IP Library Granted Patent US 9,707,476
Granted Patent B2
US 9,707,476 · App. 13/631,740 · Granted Jul 18, 2017

Method for creating a mini-game

Inventors: Brian Michael Christopher Watson (San Francisco, CA); Victor Octav Suba Miura (Foster City, CA); Jacob P. Stine (La Honda, CA); Nicholas J. Cardell (Foster City, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/12A63F13/10A63F13/60A63F13/70A63F13/88A63F13/69A63F2300/6009A63F2300/6036
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Quick Facts
Patent No.
US 9,707,476
App. No.
13/631,740
Granted
Jul 18, 2017
Kind
B2
Abstract

A starting location for the mini-game is chosen in the legacy game state. A snapshot is generated of that location. Once the snapshot is taken, trigger events are identified. Triggers corresponding to the trigger events are identified. A mini-game script is generated using the snapshot and triggers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

Claims (34)

1. A non-transitory computer readable medium containing executable instructions and data for a mini-game configured to be implemented on an emulator operating on a network, the instructions and data comprising:

a) a snapshot of a starting location for the mini-game within a legacy game execution state, wherein the snapshot includes saved data corresponding to the legacy game execution state of every device being emulated by the emulator at a designated time during emulation of a legacy game that the emulator can use to start the mini-game;

b) data representing one or more identified triggers that correspond to one or more events within the legacy game; and

c) a script for the mini-game generated from the snapshot and triggers.

2. The non-transitory computer readable medium of claim 1 , wherein the snapshot is any location in the legacy game execution state.

3. The non-transitory computer readable medium of claim 1 , wherein the event identifies a mini-game-ending trigger.

4. The non-transitory computer readable medium of claim 3 , wherein the mini-game-ending trigger is the mini-game timing out.

5. The non-transitory computer readable medium of claim 3 , wherein the mini-game-ending trigger is an adversary being neutralized.

6. The non-transitory computer readable medium of claim 3 , wherein the mini-game-ending trigger is a protagonist being neutralized.

7. The non-transitory computer readable medium of claim 3 , wherein the mini-game-ending trigger is a certain score being achieved.

8. The non-transitory computer readable medium of claim 1 , wherein the event identifies a non-mini-game-ending trigger.

9. The non-transitory computer readable medium of claim 8 , wherein the non-mini-game-ending trigger is a certain score being achieved.

10. The non-transitory computer readable medium of claim 8 , wherein the non-mini-game-ending trigger is a character reaching a certain level within the mini-game.

11. A non-transitory computer readable medium containing program instructions for generating a mini-game, wherein execution of the program instructions by one or more processors of a computer system causes the one or more processors to carry out a method comprising:

a) choosing a snapshot of a starting location for the mini-game within legacy game execution state, wherein the snapshot includes saved data corresponding to the legacy game execution state of every device being emulated by an emulator at a designated time during emulation of a legacy game that the emulator can use to start the mini-game;

b) choosing one or more events within the legacy game execution state;

c) identifying one or more triggers that correspond to the events; and

d) generating a script for the mini-game from the snapshot and triggers.

12. The non-transitory computer readable medium of claim 11 , wherein the snapshot is any location in the legacy game execution state.

13. The non-transitory computer readable medium of claim 11 , wherein the event is a mini-game-ending trigger.

14. The non-transitory computer readable medium of claim 13 , wherein the mini-game-ending trigger is the mini-game timing out.

15. The non-transitory computer readable medium of claim 13 , wherein the mini-game-ending trigger is an adversary being neutralized.

16. The non-transitory computer readable medium of claim 13 , wherein the mini-game-ending trigger is a protagonist being neutralized.

17. The non-transitory computer readable medium of claim 13 , wherein the mini-game-ending trigger is a certain score being achieved.

18. The non-transitory computer readable medium of claim 13 , wherein the mini-game-ending trigger is a character reaching a certain level within the mini-game.

19. The non-transitory computer readable medium of claim 11 , wherein the event is a non-mini-game-ending trigger.

20. The non-transitory computer readable medium of claim 18 , wherein the non-mini-game-ending trigger is a certain score being achieved.

21. The non-transitory computer readable medium of claim 18 , wherein the non-mini-game-ending trigger is a character reaching a certain level within the mini-game.

22. A method for generating a mini-game configured to be implemented on an emulator operating on a network, comprising:

a) choosing a snapshot of a starting location for the mini-game within a legacy game execution state, wherein the snapshot includes saved data corresponding to the legacy game execution state of every device being emulated by the emulator at a designated time during emulation of a legacy game that the emulator can use to start the mini-game;

b) choosing one or more events within the legacy game execution state; and

c) identifying one or more triggers that correspond to the events; and

d) generating a script for the mini-game from the snapshot and triggers.

23. The non-transitory computer readable medium of claim 1 , wherein every device being emulated by the emulator is in a steady state at the designated time, wherein the steady state is one in which there are no asynchronous activities occurring in the emulator at the designated time.

Assignments (2)
CHANGE OF NAME Recorded Jul 1, 2016
From: SONY COMPUTER ENTERTAINMENT INC.
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 039239/0343 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 14, 2012
From: WATSON, BRIAN MICHAEL CHRISTOPHER; SUBA MIURA, VICTOR OCTAV; STINE, JACOB P.; CARDELL, NICHOLAS J.
To: SONY COMPUTER ENTERTAINMENT INC.
Reel/Frame 029474/0886 →
Continuity (1)
Related Publication 20140094314A1 · Apr 3, 2014