U.S. patents available from 1976 to present.
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Control method, apparatus and carrier wave for difficulty in a video game

Patent 6358148 Issued on March 19, 2002. Estimated Expiration Date: Icon_subject March 29, 2020. Estimated Expiration Date is calculated based on simple USPTO term provisions. It does not account for terminal disclaimers, term adjustments, failure to pay maintenance fees, or other factors which might affect the term of a patent.

Patent References

Video game apparatus with automatically adjusting timing window
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Inventor: Okada

Video game apparatus with automatic skill level adjustment
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Inventor: Okada

Game system
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Video game having calendar dependent functionality
Patent #: 5267734
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RE34728

Method of encouraging attention by correlating video game difficulty with attention level
Patent #: 5377100
Issued on: 12/27/1994
Inventor: Pope, et al.

Network architecture to support recording and playback of real-time video games
Patent #: 5558339
Issued on: 09/24/1996
Inventor: Perlman

Gaming system controlling termination of playing and degree of playing difficulty
Patent #: 5683082
Issued on: 11/04/1997
Inventor: Takemoto, et al.

Game apparatus, image synthesizing method, and data storage medium
Patent #: 5720663
Issued on: 02/24/1998
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Interactive communication system for communicating video
Patent #: 5775995
Issued on: 07/07/1998
Inventor: Okamoto

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Inventor

Assignee

Application

No. 538121 filed on 03/29/2000

US Classes:

463/23, Skill level adjustment (e.g., speed change, complexity, etc.)463/43Data storage or retrieval (e.g., memory, video tape, etc.)

Examiners

Primary: O'Neill, Michael

Attorney, Agent or Firm

Foreign Patent References

  • 06277364 JP. 10/20/1994
  • 07275509 JP. 10/20/1995
  • 09225141 JP. 09/20/1997

International Class

A63F 013/00

Foreign Application Priority Data

1999-09-20 JP

Abstract

Methods and apparatus for controlling the difficulty in a video game are disclosed. According to one aspect of the present invention, a role playing video game is allowed to progress by clearing a plurality of stages for which individual difficulties are set. A control method for such a video game includes selecting one stage from said plurality of stages in response to a command provided by a game player. The difficulty of the selected stage is adjusted substantially each time an event that is voluntarily challengeable on the selected stage is cleared by the game player during execution of the game, and the difficulties of at least one of the plurality of stages is adjusted in accordance with the difficulty of the selected stage at a clearing time when the selected stage is cleared by the game player's operation during execution of the game.

Other References

  • Nintendo Brochure, Game Boy Pocket Monsters, 1997. (English tranlation included
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