US2018369694A1PendingUtilityA1

Modifying gameplay parameters

Assignee: KING COM LTDPriority: Feb 3, 2016Filed: Aug 14, 2018Published: Dec 27, 2018
Est. expiryFeb 3, 2036(~9.5 yrs left)· nominal 20-yr term from priority
Inventors:Vince Darley
A63F 13/812A63F 2300/50A63F 2250/1063A63F 13/69A63F 13/537A63F 13/533A63F 13/55A63F 13/30
48
PatentIndex Score
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Claims

Abstract

A computer implemented method for modifying a limit value determining the number of moves available to a player in a level of a computer implemented game and maintaining this setting for subsequent play of the level. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a first limit value; responsive to further user input, providing a first set of further moves; and storing information associated with said first set of further moves such that when said game is played again, a number of possible moves comprises the first limit value of moves and said first set of further moves.

Claims

exact text as granted — not AI-modified
1 . A computer implemented method, the method being performed in a computing device comprising one or more processors, a timer, at least one memory, a display configured to display computer game graphics for a computer game, the method being performed by executing computer code on the one or more processors to perform the steps of:
 controlling the display to show a game area, the game area having a plurality of game objects configured to be controlled in response to a first user input making a move;   using the timer to determine an amount of time elapsed during play of a level of the game, wherein no further moves can be made if the amount of time elapsed reaches a first amount of time;   responsive to a second user input, providing a second amount of time; and   storing information associated with said second amount of time such that when said game is played again, a time limit for the level comprises the first amount of time and the second amount of time.   
     
     
         2 . A computer implemented method as claimed in  claim 1 , comprising, for a second play of the level of the game:
 controlling the display to show the game area, the game area having the plurality of game objects configured to be controlled by the one or more processors in response to a third user input; and   using the timer to determine an amount of time elapsed during play of the level of the game, wherein no further moves can be made if the amount of time elapsed reaches the time limit comprising the first amount of time and the second amount of time.   
     
     
         3 . A computer implemented method as claimed in  claim 1 , wherein the computer game comprises a plurality of levels, said second amount of time being provided for a particular level. 
     
     
         4 . A computer implemented method as claimed in  claim 1 , comprising storing information associated with the second amount of time in association with information on the particular level. 
     
     
         5 . A method as claimed in  claim 2 , comprising:
 responsive to a fourth user input, providing a third amount of time; and   storing information associated with said third amount of time such that when said game is played again a time limit comprises the first amount of time, the second amount of time, and the third amount of time.   
     
     
         6 . The method as claimed in  claim 1 , comprising storing said information associated with said second amount of time in association with identification information associated with the user. 
     
     
         7 . The method as claimed in  claim 1 , comprising causing said information to be sent to a server for storing in a server side database. 
     
     
         8 . The method as claimed in  claim 1 , comprising displaying a message on said display when a difference between the first amount of time and the amount of time elapsed is a predetermined value, said message providing information associated with obtaining said second amount of time. 
     
     
         9 . The method as claimed in  claim 8 , comprising displaying said message with an icon which is selectable by user input, said second amount of time being provided in response to selection of said icon. 
     
     
         10 . The method as claimed in  claim 8 , wherein the predetermined value is zero. 
     
     
         11 . A computer implemented method, the method being performed in a server comprising one or more processors having access to a network and a database, the server being configured to communicate over the network with a user device adapted to play a computer game having a time limit value determining a maximum amount of time, the method being performed by executing computer code on the one or more processors to perform the steps of:
 receiving from a user device a message, the message comprising user identification information and updated time limit information;   accessing in the database a memory location associated with the user identification information; and   storing information associated with an updated time limit information in the database in the memory location.   
     
     
         12 . A computer implemented method as claimed in  claim 11 , further comprising:
 transmitting a message to the user device, said message for configuring the user device such that when said game is played again, a time limit is determined by the updated time limit information, wherein no further moves can be made if the amount of time elapsed reaches the updated time limit information.   
     
     
         13 . An apparatus comprising at least one processor, at least one memory, a display, and a timer, the at least one memory comprising computer code, the at least one processor being configured to execute the computer code to cause the apparatus to:
 control the display to show a game area, the game area having a plurality of game objects configured to be controlled in response to a first user input making a move;   use the timer to determine an amount of time elapsed during play of a level of the game, wherein no further moves can be made if the amount of time elapsed reaches a first amount of time;   responsive to a second user input, provide a second amount of time; and   store, in said at least one memory, information associated with said second amount of time such that when said game is played again, a time limit for the level comprises the first amount of time and the second amount of time.   
     
     
         14 . An apparatus comprising at least one processor and at least one memory, the apparatus having access to a network and a database, the apparatus being configured to communicate over the network with a user device adapted to play a computer game having a time limit value determining a maximum amount of time, the at least one memory comprising computer code, the at least one processor being configured to execute the computer code to cause the apparatus to:
 receive, from the user device, a message, the message comprising user identification information and updated time limit information;   access, in the database, a memory location associated with the user identification information; and   store information associated with an updated time limit information in the database in the memory location.

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