza Delivery Guy
  • 1—Character takes out pizza cutter and slices opponent's throat
  • 2—Character shoves opponent into a pizza oven and cooks him.
  • Lumberjack
  • 1—Character ties up opponent and cuts down a tree which falls on opponent
  • 2—Character uses axe to cut opponent into pieces
  • DJ
  • 1—Character throws records at opponent cutting off pieces of opponent's body
  • 2—Character puts opponent next to huge speaker and plays loud music until opponent's head explodes
  • Janitor
  • 1—Character plays the flute like the pied piper and rats come in and eat opponent
  • 2—Character holds opponents head in a bucket of water until he drowns.
  • Hair Stylist
  • 1—Character hovers over opponent and cuts his hair; opponent wakes up with a very bad haircut
  • 2—Character stabs scissors into both of opponent's ear sockets
  • Air Duct Guy
  • 1—Character tells opponent to listen to XM satellite radio
  • 2—Character puts opponent into an air duct and turns the heat up all the way.
  • Roofer
  • 1—Character tars opponent to roof, suns rises, time passes, and opponent eventually melts
  • 2—Character shoves opponent down a chimney and starts a fire in the fireplace
  • Cable Guy
  • 1—Opponent wakes up after fight and goes home, turns on TV and there is no picture!
  • 2—Character tells opponent that character will come to his house to fix cable but never shows up.
  • Furniture Mover
  • 1—Character picks up refrigerator and drops it on opponent
  • 2—Character puts opponent in back of truck and drives it off a cliff and truck explodes
  • The video game proposed in this invention will allow for character, weapon, and fight environment selection to be controlled by the player through a computer processor contained within the gaming unit. The gaming unit will also contain a memory device allowing for storage of information derived from game play. For example, a player's won-loss record and career earning may be stored within the system.
  • All of the processing described herein is performed by a processor in a video game device. For example, in FIG. 2, the processing described herein is performed by processors located in the console or the computer 8 or 13. Thus, the processors found in a PS2, an X-box or other gaming device, are used to perform the needed processing. The processing performed by the processors includes the generation of the trade related characters, the generation of the weapons, including the trade related weapons, the generation of the fight environments, including those related to the selected trades and all other processing mentioned herein. The input from the controllers are handled by the processors 8 or 13 to control the trade selected characters and the weapons in the fight environment.
  • Any suitable gaming device known in the art may be used. This may include dedicated gaming systems, such as the X-box by Microsoft, the PS2 or PSP by Sony, the Game Cube by Nintendo, etc., with appropriate software that is executed by the processor to carry out the above-described gaming method. Alternatively, the gaming device may be provided by a personal computer system on which has been loaded software that implements the invention gaming method, and which is executable by the processor within the personal computer system. As is known in the art, software that implements the invention gaming method may be tailored to the particular system upon which such software is expected to run.
  • A detailed description of software that implements the instant gaming method is beyond the scope of this disclosure. However, creating such software is a well-known skill in the art of video game development and design, and in light of the above disclosure, providing software to implement the present invention method should be well within the skill of the ordinary programmer and/or artist reasonably skilled in the art of game development and design. As known in the field, the software may be packaged on a computer-readable media, such as a CD, DVD, diskette or the like, which may be installed and run on the target gaming platform. Typically, the game software will include graphics data that is used to define the visual attributes of characters, weapons, scenes, background objects and the like, as explained above; certain types of graphics data, such as background scenes or images, may be generated “on the fly” based upon templates, underlying graphics data and suitable algorithms, as is known in the art. The software will also include so-called character AI (artificial intelligence) to control movement and response of computer-controlled characters, be they opponents or mere background objects. An I/O (input/output) driver within the software accepts commands from input devices, such as a joystick, keyboard, game controller, mouse, internet connection or the like, and relays these commands to a graphics engine and the character AI. The I/O driver may also download graphics data from a host across a network connection to provide flexibility and expandability to scene, object and character rendering. The I/O driver may transmit data to external devices, such as force-feedback controllers, and to remote machines over a network connection to synchronize data when playing in a networked, multi-player mode. The graphics engine within the software renders, preferably 30 or more times per second, images on the display based upon the current state of the gaming machine and the graphics data. The graphics engine may render the game characters and the game environment in 3D. The graphics engine may also render the game characters and the game environment using different lighting and shading effects. The current state of the gaming machine is stored within the memory of the gaming platform, and may include the position, pose and attributes of the various characters and weapons, the amount of time that has elapsed from a given start point, the view point perspective, the current fighting stage and related attributes, etc. The state of the gaming machine may evolve as a function of the current state (and, optionally, previous states) of the gaming machine, the elapsed time, data provided by the I/O driver, and an optional random factor. The graphics engine may also provide information, such as collision detection between objects in the virtual gaming world, to the character AI and the I/O driver. Creation of the graphics engine, graphics data, character AI and I/O driver that are suitable to practice the invention gaming method should be well within the scope of the ordinary game developer, in light of the instant disclosure.
  • One may further enhance the experience and duration of the video game by providing the gamer the opportunity to regain health for the game character after being hurt by an enemy. For instance throughout the gaming environment health packages may be placed that will restore the health of the game character. Such health packages may be presented in the context of the gaming environment as for instance ‘lunch boxes’ or as ‘disability payments’. One can also create special locations in the gaming environment where health can be regained. In the context of the gaming environment these locations can be presented as for instance a bar, or a hotdog stand or a lunch mobile. One may also provide special, hidden or difficult to find places where additional health or weapons will be available to the game character. These locations could be a boss' office, the executive cafeteria or a trade union's office. It should be clear that these health and location features as presented as one aspect of the present invention can be expanded upon to enhance the gaming experience and atmosphere in the context of the specific trade of the game character and should be considered as illustrative examples and not as limiting in nature.
  • While there have been shown, described and pointed out fundamental novel features of the invention as applied to preferred embodiments thereof, it will be understood that various omissions and substitutions and changes in the form and details of the device illustrated and in its operation may be made by those skilled in the art without departing from the spirit of the invention. It is the intention, therefore, to be limited only as indicated by the scope of the claims appended hereto.

Claims (20)

1. A method of video gaming, comprising:
displaying a screen having a plurality of characters, each of the plurality of characters representing a trade so that a player can select one of the plurality of characters to generate a selected character;
generating at least one enemy character;
generating a plurality of weapons for use by the selected character in the trade;
generating a fight environment;
displaying the selected character, the at least one enemy character and at least one of the plurality of weapons in the fight environment and controlling the actions of the selected character and the at least one of the plurality of weapons in the fight environment based on controls selected by the player.
2. The method of video gaming as claimed in claim 1, wherein each of the plurality of weapons is based on tools used by the selected character in the trade.
3. The method of video gaming as claimed in claim 1, wherein the fight environment is based on the trade.
4. The method of video gaming as claimed in claim 1, wherein the selected character has a clock out move that defeats the at least one enemy character.
5. The method of video gaming as claimed in claim 1, wherein the fight environment includes a plurality of stages.
6. The method of video gaming as claimed in claim 1, wherein the at least one enemy character is a boss.
7. The method of video gaming as claimed in claim 1, wherein the at least one enemy character is a customer.
8. The method of video gaming as claimed in claim 1, wherein the plurality of characters includes a plumber, an electrician, a carpenter, a waitress, and a mechanic.
9. The method of video gaming as claimed in claim 1, wherein the gaming system is configured to connect to the internet to allow players to compete online.
10. The method of video gaming as claimed in claim 1, wherein the enemy character is controlled by a second player.
11. A video game to be played by a player, comprising:
a display;
a controller; and
a processor that generates a display having a plurality of characters, each of the plurality of characters representing a trade so that the player can select one of the plurality of characters;
wherein the processor generates (a) a character based on the player's selection, (b) a plurality of weapons, and (c) a fight environment based on the trade;
wherein the processor generates at least one enemy character and causes the selected character, the at least one enemy character and at least one of the plurality of weapons in the fight environment to be displayed on the display and controlling the actions of the selected character and the at least one of the plurality of weapons in the fight environment based on controls selected by the player on the controller.
12. The video game as claimed in claim 11, wherein each of the plurality of weapons is based on tools used by the selected character in the trade.
13. The video game as claimed in claim 11, wherein the fight environment is based on the trade.
14. The video game as claimed in claim 11, wherein the selected character has a clock out move that defeats the at least one enemy character.
15. The video game as claimed in claim 11 wherein the fight environment includes a plurality of stages.
16. The video game as claimed in claim 11, wherein the at least one enemy character is a boss.
17. The video game as claimed in claim 11, wherein the at least one enemy character is a customer.
18. The video game as claimed in claim 11, wherein the plurality of characters includes a plumber, an electrician, a carpenter worker, a waitress and a mechanic.
19. The video game as claimed in claim 11, wherein the gaming system is configured to connect to the internet to allow players to compete online.
20. The video game as claimed in claim 11, wherein the enemy character is controlled by a second player.
US11/466,476 2005-08-26 2006-08-23 Video Game System and Method with Trade Based Characters, Weapons and Fight Environments Abandoned US20070060233A1 (en)

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US20120309544A1 (en) * 2010-02-12 2012-12-06 Blueside Inc. Method for Synchronizing Character Object Information by Classified Data Type
US9937424B2 (en) 2011-05-27 2018-04-10 Zynga Inc. Collaborative diplomacy mechanics
US8790182B2 (en) * 2011-05-27 2014-07-29 Zynga Inc. Collaborative diplomacy mechanics
US11291918B2 (en) 2011-05-27 2022-04-05 Zynga Inc. Collaborative diplomacy mechanics
US20120302352A1 (en) * 2011-05-27 2012-11-29 Amer Ajami Collaborative diplomacy mechanics
US10668388B2 (en) 2011-05-27 2020-06-02 Zynga Inc. Collaborative diplomacy mechanics
US20140243079A1 (en) * 2013-02-27 2014-08-28 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Video game processing apparatus and video game processing program
US9766040B2 (en) * 2015-01-09 2017-09-19 Evrio, Inc. Relative aiming point display
US20170056767A1 (en) * 2015-08-24 2017-03-02 Jingcai Online Technology (Dalian) Co., Ltd. Method and device for downloading and reconstructing game data
US10918940B2 (en) * 2015-08-24 2021-02-16 Jingcai Online Technology (Dalian) Co., Ltd. Method and device for downloading and reconstructing game data
US10969748B1 (en) 2015-12-28 2021-04-06 Disney Enterprises, Inc. Systems and methods for using a vehicle as a motion base for a simulated experience
US11524242B2 (en) * 2016-01-20 2022-12-13 Disney Enterprises, Inc. Systems and methods for providing customized instances of a game within a virtual space
US20170203205A1 (en) * 2016-01-20 2017-07-20 Disney Enterprises, Inc. Systems and methods for providing customized instances of a game within a virtual space
US11247129B2 (en) * 2017-09-13 2022-02-15 Nintendo Co., Ltd. Information processing system, information processing apparatus, information processing server, storage medium and information processing method
US10970560B2 (en) 2018-01-12 2021-04-06 Disney Enterprises, Inc. Systems and methods to trigger presentation of in-vehicle content
US10841632B2 (en) 2018-08-08 2020-11-17 Disney Enterprises, Inc. Sequential multiplayer storytelling in connected vehicles
US11446567B2 (en) * 2019-06-11 2022-09-20 Universal City Studios Llc Digital character interacting with customer in physical realm
US10984637B2 (en) * 2019-09-24 2021-04-20 Nvidia Corporation Haptic control interface for detecting content features using machine learning to induce haptic effects
CN110917625A (en) * 2019-11-26 2020-03-27 上海米哈游网络科技股份有限公司 Game equipment display method and device, electronic equipment and storage medium
US11076276B1 (en) 2020-03-13 2021-07-27 Disney Enterprises, Inc. Systems and methods to provide wireless communication between computing platforms and articles

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