Systems and Methods for Indicating Input Actions in a Rhythm-Action Game
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0 Petitions
Accused Products
Abstract
Systems and methods for displaying cues indicating input actions in a rhythm-action game may include: displaying, to a player of a rhythm-action game, a lane divided into at least two sub-lanes, each sub-lane containing cues indicating a drum input element; and displaying, to the player, an additional cue spanning a plurality of the sub-lanes, the additional cue indicating a foot pedal action. In some embodiments, the additional cue may span all the sub-lanes. In some embodiments, each sub-lane may contain cues indicating a drum input element of a set of linearly arranged drum input elements. In other embodiments, each sub-lanes may correspond to a fret button of a simulated guitar and the additional cue may correspond to an open strum.
150 Citations
44 Claims
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1-19. -19. (canceled)
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20. A method executed by a game platform for rendering, on a screen display, a foot-pedal cue in a rhythm-action video game, the method comprising:
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a. displaying via the screen display, a lane divided into at least two sub-lanes, each oriented parallel to the orientation of the lane, and each sub-lane containing cues indicating a drum input element; and b. displaying via the screen display, the foot pedal cue spanning a plurality of the sub-lanes. - View Dependent Claims (21, 22, 23, 24)
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25. A computer program product, tangibly embodied in a computer-readable medium, for rendering, on a screen display, a foot-pedal cue in a rhythm-action video game, the computer program product including executable instructions operable to cause a game platform to:
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render on the screen display, a lane divided into at least two sub-lanes, each oriented parallel to the orientation of the lane, and each sub-lane containing cues indicating a drum input element; and render on the screen display, the foot pedal cue spanning a plurality of the sub-lanes. - View Dependent Claims (26, 27, 28, 29)
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30. A method executed by a game platform for rendering, on a screen display, cues in a rhythm-action video game to indicate a specific input element, the method comprising:
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a. displaying, via the screen display, a lane divided into X sub-lanes, each sub-lane oriented parallel to the orientation of the lane and each containing cues indicating a unique one of a set of X input actions; and b. displaying, via the screen display, an additional cue spanning a plurality of the sub-lanes, the additional cue indicating a first input action not in the set of X input actions. - View Dependent Claims (31, 32, 33, 34)
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35. A system comprising:
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a display device; and a game platform comprising a processor, the processor configured to; display, via the display device, a lane divided into at least two sub-lanes, each oriented parallel to the orientation of the lane, and each sub-lane containing cues indicating a drum input element; and display, via the display device, a foot pedal cue spanning a plurality of the sub-lanes. - View Dependent Claims (36, 37, 38, 39)
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40. A method executed by a game platform for rendering, on a screen display, an open strum cue in a rhythm-action video game, the method comprising:
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a. displaying via the screen display, a lane divided into at least two sub-lanes, each oriented parallel to the orientation of the lane, and each sub-lane containing cues corresponding to a respective input on a guitar controller; and b. displaying via the screen display, an open strum cue spanning a plurality of the sub-lanes, the open strum cue indicating a strum action to be performed while a player is not providing input to the guitar controller corresponding to the cues in the sub-lanes. - View Dependent Claims (41, 42, 43, 44)
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Specification