Apparatus and method for providing a computer implemented game
US-2015174489-A1 · Jun 25, 2015 · US
US9592444B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9592444-B2 |
| Application number | US-201314029513-A |
| Country | US |
| Kind code | B2 |
| Filing date | Sep 17, 2013 |
| Priority date | Sep 17, 2012 |
| Publication date | Mar 14, 2017 |
| Grant date | Mar 14, 2017 |
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Official abstract text for this publication.
A method, implemented as computer code being executed by one or more processors, in which computer game graphics for a casual, social game are shown on a display of a computing device, where the casual, social game is downloaded as an app to a smartphone and/or tablet computer and can be accessed or played using a social network application or environment; and in which one or more of the processors are programmed such that: a notification is automatically generated if a player is stuck at a level for more than a defined time or after more than a defined number of attempts to pass that level, the notification alerting friends of the player so that they can assist him or her.
Opening claim text (preview).
The invention claimed is: 1. A method for controlling the generation and transmission of notifications provided by a computing device comprising a processor, a display, a memory, and a network interface, the method comprising executing on the processor the steps of: controlling the display to show game graphics for a computer, where the computer game is configured be accessed or played using a social network application or environment; automatically generating a notification when a player is stuck at a level for of the computer game more than a defined time or after more than a defined number of attempts to pass that level; controlling the network interface to transmit the notification via a communications network to one or more social network contacts; subsequently, receiving a message providing at least one of: a life for said game, a move for said game, or an activatable in game item for use when playing said game; and using said provided life, said provided move, or said provided activatable in game item for further game play. 2. The method of claim 1 in which the computer game graphics comprise a gameboard with multiple game elements that are removed when matched or switched. 3. The method of claim 1 in which the notification has to be manually opened by the social network contact of the player to be read. 4. The method of claim 1 in which some or all game levels of the computer game have no time limit. 5. The method of claim 1 in which the game is a casual, social game and some or all levels have a true fail. 6. The method of claim 1 , further comprising playing a continuous musical soundtrack during gameplay. 7. The method of claim 1 , further comprising controlling the display to show congratulatory messages when the player scores more than a predefined amount, or matches more than a predefined number of game elements, in a single move. 8. The method of claim 1 , further comprising automatically detecting when there are no possible moves left. 9. The method of claim 8 , further comprising re-shuffling the elements on the game board in response to determining that there are no possible moves left. 10. The method of claim 1 , further comprising controlling the display to show, if no move has been made for a while, help or hints by brightening and enlarging game elements used in a possible move on the board with a flashing animation. 11. The method of claim 1 in which the processor is programmed to require a player to reach a target score before running out of moves in order to complete a level successfully, but completing the level is not timed. 12. The method of claim 1 , further comprising automatically replenishing a life for a player upon expiry of a predefined time period. 13. The method of claim 1 , further comprising, if a player finishes a level in under the target number of moves, causing random game elements on the game board to be triggered and the player to receive bonus points. 14. The method of claim 1 further comprising programming the processor so that, if a level is finished with moves left, those moves are converted to special game elements that trigger for extra bonus points. 15. The method of claim 1 , further comprising controlling the display to show congratulatory messages when the player scores more than a predefined amount, or matches more than a predefined number of game elements, in a single move. 16. The method of claim 1 , wherein the request for help comprises a request for lives. 17. The method of claim 1 , wherein the request for help comprises a request for other help. 18. The method of claim 1 , further comprising synchronising the game between different devices. 19. The method of claim 1 , wherein the message comprises a gift from a social network contact. 20. The method of claim 1 in which the processor is programmed so that a player can seamlessly stop and re-start playing the game at any time since game state information is stored remotely or on the playing device. 21. The method of claim 1 , wherein the message is transmitted to one or more social network contacts who are prompted to assist another player if that other player has played, but not completed, a level meeting a certain criteria. 22. The method of claim 1 in which every change in the game state, and every change in every game piece on the game board, is accompanied by sound and visual feedback. 23. The method of claim 1 in which game state information is preserved, enabling a remote server system to identify a player and all aspects of the state of the game they are playing, so that the player can end game play on one device and resume from a different device at a later time at the same state. 24. The method of claim 23 in which the different device can be a different type of device, so that the player can move seamlessly between playing the game on a smartphone and on a tablet. 25. The method of claim 23 in which the remote server system can identify a player because that player has accessed the game through a social network. 26. The method of claim 1 , further comprising a virtual path or other virtual world that indicates the level reached by the player and that player's social network contacts. 27. The method of claim 1 in which the game is a casual, social game that can be downloaded as an app to at least one of: a smartphone or tablet computer, and which can be accessed or played using a social network application or environment. 28. A computer implemented method as claimed in claim 1 , wherein the step of controlling the network interface to transmit the notification via communications network to one or more social network contacts comprises transmitting the notification to a second computing device of a social network contact, wherein the notification comprises a link configured such that user input associated with the link causes: a determination as to whether the second computing device has the computer game installed or activated; if the second computing device does not have the computer game installed or activated, the second computing device to load a webpage or application store for downloading or activating the game; and if the second computing device does have the computer game installed or activated, the second computing device to launch the computer game. 29. A computing device adapted to play a computer game, the device including a processor, a memory, a display, a network interface, and computer code stored in device memory and executable by the device processor to perform the steps of: controlling the display to show game graphics for the computer game, where the computer game is configured to be accessed or played using a social network application or environment; automatically generating a notification when a player is stuck at a level of the computer game for more than a defined time or after more than a defined number of attempts to pass that level; controlling the network interface to transmit the notification via a communications network to one or more social network contacts; subsequently, receiving a message providing at least one of: a life for said game, a move for said game, or an activatable in game item for use when playing said game; and using said provided life, said provided move, or said provided activatable in game item for further game play. 30. A non-
Human Necessities · mapped topic
involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes · CPC title
Human Necessities · mapped topic
Indicating or scoring devices for games or players {, or for other sports activities} · CPC title
Arrangements for executing specific programs · CPC title
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