US20100029355A1 - Real-Time Sequential Game Play - Google Patents

Real-Time Sequential Game Play Download PDF

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Publication number
US20100029355A1
US20100029355A1 US12/184,767 US18476708A US2010029355A1 US 20100029355 A1 US20100029355 A1 US 20100029355A1 US 18476708 A US18476708 A US 18476708A US 2010029355 A1 US2010029355 A1 US 2010029355A1
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Prior art keywords
game
game object
player
objects
players
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US12/184,767
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Sean Patrick O'Connor
John Paul Miller
Kunal Deep Singh
Ritesh Prafulbhai Gandhi
Sumit Mehra
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Microsoft Technology Licensing LLC
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Microsoft Corp
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Priority to US12/184,767 priority Critical patent/US20100029355A1/en
Assigned to MICROSOFT CORPORATION reassignment MICROSOFT CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MEHRA, SUMIT, GANDHI, RITESH PRAFULBHAI, MILLER, JOHN PAUL, O'CONNOR, SEAN PATRICK, SINGH, KUNAL DEEP
Publication of US20100029355A1 publication Critical patent/US20100029355A1/en
Assigned to MICROSOFT TECHNOLOGY LICENSING, LLC reassignment MICROSOFT TECHNOLOGY LICENSING, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MICROSOFT CORPORATION
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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/12
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2485Other characteristics using a general-purpose personal computer
    • A63F2009/2486Other characteristics using a general-purpose personal computer the computer being an accessory to a board 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
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0079Game concepts, rules or strategies keeping something hidden or invisible
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00075War games

Definitions

  • Typical sequential games such as card games are played by keeping at least a portion of the game objects such as cards associated with such games secret from other players. For example, when playing Euchre, Crazy 8's, or the like, each player closes his or her hand such that the cards are not seen by other players until such cards are played according to the rules of the game.
  • typical sequential games are not suitable for multiplayer play on a video game system and/or computer system when each player uses the same screen or display.
  • the game may be a video game that may be executed on a computing system and/or a game console.
  • game objects such as cards, tiles, tokens, or the like may be provided to players such that a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, an action, or the like of the game objects provided to each player may be visible to other players.
  • the players may then arrange the game objects.
  • the game may receive an arrangement for the game objects of each player. To begin play, the game may select a first player. The game may then determine whether a first game object of the arrangement of the selected first player may be playable.
  • the game may determine whether a first characteristic associated with the first game object matches a second characteristic associated with a discard game object that may be provided to determine playability. If the first game object may be playable, the first game object may be removed from the game objects of the selected first player. After removing the first game object, the game may determine whether subsequent game objects of the arrangement of the selected first player may be playable. For example, the game may determine whether a second game object of the arrangement may be playable similar to the determination of the first game object. If the second game object may be playable, the second game object may be removed from the game objects of the selected first player like the first game object according to an example embodiment.
  • FIG. 1 depicts a block diagram an example computing environment in which a real-time sequential game may be executed.
  • FIG. 2 depicts a block diagram of an example game console in which a real-time sequential game may be executed.
  • FIG. 3 depicts an example real-time sequential game.
  • FIGS. 4A-4B depict an example method of executing and/or playing a real-time sequential game.
  • FIG. 1 depicts a block diagram of an example open computing environment in which a real-time sequential game may be executed. For purposes of simplicity, not all components or interconnectivity are shown and some components have been merged into other components shown in FIG. 1 .
  • open computing environments are general purpose computing environments that may execute virtually any program while closed systems tend to be more specialized with one or more specific purpose(s) designed to execute, perhaps in addition to general programs, privileged programs specifically created for them. Examples of closed systems may include, for example, cable set top boxes, smart phones, gaming consoles and cellular telephones.
  • a real-time sequential game may be executed in the general context of computer executable instructions, such as program modules, being executed by a personal computer, client workstation, server or other computing system.
  • program modules include routines, programs, objects, components, data structures and the like that perform particular tasks or implement particular abstract data types.
  • implementation of a real-time sequential game may be practiced with other computer system configurations, including hand held devices, multi processor systems, microprocessor based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, or the like.
  • a real-time sequential game may be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network.
  • program modules may be located in both local and remote memory storage devices.
  • a computer system may be roughly divided into three component groups: the hardware component, the hardware/software interface system component, and the application programs component (also referred to as the “user component” or “software component”).
  • the hardware component may comprise central processing unit (CPU) 120 , memory (both ROM 111 and RAM 113 ), various input/output (I/O) devices such as keyboard 152 , mouse 151 , display 126 , and/or printer (not shown), among other components.
  • initialization firmware such as basic input/output system (BIOS) 112 may be considered part of the hardware component as well as part of the hardware/software interface system component.
  • BIOS basic input/output system
  • the hardware component comprises the basic physical infrastructure for the computer system.
  • the application programs component comprises various software programs including but not limited to compilers, database systems, word processors, business programs, video games, and so forth.
  • Application programs provide the means by which computer resources are utilized to solve problems, provide solutions, and process data for various users (machines, other computer systems, and/or end-users).
  • the hardware/software interface system component comprises (and, in some embodiments, may solely consist of) an operating system that itself comprises, in most cases, a shell and a kernel.
  • firmware such as BIOS may also be considered part of the hardware/software interface system.
  • An “operating system” (OS) is a special program that acts as an intermediary between application programs and computer hardware.
  • the hardware/software interface system component may also comprise a virtual machine manager (VMM), a Common Language Runtime (CLR) or its functional equivalent, a Java Virtual Machine (JVM) or its functional equivalent, or other such software components in the place of or in addition to the operating system in a computer system.
  • VMM virtual machine manager
  • CLR Common Language Runtime
  • JVM Java Virtual Machine
  • a purpose of a hardware/software interface system is to provide an environment in which a user may execute application programs.
  • the hardware/software interface system is generally loaded into a computer system during initialization and thereafter manages all of the application programs in the computer system.
  • the application programs interact with the hardware/software interface system by requesting services via an application program interface (API).
  • API application program interface
  • Some application programs enable end-users to interact with the hardware/software interface system via a user interface such as a command language or a graphical user interface (GUI).
  • GUI graphical user interface
  • a hardware/software interface system traditionally performs a variety of services for applications. In a multitasking hardware/software interface system where multiple programs may be running at the same time, the hardware/software interface system determines which applications should run in what order and how much time should be allowed for each application before switching to another application for a turn. The hardware/software interface system also manages the sharing of internal memory among multiple applications, and handles input and output to and from attached hardware devices such as hard disks, printers, and dial-up ports. The hardware/software interface system also sends messages to each application (and, in certain case, to the end-user) regarding the status of operations and any errors that may have occurred.
  • the hardware/software interface system may also offload the management of batch jobs (e.g., printing) so that the initiating application is freed from this work and may resume other processing and/or operations.
  • batch jobs e.g., printing
  • a hardware/software interface system also manages dividing a program so that it runs on more than one processor at a time.
  • a hardware/software interface system shell (referred to as a “shell”) is an interactive end-user interface to a hardware/software interface system.
  • a shell may also be referred to as a “command interpreter” or, in an operating system, as an “operating system shell”).
  • a shell is the outer layer of a hardware/software interface system that is directly accessible by application programs and/or end-users.
  • a kernel is a hardware/software interface system's innermost layer that interacts directly with the hardware components or their device drivers and/or the BIOS.
  • an example open computing environment 100 in which in which a real-time sequential game may be executed may include a conventional computing device 105 or the like, including processing unit 120 , system memory 110 , and system bus 165 that couples various system components including system memory 110 to processing unit 120 .
  • Computing device 105 may be any variety of computing device such as, but not limited to, a personal computer, laptop, hand-held computer, cellular phone or server.
  • Processing unit 120 may comprise, for example, a CPU, Northbridge and Southbridge chipset with their well-known functionality, among other components.
  • System bus 165 may be any one or all of several types of bus structures including a memory bus, peripheral bus and a local bus using any of a variety of bus architectures.
  • BIOS 112 containing basic routines that help to transfer information between elements within the computing device 105 , such as during initialization, may be stored in ROM 111 .
  • BIOS 112 may include a computer initialization program such as a boot loader stage to load other initialization stages or load and turn over control to operating system 114 . While the only BIOS shown is BIOS 112 , some hardware devices such as optical drives may have their own BIOS or other necessary initialization firmware, which may be executed in addition to BIOS 112 during initialization of computing device 105 .
  • ROM 111 may include embedded memory, e.g., within the CPU of processing unit 120 , and/or one or more discrete non volatile memory devices, including flash memory.
  • Computing device 105 may further include hard disk drive 136 for reading from and writing thereto operating system 114 , application programs 115 , other programs 116 , program data 117 or other information, magnetic disk drive 141 (e.g. floppy disk drive) for reading from or writing to removable storage 142 or other magnetic disk operating system 114 , application programs 115 , other programs 116 , program data 117 or other information, and optical disk drive 146 for reading from or writing to removable optical disk 147 , such as a CD ROM or other optical media, operating system 114 , application programs 115 , other programs 116 , program data 117 or other information.
  • hard disk drive 136 for reading from and writing thereto operating system 114 , application programs 115 , other programs 116 , program data 117 or other information
  • magnetic disk drive 141 e.g. floppy disk drive
  • application programs 115 , other programs 116 for reading from or writing to removable storage 142 or other magnetic disk operating system 114
  • optical disk drive 146 for reading from
  • Hard disk drive 136 , magnetic disk drive 141 , and optical disk drive 146 are connected to system bus 165 by a hard disk drive interface 135 , magnetic disk drive interface 140 , and optical disk drive interface 145 , respectively.
  • the example environment of FIG. 1 also includes universal serial bus (USB) controller 130 , USB 131 and USB device 132 (e.g. removable USB flash memory or hard disk drive).
  • USB device 132 may be coupled to system bus 165 via universal serial bus 131 and USB controller 130 .
  • the drives and their associated computer readable media provide non volatile storage of computer executable instructions, data structures, program modules and other data for computing device 105 .
  • USB device 132 may also comprise removable non-volatile memory such as a USB flash or hard drive, among a host of other devices.
  • a computing system may employ many other types of fixed and removable, volatile and non-volatile computer readable media.
  • the example environment may also include many types of monitoring devices such as heat sensors and security or fire alarm systems, and other sources of information.
  • Data and any number of program modules comprising computer-executable instructions may be stored on any one or more computer-readable mediums such as hard disk drive 136 , magnetic disk 142 , optical disk 147 , ROM 111 (e.g. ROM, EEPROM, flash memories, eFuses), USB device 132 , RAM 113 or any other discrete or embedded, volatile or non-volatile memories (not shown).
  • a user may enter commands and information into computing device 105 through input devices such as keyboard 152 and a pointing device such as mouse 151 .
  • a wide variety of other input devices may include, for example, a microphone, joystick, game pad, tablet or scanner. These and other input devices are often connected to processing unit 120 through a serial port interface 150 that may be coupled to system bus 165 , but may be connected by other wired or wireless interfaces, such as a parallel port, game port, universal serial bus (USB) or Firewire. Display 126 or other type of display device may be also connected to system bus 165 via an interface such as graphics controller 125 . In addition to display 126 , computing devices typically include other peripheral output devices, such as speakers and printers (not shown).
  • Computing device 105 may operate in a local and/or wide area network environment using logical connections to one or more remote computers, such as remote computer(s) 160 .
  • Remote computer(s) 160 may be another computing device (e.g., personal computer), a server, a router, a network PC, a peer device, or other common network node, and typically includes many or all of the hardware, firmware and software elements described above relative to computing device 105 .
  • the logical connections depicted in FIG. 1 include a local area network (LAN) 161 and wide area network (WAN) 162 such as the Internet.
  • LAN local area network
  • WAN wide area network
  • Such networking environments are commonplace in offices, enterprise wide computer networks, intranets and the Internet.
  • computing device 105 When used in a LAN networking environment, computing device 105 may be connected to LAN 161 through network interface 155 . When used in a WAN networking environment, computing device 105 may include modem 153 or other means for establishing communications over WAN 162 , such as the Internet. While modem 153 , which may be internal or external to computer 105 , is shown connected to system bus 165 via serial port interface 150 , it may be connected in a variety of other ways. In a networked environment, program modules, or portions thereof, may be stored in a remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between computer 105 and remote computer(s) 160 may be employed.
  • computer system is intended to encompass any and all devices capable of storing and processing information and/or capable of using the stored information to control the behavior or execution of the device itself, regardless of whether such devices are electronic, mechanical, logical, or virtual in nature.
  • a real-time sequential game implemented in, for example, computer 105 may be implemented in connection with hardware, firmware or software or a combination thereof.
  • the methods, apparatuses and systems for a real-time sequential game, or certain aspects or portions thereof may take the form of program code (i.e., instructions) and/or data embodied in tangible computer readable media, such discrete or embedded memories such as hard disk drives, magnetic disks, optical disks, USB devices, ROM memories, flash memories, eFuses or any other machine-readable storage medium, wherein, when the program code or data may be loaded into and executed or read by a machine, such as computer device 105 , the machine becomes an apparatus for implementing a real-time sequential game.
  • the program(s) may be implemented in assembly or machine language, if desired. In any case, the language may be a compiled or interpreted language, and combined with hardware implementations.
  • the methods and apparatuses for implementing a real-time sequential game also may be practiced via communications embodied in the form of program code that may be transmitted over some transmission medium, such as over electrical wiring or cabling, through fiber optics, or via any other form of transmission, wherein, when the program code may be received and loaded into and executed by a machine, such as an EPROM, a gate array, a programmable logic device (PLD), a client computer, or the like.
  • PLD programmable logic device
  • the program code When executed by a processor, the program code combines with the processor to provide a unique apparatus that operates to invoke the functionality of a real-time sequential game.
  • any storage techniques used in connection with a real-time sequential game may invariably be a combination of hardware, firmware and software.
  • FIG. 2 depicts a block diagram of an example closed computing environment in which various aspects of a real-time sequential game may be implemented.
  • Closed computing devices tend to be more specialized, or have at least one specialized purpose, relative to general purpose computing devices.
  • Closed systems tend to have one or more specific purpose(s) designed to execute, perhaps in addition to general programs, privileged programs specifically created for them. Examples of closed systems may include, for example, cable set top boxes, smart phones, gaming consoles such as Microsoft's Xbox 360 and cellular telephones that execute one or more privileged programs.
  • Xbox 360 As an example of what makes the Xbox 360 a closed computing environment, at least in part, is that it is designed to gain restricted access to services such as Xbox LIVE and Xbox LIVE Marketplace located at http://www.xbox.com.
  • Xbox, Xbox 360 and Xbox LIVE are registered trademarks of Microsoft Corporation, One Microsoft Way, Redmond, Wash. 98052-6399.
  • Xbox LIVE is a full spectrum online gaming and entertainment service. Besides providing online multiplayer gaming, through Xbox Live and Xbox LIVE Marketplace, customers may download purchased and promotional content to their Xbox 360, including high definition and standard definition television shows, movies, gaming videos, music videos, short feature films, video games, dashboard themes, slideshows, gamer pictures, game trailers/demos, movies, game content such as new maps, weapons, levels, characters, challenges, expansions, arcade games, demos and trailers.
  • FIG. 2 depicts a block diagram of an example gaming console such as an Xbox 360.
  • Game console 200 comprises hardware, firmware and software.
  • Game console 200 comprises a computer system.
  • Game console 200 executes game applications and plays generic and specialized media files (not shown). For purposes of simplicity, not all components or interconnectivity are shown and some components have been merged in example game console 200 .
  • Game console 200 comprises central processing unit (CPU) 201 , which has multiple CPU cores 202 , 203 , 204 , each having embedded cache such as level 1 (L1) cache 208 .
  • CPU 201 further comprises level 2 (L2) cache 205 , ROM (Read-Only Memory) 206 and fuses 207 .
  • CPU cores 202 , 203 and 204 may share L2 cache memory 205 .
  • Level 1 and Level 2 cache 208 , 205 temporarily store executable instructions and/or data, thereby improving processing speed and throughput.
  • ROM 206 may store firmware such as BIOS or other initialization programs and data loaded during an initial phase or stage of a boot process such as when game console 200 may be initially powered on.
  • the BIOS or other initialization programs and data loaded during one or more initialization phases/stages may be stored in another type of non-volatile memory such as flash (a type of EEPROM) memory, as may be represented by system memory 243 , or fuses 207 .
  • fuses 207 may be electronically programmable.
  • ROM 206 , fuses 207 , and alternative non-volatile memory storing initialization programs and/or data need not be embedded within CPU 201 . However, physically locating memory devices that store initialization programs or data in CPU 201 may offer an added layer of security for such information.
  • Game console 200 may optionally be a multi-processor system. For example, game console 200 may have three processors that are similar or dissimilar to processor 201 .
  • Game console 200 further comprises graphics processing unit (GPU) 209 , which may be coupled to CPU 201 , and any additional processors, by a bus. GPU 208 may be also coupled by one or more busses each to memory controller 210 , I/O (input/output) hub 218 and video codec (coder/decoder) 214 . Memory controller 210 and video codec 214 may form part of GPU 209 . GPU 209 , in addition to video processing functionality, may comprise functionality commonly referred to as Northbridge. Northbridge functionality generally comprises a high speed memory and video hub having a memory controller and a video controller. In example game console 200 , both CPU 201 and I/O hub (Southbridge) 218 access main memory 212 through Northbridge functionality in GPU 209 . Memory controller 210 facilitates access to various types of main memory 212 , which may be RAM (Random Access Memory) or other variety of memory.
  • main memory 212 which may be RAM (Random Access Memory) or other variety of memory.
  • GPU 209 and video codec 214 together form a video processing pipeline for high speed, high resolution graphics processing required by many game applications.
  • Data may be carried from GPU 209 to/from video codec 214 via a bi-directional bus.
  • This video processing pipeline outputs data to A/V (audio/video) port 240 for transmission to a television or other video display device (not shown).
  • Game console 200 may have its own integrated display (not shown). Not shown is a digital to analog converter (DAC) that may be coupled between video codec 214 and A/V port 240 .
  • DAC digital to analog converter
  • Game console 200 further comprises I/O hub 218 , which may comprise, among other functionality, functionality commonly referred to as Southbridge.
  • Southbridge functionality generally performs and controls functions that are relatively slow compared to functions performed and controlled by Northbridge.
  • I/O hub 218 comprises I/O controller 220 , system management controller 222 , audio processing unit 223 , network interface controller 224 , USB host controllers 226 , 228 and front panel I/O subassembly 230 .
  • USB controllers 226 , 228 serve as hosts for peripheral controllers 242 ( 1 ), 242 ( 2 ), wireless adapter 248 , and memory unit 246 (e.g., flash memory, CD/DVD ROM, hard drive, other removable media).
  • Network interface 224 and/or wireless adapter 248 provide access to a network (e.g., LAN, WAN or Internet) and may be any of a wide variety of various wired or wireless interface components including an Ethernet card, modem, Bluetooth module, and the like.
  • a network e.g., LAN, WAN or Internet
  • wired or wireless interface components including an Ethernet card, modem, Bluetooth module, and the like.
  • System memory 243 may be volatile and/or non-volatile memory, including flash memory. In some embodiments system memory 243 may store all or a portion of the initialization program and data (e.g. various boot loader stages) and operating system that may be loaded during the initialization boot process. In other embodiments, system memory 243 may store application data, game saves and downloads.
  • Media drive 244 may comprise, for example, a DVD/CD drive, hard drive or other fixed or removable media reader and/or writer. Game application data may be read from and/or written to media via media drive 244 for execution, playback, etc. by game console 200 .
  • Media drive 244 may be connected to I/O controller 220 via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 5394).
  • Game console 200 may include hard disk 252 , which may be used, for example, to store all or a portion of the initialization program and data (e.g. various boot loader stages) and operating system that may be loaded during the initialization boot process, game applications, game data or other types of data.
  • System management controller 222 provides a variety of service functions for game console 200 .
  • Audio processing unit 223 and audio codec 232 form a corresponding audio processing pipeline that may provide high fidelity, 5D, surround, and stereo audio processing of sounds produced by, for example, a game application. Audio data may be carried between audio processing unit 223 and audio codec 232 via a communication link.
  • the audio processing pipeline outputs audio data to A/V port 240 for implementation by a device having audio capabilities.
  • Front panel I/O subassembly 230 supports the functionality of various controls such as power button 250 and eject button 252 , as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of game console 200 .
  • System power supply module 236 provides power to components of game console 200 while fan 238 cools them.
  • CPU 201 , GPU 209 , memory controller 210 , and various other components within game console 200 are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures. As previously noted, not all buses or other connections and components are shown in FIG. 2 .
  • game console 200 When game console 200 may be powered on or rebooted, aside from initialization, application data and/or instructions may be loaded from system memory 243 , media drive 244 , hard disc 253 or other memory into main memory 212 and/or caches 205 , 208 and executed on CPU 201 .
  • the game application being executed may present a graphical user interface that provides a consistent user experience when navigating to different media types available on or to game console 200 .
  • Instructions and/or data accessible via media drive 244 , system memory 243 , hard disk 253 or other memory may be launched, played or otherwise accessed from these various sources to provide additional functionality to game console 200 .
  • Game console 200 may be operated as a stand alone system by connecting the system to a television or other display. As previously noted, game console 200 may have an integrated display. In this stand alone mode, game console 200 may allow one or more users to interact with the system, watch movies, listen to music, play games and the like.
  • Network interface 224 or wireless adapter 248 may allow game console 200 to be operated as a participant in a local or wide area network community such as Xbox LIVE.
  • FIG. 3 depicts an example real-time sequential game 300 .
  • the game 300 may be an electronic, interactive game such as a video game that may be provided on, for example, the computing environment 100 and/or the game console 200 , described above with respect to FIGS. 1 and 2 .
  • the game 300 may be, for example, a card game, board game, or the like that may be played as described below.
  • the game 300 may include a plurality of players 305 .
  • the players 305 may be users of, for example, the computing environment 100 and/or the game console 200 .
  • the players 305 may interact with the controller 242 ( 1 ) or the controller 242 ( 2 ), described above with respect to FIG. 2 , to play the game 300 .
  • the players 305 may be a combination of the users of, for example, the computing environment 100 and/or the game console 200 and computer generated players.
  • at least one of the players 305 may be generated by the computing environment 100 and/or the game console 200 to play the game 300 with, for example, the users of the computing environment 100 and/or the game console 200 .
  • the game 300 may include a plurality of game objects 310 that may be provided to the players 305 .
  • the game objects 310 may include tiles, cards, tokens, or any other suitable game pieces that may be used by the players 305 to play the game 300 .
  • the game objects 310 may have different characteristics or combinations of characteristics including different colors, different patterns, different values, different suits, different commands, different actions, different shapes, different sizes, different materials, different textures, or the like.
  • the game objects 310 may include different colors such as red, green, yellow, and blue and a different value such as 0-9 for each of the different colors.
  • the game objects 310 may also include different commands and/or actions for each of, for example, the different colors of the various game objects 310 .
  • the different commands may include any suitable instruction that may be performed when game objects with such commands may be played during the game 300 .
  • the different commands may include, for example, skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), or the like.
  • the different actions may include any suitable act that may be performed when game object with such actions may be played during play of the game 300 .
  • the different actions may include wild (to play any game object), or any other suitable action for the game 300 .
  • the game objects 310 may also include a combination of the different commands and actions such as wild and draw (to play any game object and to make another player draw additional game objects).
  • the game 300 may further include a discard game object 315 .
  • the discard game object 315 may be used to determine which game objects may be played by a player.
  • the discard game object 315 may include a randomly chosen game object from the game objects 310 .
  • the discard game object 310 may include the last game object played from a hand or an arrangement of game objects from an active player.
  • the game 300 may further include a player indicator 320 and a timer 325 .
  • the player indicator 320 may include, for example, a spinner that may rotate clockwise or counterclockwise, to randomly select one of the players 305 to start the game 300 .
  • the player indicator 320 may automatically begin spinning at a desired pace and then gradually slow until the player indicator 320 stops and points to one of the players 305 . The player in which the player indicator 320 stops may then be active to take his or her turn in the game 300 .
  • the timer 325 may include, for example, a countdown timer, a digital timer, an hourglass, or the like that may be set to a predetermined period of time for which a player may remain active to take his or her turn in the game 300 .
  • the game 300 may include an action indicator 330 that may be provided to randomly select a characteristic of the game objects 3 10 .
  • the action indicator 330 may include, for example, a spinner that may rotate clockwise or counterclockwise, to select a characteristic of the game objects 310 to use as the discard game object 315 .
  • a game object associated with a wild action may be played by one of the players 305 , the player may interact with the action indicator by spinning the action indicator to select a characteristic such as a color of the game objects playable.
  • FIGS. 4A-4B depict an example method 400 of executing and/or playing a real-time sequential game.
  • the method 400 may be performed by, for example, executing and/or playing a game such as the game 300 , described above in FIG. 3 .
  • a game may be started.
  • the game may be a software application such as a video game application.
  • a user of, for example, a computing system such as the computing environment 100 , described above in FIG. 1 , and/or a game console such as the game console 200 , described above in FIG. 2 may launch the game using the computing system or the game console.
  • the game may be embodied in an executable file stored on, for example, a disc or game cartridge that may be played by the computing device or game console, a memory component of the computing device or game console, a remote server in operative communication with the computing system or game console, or the like.
  • the user may select the executable file using, for example, a mouse connected to the computing system or a controller connected to the game console to start the game according to one embodiment.
  • game objects associated with the game may be provided to a plurality of players at 410 .
  • the game may be played using game objects such as cards, tokens, tiles, or the like.
  • the game may include a deck of game objects that may include a total number of game objects that may be provided to play the game.
  • the game objects provided to the players, at 410 may be a sub-set of the deck. For example, each player may be provided with a first number of the game objects from the deck such as five game objects, seven game objects, or any other suitable number.
  • each of the game objects in the deck may include one or more characteristics such as colors, patterns, values, suits, commands, actions, materials, textures, shapes, sizes, or the like that may be used determine whether the game objects are playable during the game, which will be described in more detail below.
  • the commands may include any suitable instruction that may be performed when game objects with such commands may be played during the game.
  • the commands may include, for example, skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), or the like.
  • the actions may include any suitable act that may be performed when game object with such actions may be played during play of the game.
  • the actions may include wild (to play any game object), or any other suitable action for the game.
  • the game objects may include a combination of the different commands and actions such as wild and draw (to play any game object and to make another player draw additional game objects).
  • the game objects such as the cards may be provided such that the characteristics associated with the playability of the game objects may be visible to the other players.
  • a discard game object may be selected.
  • the discard game object may determine whether a game object may be playable on a discard pile of the game. For example, the discard object may determine whether a game object from the player selected to begin play of the game may be playable. Additionally, the discard game object may be the last game object played on a discard pile that may be used to determine whether a game object may be playable. For example, game objects associated with the players may be played on top of the discard pile such that the last card played from one of the players may be used to determine playability for the next player.
  • a first player may be selected to begin play.
  • the game may include a player indicator.
  • the player indicator may include, for example, a spinner or turn indicator that may rotate clockwise or counter-clockwise to randomly select a player to begin play.
  • the player indicator may spin quickly between each of the player, slowing down over time until eventually stopping to point to a first player from the players to begin play.
  • the first player may then become active such that he or she may play his or her game objects based on the discard game object.
  • the players may sort their game objects to create an arrangement or an order for play during their turn.
  • the game objects may include characteristics that may determine whether a game object may be playable.
  • each player may be organizing his or her game objects to create an order or an arrangement that may allow the game objects to be played on other game objects.
  • the game objects may include, for example, cards that may each include a value such as 0-9 and a color such as red, green, yellow, blue, or any other suitable color. If the discard game object may be blue, the players may sort their cards to create an arrangement or an order having all of the blue cards at the beginning to play on, for example, another blue card that may be on the top of the discard pile.
  • each non-selected or non-active player may be sorting their cards in preparation for becoming the selected or active player.
  • a determination may be made as to whether a first game object may be playable. For example, at the beginning of play, the game may determine whether a first game object in the first player's game objects may be playable on the discard game object. Additionally, as other players become active, the game may determine whether the first game object of their game objects may be playable on a game object on the top of the discard pile. According to an example embodiment, a comparison may be made between the first game object in a player's arrangement or hand and the game object that may be on the top of the discard pile to determine whether the first game object may be playable.
  • subsequent game objects in the arrangement or hand of the selected player may be compared to a previously discarded game object from the arrangement of the selected player. For example, according to one embodiment, if a first game object of the game objects of the selected player may be playable, a second game object (or new first object) in the arrangement may be compared to the first game object (or new discard game object) to determine whether the second game object in the game objects of the selected player may be playable. Additionally, if a second game object of the selected player may be playable, a third game object (or new first game object) may be compared to the second game object (or new discard game object) to determine whether the third game object in the game objects of the selected player may be playable, which will be described in more detail below.
  • the first game object may not be playable, another player may be selected to play at 435 .
  • the first game object may not include a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, a pattern, an action, or the like that may be playable on the game object on the top of the discard pile, another player such as the next player in the direction of play may be selected to begin play.
  • the first game object may not include a characteristic such as a color, pattern, shape, size, material, texture, command, and/or value that may match the characteristic such as the color, pattern, shape, size, material, texture, command, and/or value of game object on the top of the discard pile, the next player may be selected to become active and begin play. Additionally, if the game object may not include, for example, an action such as a wild that may be played on any game object on the top of the discard pile, the next player may be selected to become active and begin play.
  • the players not selected, at 435 may organize their game objects to create an order or an arrangement until becoming a selected or an active player.
  • each non-selected or non-active player may be sorting their cards in preparation for becoming the selected or active player.
  • the active player or player currently in play may be given an amount of time such as 2 seconds, 5 seconds, or the like to reorganization his or her game objects so that the first game object may be playable, at 430 , according to one embodiment. If after the amount of the first game object such as a different game object may not be playable at 430 , the active player may be provided with one or more additional game objects before another player may be selected. For example, one additional game object may be added to the game objects already held by or associated with the active player.
  • the first game object may be removed from the game objects of the active player at 440 .
  • the first game object may include a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, a pattern, an action, or the like that may be playable on the game object on the top of the discard pile, the first game object may be removed or extracted from the game objects of the active player.
  • the first game object may include a characteristic such as a color, shape, size, material, texture, command, and/or value that may match the characteristic such as the color, shape, size, material, texture, command, and/or value of the game object on the top of the discard pile, the first game object may be removed from the game objects of the active player. Additionally, if the first game object may include, for example, an action such as a wild that may be played on any game object on the top of the discard pile, the first game object may be removed from the game objects of the active player.
  • the first game object may be removed at 440 , another game object at the beginning of the arrangement of the game objects of the active player may become the first game object.
  • the discard game object may be replaced with the first game object removed at 440 .
  • the first game object may replace the discard game object at 445 .
  • the first game object may then be used to determine whether other game objects may be playable, as described above.
  • a determination may be made as to whether the selected or active player may have any other game objects. For example, a determination may be made as to whether the first game object that may have been removed, at 440 , may have been the last game object of the selected player.
  • the command and/or action may be performed at 470 .
  • the command and/or action may include skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), wild (to play any game object), or the like.
  • such commands and/or actions may be performed.
  • an action indicator such as spinner may be provided by the game to randomly select a different characteristic such as a different color of playability for the discard game object (now the first game object removed at 440 ) on the discard pile.
  • another player may be selected at 435 .
  • the player may be selected based on the command associated with the first game object. For example, if a game object having a command such reverse may be played on the discard pile, the order of play may be reversed such that the player selected, at 435 , may be in the reverse direction from the previous direction of play among the players. Thus, if the direction of play is clockwise, and a command card such as reverse may be played on the discard pile, the player in a counter-clockwise direction may be selected to be the next player rather than the player in the clockwise direction.
  • the first game object removed, at 440 may not be a command or object
  • another determination may be made as to whether another first game object may be playable at 425 .
  • another game object at the beginning or top of the arrangement of the game objects of the selected or active player may become the first game object.
  • the next game object in the arrangement of the selected or active player may become a new first game object of the game objects.
  • a determination may then be made as to whether the new first game object may be playable at 425 .
  • a first game object in the arrangement may be playable upon the discard pile
  • a second game object (or new first game object) in the arrangement may be playable on the first game object (or new discard game object)
  • the first game object, the second game object, and any other sequential game objects in the arrangement that are playable upon a previously played game object in the arrangement may be played on the discard pile until a determination, at 425 , may be made that a subsequent game object of the game objects of the selected player may not be playable or until a determination, at 450 , may be made that the selected player may not have any other game objects.
  • a point may be provided to the active player at 475 .
  • the player that may eliminate or remove his or her cards first may win the game or a round of the game and may receive a point for the win.
  • the player that may eliminate or remove his or her cards first may be provided with a point at 455 .
  • the game may provide physical cards as game objects.
  • the physical cards may be provided to players sitting around a table such that the players may interact with the physical cards to play the game, as described above.

Abstract

A game may be executed that may provide game objects to a plurality of players such that a characteristic of the game objects for each of the plurality of players may be visible to other players. The game may also receive an arrangement for the game objects from each of the plurality of players. To begin play, the game may select a first player from the plurality of players. The game may then determine whether a first game object of the arrangement for the game objects of the selected first player may be playable. The first game object may then be removed from the game objects of the selected first player if the first game object may be playable.

Description

    BACKGROUND
  • Typical sequential games such as card games are played by keeping at least a portion of the game objects such as cards associated with such games secret from other players. For example, when playing Euchre, Crazy 8's, or the like, each player closes his or her hand such that the cards are not seen by other players until such cards are played according to the rules of the game. Unfortunately, because each player would be able to view the game objects of the other players, typical sequential games are not suitable for multiplayer play on a video game system and/or computer system when each player uses the same screen or display.
  • SUMMARY
  • Methods and systems of executing a game may be provided. In one embodiment, the game may be a video game that may be executed on a computing system and/or a game console. Upon starting the game, game objects such as cards, tiles, tokens, or the like may be provided to players such that a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, an action, or the like of the game objects provided to each player may be visible to other players. The players may then arrange the game objects. The game may receive an arrangement for the game objects of each player. To begin play, the game may select a first player. The game may then determine whether a first game object of the arrangement of the selected first player may be playable. For example, in one embodiment, the game may determine whether a first characteristic associated with the first game object matches a second characteristic associated with a discard game object that may be provided to determine playability. If the first game object may be playable, the first game object may be removed from the game objects of the selected first player. After removing the first game object, the game may determine whether subsequent game objects of the arrangement of the selected first player may be playable. For example, the game may determine whether a second game object of the arrangement may be playable similar to the determination of the first game object. If the second game object may be playable, the second game object may be removed from the game objects of the selected first player like the first game object according to an example embodiment.
  • This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 depicts a block diagram an example computing environment in which a real-time sequential game may be executed.
  • FIG. 2 depicts a block diagram of an example game console in which a real-time sequential game may be executed.
  • FIG. 3 depicts an example real-time sequential game.
  • FIGS. 4A-4B depict an example method of executing and/or playing a real-time sequential game.
  • DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
  • FIG. 1 depicts a block diagram of an example open computing environment in which a real-time sequential game may be executed. For purposes of simplicity, not all components or interconnectivity are shown and some components have been merged into other components shown in FIG. 1. Although categorization may vary in degree from one system to the next, open computing environments are general purpose computing environments that may execute virtually any program while closed systems tend to be more specialized with one or more specific purpose(s) designed to execute, perhaps in addition to general programs, privileged programs specifically created for them. Examples of closed systems may include, for example, cable set top boxes, smart phones, gaming consoles and cellular telephones. Although not required, various aspects of a real-time sequential game that may be executed may be described in the general context of computer executable instructions, such as program modules, being executed by a personal computer, client workstation, server or other computing system. Generally, program modules include routines, programs, objects, components, data structures and the like that perform particular tasks or implement particular abstract data types. Moreover, implementation of a real-time sequential game may be practiced with other computer system configurations, including hand held devices, multi processor systems, microprocessor based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, or the like. Further, a real-time sequential game may be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.
  • A computer system may be roughly divided into three component groups: the hardware component, the hardware/software interface system component, and the application programs component (also referred to as the “user component” or “software component”). In various embodiments of a computer system the hardware component may comprise central processing unit (CPU) 120, memory (both ROM 111 and RAM 113), various input/output (I/O) devices such as keyboard 152, mouse 151, display 126, and/or printer (not shown), among other components. To some degree, initialization firmware such as basic input/output system (BIOS) 112 may be considered part of the hardware component as well as part of the hardware/software interface system component. The hardware component comprises the basic physical infrastructure for the computer system.
  • The application programs component comprises various software programs including but not limited to compilers, database systems, word processors, business programs, video games, and so forth. Application programs provide the means by which computer resources are utilized to solve problems, provide solutions, and process data for various users (machines, other computer systems, and/or end-users).
  • The hardware/software interface system component comprises (and, in some embodiments, may solely consist of) an operating system that itself comprises, in most cases, a shell and a kernel. As previously noted, firmware such as BIOS may also be considered part of the hardware/software interface system. An “operating system” (OS) is a special program that acts as an intermediary between application programs and computer hardware. The hardware/software interface system component may also comprise a virtual machine manager (VMM), a Common Language Runtime (CLR) or its functional equivalent, a Java Virtual Machine (JVM) or its functional equivalent, or other such software components in the place of or in addition to the operating system in a computer system. In addition to performing initialization tasks, depending on the system BIOS may also provide some level of interface between hardware and software that is not performed by the operating system. A purpose of a hardware/software interface system is to provide an environment in which a user may execute application programs.
  • The hardware/software interface system is generally loaded into a computer system during initialization and thereafter manages all of the application programs in the computer system. The application programs interact with the hardware/software interface system by requesting services via an application program interface (API). Some application programs enable end-users to interact with the hardware/software interface system via a user interface such as a command language or a graphical user interface (GUI).
  • A hardware/software interface system traditionally performs a variety of services for applications. In a multitasking hardware/software interface system where multiple programs may be running at the same time, the hardware/software interface system determines which applications should run in what order and how much time should be allowed for each application before switching to another application for a turn. The hardware/software interface system also manages the sharing of internal memory among multiple applications, and handles input and output to and from attached hardware devices such as hard disks, printers, and dial-up ports. The hardware/software interface system also sends messages to each application (and, in certain case, to the end-user) regarding the status of operations and any errors that may have occurred. The hardware/software interface system may also offload the management of batch jobs (e.g., printing) so that the initiating application is freed from this work and may resume other processing and/or operations. On computers that may provide parallel processing, a hardware/software interface system also manages dividing a program so that it runs on more than one processor at a time.
  • A hardware/software interface system shell (referred to as a “shell”) is an interactive end-user interface to a hardware/software interface system. (A shell may also be referred to as a “command interpreter” or, in an operating system, as an “operating system shell”). A shell is the outer layer of a hardware/software interface system that is directly accessible by application programs and/or end-users. In contrast to a shell, a kernel is a hardware/software interface system's innermost layer that interacts directly with the hardware components or their device drivers and/or the BIOS.
  • As shown in FIG. 1, an example open computing environment 100 in which in which a real-time sequential game may be executed may include a conventional computing device 105 or the like, including processing unit 120, system memory 110, and system bus 165 that couples various system components including system memory 110 to processing unit 120. Computing device 105 may be any variety of computing device such as, but not limited to, a personal computer, laptop, hand-held computer, cellular phone or server. Processing unit 120 may comprise, for example, a CPU, Northbridge and Southbridge chipset with their well-known functionality, among other components. System bus 165 may be any one or all of several types of bus structures including a memory bus, peripheral bus and a local bus using any of a variety of bus architectures. System memory 110 includes read only memory (ROM) 111 and random access memory (RAM) 113. Basic input/output system (BIOS) 112, containing basic routines that help to transfer information between elements within the computing device 105, such as during initialization, may be stored in ROM 111. Among other functionality such as a power on self test or POST as it is commonly known, BIOS 112 may include a computer initialization program such as a boot loader stage to load other initialization stages or load and turn over control to operating system 114. While the only BIOS shown is BIOS 112, some hardware devices such as optical drives may have their own BIOS or other necessary initialization firmware, which may be executed in addition to BIOS 112 during initialization of computing device 105. ROM 111 may include embedded memory, e.g., within the CPU of processing unit 120, and/or one or more discrete non volatile memory devices, including flash memory.
  • Computing device 105 may further include hard disk drive 136 for reading from and writing thereto operating system 114, application programs 115, other programs 116, program data 117 or other information, magnetic disk drive 141 (e.g. floppy disk drive) for reading from or writing to removable storage 142 or other magnetic disk operating system 114, application programs 115, other programs 116, program data 117 or other information, and optical disk drive 146 for reading from or writing to removable optical disk 147, such as a CD ROM or other optical media, operating system 114, application programs 115, other programs 116, program data 117 or other information. Hard disk drive 136, magnetic disk drive 141, and optical disk drive 146 are connected to system bus 165 by a hard disk drive interface 135, magnetic disk drive interface 140, and optical disk drive interface 145, respectively. The example environment of FIG. 1 also includes universal serial bus (USB) controller 130, USB 131 and USB device 132 (e.g. removable USB flash memory or hard disk drive). USB device 132 may be coupled to system bus 165 via universal serial bus 131 and USB controller 130. The drives and their associated computer readable media provide non volatile storage of computer executable instructions, data structures, program modules and other data for computing device 105. Similarly, USB device 132 may also comprise removable non-volatile memory such as a USB flash or hard drive, among a host of other devices. Although the example environment described herein employs hard disk 136, removable magnetic disk 142, removable optical disk 147 and removable USB device 132, it is well-known that a computing system may employ many other types of fixed and removable, volatile and non-volatile computer readable media. Likewise, the example environment may also include many types of monitoring devices such as heat sensors and security or fire alarm systems, and other sources of information.
  • Data and any number of program modules comprising computer-executable instructions, such as BIOS 112 or other initialization program, operating system 114, application programs 115, other program modules 116 and data such as program data 117, may be stored on any one or more computer-readable mediums such as hard disk drive 136, magnetic disk 142, optical disk 147, ROM 111 (e.g. ROM, EEPROM, flash memories, eFuses), USB device 132, RAM 113 or any other discrete or embedded, volatile or non-volatile memories (not shown). A user may enter commands and information into computing device 105 through input devices such as keyboard 152 and a pointing device such as mouse 151. A wide variety of other input devices (not shown) may include, for example, a microphone, joystick, game pad, tablet or scanner. These and other input devices are often connected to processing unit 120 through a serial port interface 150 that may be coupled to system bus 165, but may be connected by other wired or wireless interfaces, such as a parallel port, game port, universal serial bus (USB) or Firewire. Display 126 or other type of display device may be also connected to system bus 165 via an interface such as graphics controller 125. In addition to display 126, computing devices typically include other peripheral output devices, such as speakers and printers (not shown).
  • Computing device 105 may operate in a local and/or wide area network environment using logical connections to one or more remote computers, such as remote computer(s) 160. Remote computer(s) 160 may be another computing device (e.g., personal computer), a server, a router, a network PC, a peer device, or other common network node, and typically includes many or all of the hardware, firmware and software elements described above relative to computing device 105. The logical connections depicted in FIG. 1 include a local area network (LAN) 161 and wide area network (WAN) 162 such as the Internet. Such networking environments are commonplace in offices, enterprise wide computer networks, intranets and the Internet. When used in a LAN networking environment, computing device 105 may be connected to LAN 161 through network interface 155. When used in a WAN networking environment, computing device 105 may include modem 153 or other means for establishing communications over WAN 162, such as the Internet. While modem 153, which may be internal or external to computer 105, is shown connected to system bus 165 via serial port interface 150, it may be connected in a variety of other ways. In a networked environment, program modules, or portions thereof, may be stored in a remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between computer 105 and remote computer(s) 160 may be employed.
  • While it is envisioned that numerous embodiments of a real-time sequential game are particularly well-suited for computerized systems, nothing in this document is intended to limit a real-time sequential game to such embodiments. On the contrary, as used herein the term “computer system” is intended to encompass any and all devices capable of storing and processing information and/or capable of using the stored information to control the behavior or execution of the device itself, regardless of whether such devices are electronic, mechanical, logical, or virtual in nature.
  • A real-time sequential game implemented in, for example, computer 105 may be implemented in connection with hardware, firmware or software or a combination thereof. Thus, the methods, apparatuses and systems for a real-time sequential game, or certain aspects or portions thereof, may take the form of program code (i.e., instructions) and/or data embodied in tangible computer readable media, such discrete or embedded memories such as hard disk drives, magnetic disks, optical disks, USB devices, ROM memories, flash memories, eFuses or any other machine-readable storage medium, wherein, when the program code or data may be loaded into and executed or read by a machine, such as computer device 105, the machine becomes an apparatus for implementing a real-time sequential game. The program(s) may be implemented in assembly or machine language, if desired. In any case, the language may be a compiled or interpreted language, and combined with hardware implementations. The methods and apparatuses for implementing a real-time sequential game also may be practiced via communications embodied in the form of program code that may be transmitted over some transmission medium, such as over electrical wiring or cabling, through fiber optics, or via any other form of transmission, wherein, when the program code may be received and loaded into and executed by a machine, such as an EPROM, a gate array, a programmable logic device (PLD), a client computer, or the like. When executed by a processor, the program code combines with the processor to provide a unique apparatus that operates to invoke the functionality of a real-time sequential game. Additionally, any storage techniques used in connection with a real-time sequential game may invariably be a combination of hardware, firmware and software.
  • Without limitation, FIG. 2 depicts a block diagram of an example closed computing environment in which various aspects of a real-time sequential game may be implemented. Closed computing devices tend to be more specialized, or have at least one specialized purpose, relative to general purpose computing devices. Closed systems tend to have one or more specific purpose(s) designed to execute, perhaps in addition to general programs, privileged programs specifically created for them. Examples of closed systems may include, for example, cable set top boxes, smart phones, gaming consoles such as Microsoft's Xbox 360 and cellular telephones that execute one or more privileged programs. As an example of what makes the Xbox 360 a closed computing environment, at least in part, is that it is designed to gain restricted access to services such as Xbox LIVE and Xbox LIVE Marketplace located at http://www.xbox.com. Xbox, Xbox 360 and Xbox LIVE are registered trademarks of Microsoft Corporation, One Microsoft Way, Redmond, Wash. 98052-6399. Xbox LIVE is a full spectrum online gaming and entertainment service. Besides providing online multiplayer gaming, through Xbox Live and Xbox LIVE Marketplace, customers may download purchased and promotional content to their Xbox 360, including high definition and standard definition television shows, movies, gaming videos, music videos, short feature films, video games, dashboard themes, slideshows, gamer pictures, game trailers/demos, movies, game content such as new maps, weapons, levels, characters, challenges, expansions, arcade games, demos and trailers.
  • FIG. 2 depicts a block diagram of an example gaming console such as an Xbox 360. Game console 200 comprises hardware, firmware and software. Game console 200 comprises a computer system. Game console 200 executes game applications and plays generic and specialized media files (not shown). For purposes of simplicity, not all components or interconnectivity are shown and some components have been merged in example game console 200. Game console 200 comprises central processing unit (CPU) 201, which has multiple CPU cores 202, 203, 204, each having embedded cache such as level 1 (L1) cache 208. CPU 201 further comprises level 2 (L2) cache 205, ROM (Read-Only Memory) 206 and fuses 207. CPU cores 202, 203 and 204 may share L2 cache memory 205. Level 1 and Level 2 cache 208, 205 temporarily store executable instructions and/or data, thereby improving processing speed and throughput. ROM 206 may store firmware such as BIOS or other initialization programs and data loaded during an initial phase or stage of a boot process such as when game console 200 may be initially powered on. Alternatively, or in addition, the BIOS or other initialization programs and data loaded during one or more initialization phases/stages may be stored in another type of non-volatile memory such as flash (a type of EEPROM) memory, as may be represented by system memory 243, or fuses 207. In some embodiments, fuses 207 may be electronically programmable. In some embodiments, ROM 206, fuses 207, and alternative non-volatile memory storing initialization programs and/or data need not be embedded within CPU 201. However, physically locating memory devices that store initialization programs or data in CPU 201 may offer an added layer of security for such information. Game console 200 may optionally be a multi-processor system. For example, game console 200 may have three processors that are similar or dissimilar to processor 201.
  • Game console 200 further comprises graphics processing unit (GPU) 209, which may be coupled to CPU 201, and any additional processors, by a bus. GPU 208 may be also coupled by one or more busses each to memory controller 210, I/O (input/output) hub 218 and video codec (coder/decoder) 214. Memory controller 210 and video codec 214 may form part of GPU 209. GPU 209, in addition to video processing functionality, may comprise functionality commonly referred to as Northbridge. Northbridge functionality generally comprises a high speed memory and video hub having a memory controller and a video controller. In example game console 200, both CPU 201 and I/O hub (Southbridge) 218 access main memory 212 through Northbridge functionality in GPU 209. Memory controller 210 facilitates access to various types of main memory 212, which may be RAM (Random Access Memory) or other variety of memory.
  • GPU 209 and video codec 214 together form a video processing pipeline for high speed, high resolution graphics processing required by many game applications. Data may be carried from GPU 209 to/from video codec 214 via a bi-directional bus. This video processing pipeline outputs data to A/V (audio/video) port 240 for transmission to a television or other video display device (not shown). Game console 200 may have its own integrated display (not shown). Not shown is a digital to analog converter (DAC) that may be coupled between video codec 214 and A/V port 240.
  • Game console 200 further comprises I/O hub 218, which may comprise, among other functionality, functionality commonly referred to as Southbridge. Southbridge functionality generally performs and controls functions that are relatively slow compared to functions performed and controlled by Northbridge. I/O hub 218 comprises I/O controller 220, system management controller 222, audio processing unit 223, network interface controller 224, USB host controllers 226, 228 and front panel I/O subassembly 230. USB controllers 226, 228 serve as hosts for peripheral controllers 242(1), 242(2), wireless adapter 248, and memory unit 246 (e.g., flash memory, CD/DVD ROM, hard drive, other removable media). Network interface 224 and/or wireless adapter 248 provide access to a network (e.g., LAN, WAN or Internet) and may be any of a wide variety of various wired or wireless interface components including an Ethernet card, modem, Bluetooth module, and the like.
  • System memory 243 may be volatile and/or non-volatile memory, including flash memory. In some embodiments system memory 243 may store all or a portion of the initialization program and data (e.g. various boot loader stages) and operating system that may be loaded during the initialization boot process. In other embodiments, system memory 243 may store application data, game saves and downloads. Media drive 244 may comprise, for example, a DVD/CD drive, hard drive or other fixed or removable media reader and/or writer. Game application data may be read from and/or written to media via media drive 244 for execution, playback, etc. by game console 200. Media drive 244 may be connected to I/O controller 220 via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 5394). Game console 200 may include hard disk 252, which may be used, for example, to store all or a portion of the initialization program and data (e.g. various boot loader stages) and operating system that may be loaded during the initialization boot process, game applications, game data or other types of data.
  • System management controller 222 provides a variety of service functions for game console 200. Audio processing unit 223 and audio codec 232 form a corresponding audio processing pipeline that may provide high fidelity, 5D, surround, and stereo audio processing of sounds produced by, for example, a game application. Audio data may be carried between audio processing unit 223 and audio codec 232 via a communication link. The audio processing pipeline outputs audio data to A/V port 240 for implementation by a device having audio capabilities.
  • Front panel I/O subassembly 230 supports the functionality of various controls such as power button 250 and eject button 252, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of game console 200. System power supply module 236 provides power to components of game console 200 while fan 238 cools them.
  • CPU 201, GPU 209, memory controller 210, and various other components within game console 200 are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures. As previously noted, not all buses or other connections and components are shown in FIG. 2.
  • When game console 200 may be powered on or rebooted, aside from initialization, application data and/or instructions may be loaded from system memory 243, media drive 244, hard disc 253 or other memory into main memory 212 and/or caches 205, 208 and executed on CPU 201. The game application being executed may present a graphical user interface that provides a consistent user experience when navigating to different media types available on or to game console 200. Instructions and/or data accessible via media drive 244, system memory 243, hard disk 253 or other memory may be launched, played or otherwise accessed from these various sources to provide additional functionality to game console 200.
  • Game console 200 may be operated as a stand alone system by connecting the system to a television or other display. As previously noted, game console 200 may have an integrated display. In this stand alone mode, game console 200 may allow one or more users to interact with the system, watch movies, listen to music, play games and the like. Network interface 224 or wireless adapter 248 may allow game console 200 to be operated as a participant in a local or wide area network community such as Xbox LIVE.
  • FIG. 3 depicts an example real-time sequential game 300. According to one embodiment, the game 300 may be an electronic, interactive game such as a video game that may be provided on, for example, the computing environment 100 and/or the game console 200, described above with respect to FIGS. 1 and 2. According to another embodiment, the game 300 may be, for example, a card game, board game, or the like that may be played as described below.
  • As shown in FIG. 3, the game 300 may include a plurality of players 305. In one embodiment, the players 305 may be users of, for example, the computing environment 100 and/or the game console 200. For example, the players 305 may interact with the controller 242(1) or the controller 242(2), described above with respect to FIG. 2, to play the game 300.
  • According to another embodiment, the players 305 may be a combination of the users of, for example, the computing environment 100 and/or the game console 200 and computer generated players. For example, at least one of the players 305 may be generated by the computing environment 100 and/or the game console 200 to play the game 300 with, for example, the users of the computing environment 100 and/or the game console 200.
  • As shown in FIG. 3, the game 300 may include a plurality of game objects 310 that may be provided to the players 305. The game objects 310 may include tiles, cards, tokens, or any other suitable game pieces that may be used by the players 305 to play the game 300. According to example embodiments, the game objects 310 may have different characteristics or combinations of characteristics including different colors, different patterns, different values, different suits, different commands, different actions, different shapes, different sizes, different materials, different textures, or the like. For example, the game objects 310 may include different colors such as red, green, yellow, and blue and a different value such as 0-9 for each of the different colors.
  • In an example embodiment, the game objects 310 may also include different commands and/or actions for each of, for example, the different colors of the various game objects 310. The different commands may include any suitable instruction that may be performed when game objects with such commands may be played during the game 300. According to one embodiment, the different commands may include, for example, skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), or the like. The different actions may include any suitable act that may be performed when game object with such actions may be played during play of the game 300. For example, in one embodiment, the different actions may include wild (to play any game object), or any other suitable action for the game 300. According to an example embodiment, the game objects 310 may also include a combination of the different commands and actions such as wild and draw (to play any game object and to make another player draw additional game objects).
  • As shown in FIG. 3, the game 300 may further include a discard game object 315. The discard game object 315 may be used to determine which game objects may be played by a player. Upon launching the game 300 on, for example, the computing environment 100 and/or the game console 200, the discard game object 315 may include a randomly chosen game object from the game objects 310. After beginning play of the game 300, the discard game object 310 may include the last game object played from a hand or an arrangement of game objects from an active player.
  • The game 300 may further include a player indicator 320 and a timer 325. The player indicator 320 may include, for example, a spinner that may rotate clockwise or counterclockwise, to randomly select one of the players 305 to start the game 300. For example, in one embodiment, upon launching the game 300 on, for example, the computing environment 100 and/or the game console 200, the player indicator 320 may automatically begin spinning at a desired pace and then gradually slow until the player indicator 320 stops and points to one of the players 305. The player in which the player indicator 320 stops may then be active to take his or her turn in the game 300.
  • The timer 325 may include, for example, a countdown timer, a digital timer, an hourglass, or the like that may be set to a predetermined period of time for which a player may remain active to take his or her turn in the game 300.
  • Additionally, in an example embodiment, the game 300 may include an action indicator 330 that may be provided to randomly select a characteristic of the game objects 3 10. The action indicator 330 may include, for example, a spinner that may rotate clockwise or counterclockwise, to select a characteristic of the game objects 310 to use as the discard game object 315. For example, if a game object associated with a wild action may be played by one of the players 305, the player may interact with the action indicator by spinning the action indicator to select a characteristic such as a color of the game objects playable.
  • FIGS. 4A-4B depict an example method 400 of executing and/or playing a real-time sequential game. According to one embodiment, the method 400 may be performed by, for example, executing and/or playing a game such as the game 300, described above in FIG. 3. As shown in FIG. 4A, at 405, in one embodiment, a game may be started. For example, in one embodiment, the game may be a software application such as a video game application. A user of, for example, a computing system such as the computing environment 100, described above in FIG. 1, and/or a game console such as the game console 200, described above in FIG. 2, may launch the game using the computing system or the game console. For example, the game may be embodied in an executable file stored on, for example, a disc or game cartridge that may be played by the computing device or game console, a memory component of the computing device or game console, a remote server in operative communication with the computing system or game console, or the like. The user may select the executable file using, for example, a mouse connected to the computing system or a controller connected to the game console to start the game according to one embodiment.
  • After starting the game, at 405, game objects associated with the game may be provided to a plurality of players at 410. For example, the game may be played using game objects such as cards, tokens, tiles, or the like. According to an example embodiment, the game may include a deck of game objects that may include a total number of game objects that may be provided to play the game. The game objects provided to the players, at 410, may be a sub-set of the deck. For example, each player may be provided with a first number of the game objects from the deck such as five game objects, seven game objects, or any other suitable number.
  • Additionally, according to an example embodiment, each of the game objects in the deck may include one or more characteristics such as colors, patterns, values, suits, commands, actions, materials, textures, shapes, sizes, or the like that may be used determine whether the game objects are playable during the game, which will be described in more detail below. The commands may include any suitable instruction that may be performed when game objects with such commands may be played during the game. According to one embodiment, the commands may include, for example, skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), or the like. The actions may include any suitable act that may be performed when game object with such actions may be played during play of the game. For example, in one embodiment, the actions may include wild (to play any game object), or any other suitable action for the game. According to another example embodiment, the game objects may include a combination of the different commands and actions such as wild and draw (to play any game object and to make another player draw additional game objects).
  • At 410, the game objects such as the cards may be provided such that the characteristics associated with the playability of the game objects may be visible to the other players.
  • At 415, a discard game object may be selected. According to an example embodiment, the discard game object may determine whether a game object may be playable on a discard pile of the game. For example, the discard object may determine whether a game object from the player selected to begin play of the game may be playable. Additionally, the discard game object may be the last game object played on a discard pile that may be used to determine whether a game object may be playable. For example, game objects associated with the players may be played on top of the discard pile such that the last card played from one of the players may be used to determine playability for the next player.
  • At 420, a first player may be selected to begin play. For example, the game may include a player indicator. The player indicator may include, for example, a spinner or turn indicator that may rotate clockwise or counter-clockwise to randomly select a player to begin play. For example, the player indicator may spin quickly between each of the player, slowing down over time until eventually stopping to point to a first player from the players to begin play. The first player may then become active such that he or she may play his or her game objects based on the discard game object.
  • According to one embodiment, when the player indicator may be spinning, the players may sort their game objects to create an arrangement or an order for play during their turn. For example, as described above, the game objects may include characteristics that may determine whether a game object may be playable. When the player indicator may be spinning, each player may be organizing his or her game objects to create an order or an arrangement that may allow the game objects to be played on other game objects. As described above, the game objects may include, for example, cards that may each include a value such as 0-9 and a color such as red, green, yellow, blue, or any other suitable color. If the discard game object may be blue, the players may sort their cards to create an arrangement or an order having all of the blue cards at the beginning to play on, for example, another blue card that may be on the top of the discard pile.
  • Additionally, the players not selected, at 420, may continue to organize their game objects to create an order or an arrangement until becoming a selected or an active player. Thus, according to one embodiment, each non-selected or non-active player may be sorting their cards in preparation for becoming the selected or active player.
  • As shown in FIG. 4B, at 425, a determination may be made as to whether a first game object may be playable. For example, at the beginning of play, the game may determine whether a first game object in the first player's game objects may be playable on the discard game object. Additionally, as other players become active, the game may determine whether the first game object of their game objects may be playable on a game object on the top of the discard pile. According to an example embodiment, a comparison may be made between the first game object in a player's arrangement or hand and the game object that may be on the top of the discard pile to determine whether the first game object may be playable.
  • Additionally, at 425, subsequent game objects in the arrangement or hand of the selected player may be compared to a previously discarded game object from the arrangement of the selected player. For example, according to one embodiment, if a first game object of the game objects of the selected player may be playable, a second game object (or new first object) in the arrangement may be compared to the first game object (or new discard game object) to determine whether the second game object in the game objects of the selected player may be playable. Additionally, if a second game object of the selected player may be playable, a third game object (or new first game object) may be compared to the second game object (or new discard game object) to determine whether the third game object in the game objects of the selected player may be playable, which will be described in more detail below.
  • At 430, if the first game object may not be playable, another player may be selected to play at 435. For example, if the first game object may not include a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, a pattern, an action, or the like that may be playable on the game object on the top of the discard pile, another player such as the next player in the direction of play may be selected to begin play. In one embodiment, if the first game object may not include a characteristic such as a color, pattern, shape, size, material, texture, command, and/or value that may match the characteristic such as the color, pattern, shape, size, material, texture, command, and/or value of game object on the top of the discard pile, the next player may be selected to become active and begin play. Additionally, if the game object may not include, for example, an action such as a wild that may be played on any game object on the top of the discard pile, the next player may be selected to become active and begin play.
  • In an example embodiment, the players not selected, at 435, may organize their game objects to create an order or an arrangement until becoming a selected or an active player. For example, as described above, each non-selected or non-active player may be sorting their cards in preparation for becoming the selected or active player.
  • Before another player may be selected, at 435, the active player or player currently in play may be given an amount of time such as 2 seconds, 5 seconds, or the like to reorganization his or her game objects so that the first game object may be playable, at 430, according to one embodiment. If after the amount of the first game object such as a different game object may not be playable at 430, the active player may be provided with one or more additional game objects before another player may be selected. For example, one additional game object may be added to the game objects already held by or associated with the active player.
  • After selecting another player at 435, another determination may be made as to whether a first card of the next player may be playable at 425.
  • At 430, if the first game object may be playable, the first game object may be removed from the game objects of the active player at 440. For example, if the first game object may include a characteristic such as a color, a value, a shape, a size, a material, a texture, a command, a pattern, an action, or the like that may be playable on the game object on the top of the discard pile, the first game object may be removed or extracted from the game objects of the active player. In one embodiment, if the first game object may include a characteristic such as a color, shape, size, material, texture, command, and/or value that may match the characteristic such as the color, shape, size, material, texture, command, and/or value of the game object on the top of the discard pile, the first game object may be removed from the game objects of the active player. Additionally, if the first game object may include, for example, an action such as a wild that may be played on any game object on the top of the discard pile, the first game object may be removed from the game objects of the active player.
  • According to an example embodiment, after the first game object may be removed at 440, another game object at the beginning of the arrangement of the game objects of the active player may become the first game object.
  • At 445, the discard game object may be replaced with the first game object removed at 440. For example, the first game object may replace the discard game object at 445. The first game object may then be used to determine whether other game objects may be playable, as described above.
  • At 450, a determination may be made as to whether the selected or active player may have any other game objects. For example, a determination may be made as to whether the first game object that may have been removed, at 440, may have been the last game object of the selected player.
  • At 455, if the active player may have other game objects, a determination may be made as to whether the first game object removed, at 440, may be a command and/or action at 460.
  • At 465, if the first game object removed, at 440, may be a command and/or action, the command and/or action may be performed at 470. For example, as described above, the command and/or action may include skip (to skip the next player), shuffle (to shuffle another player's game objects), draw (to make another player draw additional game objects), reverse (to reverse the order of play amongst the players), wild (to play any game object), or the like. Thus, in one embodiment, at 465, such commands and/or actions may be performed. For example, if the first game object removed, at 440, may include a wild action, an action indicator such as spinner may be provided by the game to randomly select a different characteristic such as a different color of playability for the discard game object (now the first game object removed at 440) on the discard pile.
  • After performing the action at 470, another player may be selected at 435. According to an example embodiment, at 435, the player may be selected based on the command associated with the first game object. For example, if a game object having a command such reverse may be played on the discard pile, the order of play may be reversed such that the player selected, at 435, may be in the reverse direction from the previous direction of play among the players. Thus, if the direction of play is clockwise, and a command card such as reverse may be played on the discard pile, the player in a counter-clockwise direction may be selected to be the next player rather than the player in the clockwise direction.
  • At 465, if the first game object removed, at 440, may not be a command or object, another determination may be made as to whether another first game object may be playable at 425. As described above, according to an example embodiment, after the first game object may be removed, at 440, another game object at the beginning or top of the arrangement of the game objects of the selected or active player may become the first game object. For example, the next game object in the arrangement of the selected or active player may become a new first game object of the game objects. A determination may then be made as to whether the new first game object may be playable at 425. Thus, according to example embodiments, if a first game object in the arrangement may be playable upon the discard pile, a second game object (or new first game object) in the arrangement may be playable on the first game object (or new discard game object), and so on, the first game object, the second game object, and any other sequential game objects in the arrangement that are playable upon a previously played game object in the arrangement may be played on the discard pile until a determination, at 425, may be made that a subsequent game object of the game objects of the selected player may not be playable or until a determination, at 450, may be made that the selected player may not have any other game objects.
  • At 455, if the active player may not have any other game objects, a point may be provided to the active player at 475. For example, according to one embodiment, the player that may eliminate or remove his or her cards first may win the game or a round of the game and may receive a point for the win. To receive credit for the win, the player that may eliminate or remove his or her cards first may be provided with a point at 455.
  • While example embodiments of a game and various methods for executing the game have been described, the underlying concepts may be embodied in a variety of forms. For example, in additional embodiments, the game may provide physical cards as game objects. The physical cards may be provided to players sitting around a table such that the players may interact with the physical cards to play the game, as described above.

Claims (20)

1. A method of executing a game, the method comprising:
providing game objects to a plurality of players, wherein a characteristic of the game objects provided to each of the plurality of players is visible to other players,
receiving an arrangement for the game objects from each of the plurality of players;
selecting a first player from the plurality of players;
determining whether a first game object of the arrangement for the game objects of the selected first player is playable; and
removing the first game object from the game objects of the selected first player if, based on the determination, the first game object is playable.
2. The method of claim 1, further comprising:
determining whether a second game object of the arrangement for the game objects of the selected first player is playable; and
removing the second game object from the game objects of the selected first player if, based on the determination, the second game object is playable.
3. The method of claim 1, further comprising providing a discard game object, wherein the discard game object determines whether the first game object is playable.
4. The method of claim 1, further comprising providing an amount of time to the first player to reorganize the game objects into a second arrangement having a different first game object if, based on the determination, the first game object is not playable.
5. The method of claim 4, further comprising determining whether the different first game object is playable after expiration of the amount of time.
6. The method of claim 5, further comprising selecting another player from the plurality of players if, based on the determination, the different first game object is not playable.
7. The method of claim 1, wherein determining whether the first game object of the arrangement for the game objects of the selected first player is playable comprises comparing a first characteristic associated with the first game object with a second characteristic associated with the discard game object.
8. The method of claim 7, wherein the first and second characteristics comprise at least one of the following: a color, a value, a shape, a size, a material, a texture, a pattern, a command, and an action.
9. A computer-readable storage medium having computer-readable instructions for executing a game, the computer readable instructions comprising instructions for:
providing game objects to a plurality of players, wherein each of the game objects comprises a characteristic associated with a playability of the game object, and wherein the game objects are provided with the characteristic being visible to each of the plurality of players;
determining whether the characteristic of a first game object of at least one player of the plurality of players corresponds to a current characteristic of playability; and
extracting the first game object from the game objects of the at least one player if, based on the determination, the characteristic of the first game object corresponds to the current characteristic of playability.
10. The computer-readable storage medium of claim 9, wherein game objects are provided from a deck of game objects, and wherein the deck comprises a total number of game provided by the game.
11. The computer-readable storage medium of claim 10, wherein the current characteristic of playability is provided by a discard game object.
12. The computer-readable storage medium of claim 11, wherein the discard game object is provided from the deck of game objects.
13. The computer-readable storage medium of claim 11, wherein determining whether the characteristic of the first game object of at last one player of the plurality of players corresponds to a current characteristic of playability comprises instructions for determining whether the characteristic of the first game object of the at least one player matches the current characteristic of playability provided by the discard game object.
14. The computer-readable storage medium of claim 9, further comprising instructions for providing an amount of time to the at least one player to reorganize the game object into a second arrangement having a different first game object if, based on the determination, the first game object is not playable.
15. The computer-readable storage medium of claim 14, further comprising instructions for determining whether the different first game object is playable after expiration of the amount of time.
16. The computer-readable storage medium of claim 15, further comprising instructions for selecting another player from the plurality of players if, based on the determination, the different first game object is not playable.
17. A method of playing a game, the method comprising:
providing a deck of game objects and a discard pile comprising a discard game object selected from the deck;
distributing game objects from the deck to each of the plurality of players, wherein a playability characteristic associated with each of the distributed game objects is visible to each of the plurality of players;
providing turns to the plurality of players, based on a direction of play, until a first player from the plurality of players has moved each of the game objects that have been distributed thereto to the discard pile, wherein each turn has an active player from the plurality of players, and wherein each turn comprises:
moving a first game object from the game objects distributed to the active player to the discard pile if the first game object is playable on the discard game object, wherein the first game object is based on an arrangement of the game objects distributed to the active player;
providing an opportunity to rearrange the game objects to have a different first game object if the first game object is not playable on the discard pile;
moving the different first game object from the game objects to the discard pile if the different first game object is playable on the discard pile after the opportunity to rearrange; and
distributing an additional game object to the active player if the different first game object is not playable on the discard game object;
providing a point to the first player from the plurality of players to move each of the game objects that have been distributed thereto to the discard pile.
18. The method of claim 17, wherein the game objects comprises at least one of the following: cards, tiles, and tokens.
19. The method of claim 17, wherein the first game object and the different first game object are playable on the discard pile if a first characteristic of the first game object and the different first game object match a second characteristic of a discard game object on the discard pile.
20. The method of claim 19, wherein the first characteristic and the second characteristic comprises at least one of the following: a color, a value, a shape, a size, a material, a texture, a pattern, a command, and an action.
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