Nintendo Suffers $21M Patent Infringement Award 70
CowTipperGore writes "The AP reports (via Yahoo!) that Nintendo of America Inc. has been ordered to pay a small East Texas gaming company $21 million for infringing on a patent while designing controllers for its popular Wii and GameCube systems. No stranger to lawsuits over controller designs, a Nintendo spokesman said the company will seek an appeal. The suit was originally filed in 2006 and included Microsoft. Microsoft's aggressive legal push back apparently helped as they reached a (confidential) settlement agreement before the case went to trial."
Suffering Succotash (Score:4, Funny)
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Re:Suffering Succotash (Score:5, Informative)
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Well... (Score:2, Funny)
Re:Well... (Score:5, Funny)
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I can see it now:
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Patentability (Score:2, Insightful)
Re:Patentability (Score:4, Informative)
Scibettra said Nintendo was pleased no infringement was found with the motion-sensing technology used in its wandlike Wii and Nuncheck controllers, which mimic movements by users in games such as tennis and boxing.
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Judges don't have the power to legislate, and there is no right to privacy outlined in the constitution. Neither of these facts seem to matter though.
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The words aren't there, but I'm sure it meant this (Score:2, Flamebait)
Re:Patentability (Score:4, Funny)
Re:Patentability (Score:5, Informative)
It's the analog shoulder buttons (Score:5, Informative)
Re:It's the analog shoulder buttons (Score:4, Insightful)
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My post still stands. It's the tactile feedback you get after pressing the button in all the way, AKA a 'click.'
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This sort of tactile feedback is NOT new, and hasn't been since ARCADE GAMES or even PINBALL.
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Sounds like a $21 million idea if I've ever heard one!
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The SNES buttons do indeed click. I'm holding my controller right now and pressing the buttons. They have a tactile "click" you can feel. Take it apart and you'll find the membrane switch making that soft tactile 'click'
The SNES/Genesis/Pinball buttons do are not analog sensors that click at their extents. The patent is not as broad as you are describing it and does not include the controllers you're talking about. One of the other posters posted a link to the patent. You and the dudes wasting their mod-points on your posts need to go read it. Heck, just read the frickin abstract.
Good grief people are quick to spout nonsense around here.
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Do you even know what a solenoid is? It's an analog sensor that clicks at it's extent. My Zizzle pinball table is a perfect example of this.
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Because the patent troll knows something you don't about the difference between the GC and the PS1 controller. Odd that somebody like you that has read the patent so very thoroughly doesn't quite get the difference.
Oh well. Anyway, the PS1 controller doesn't contain the mechanism discussed in the patent. The PS2 doesn't. The Dreamcast doesn't. The 3DO doesn't. The Saturn doesn't.
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Define "all the way" on a 2-state switch (Score:2)
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I believe the GP thinks that the issue is adding analog input to buttons that already click. In such a case, we're patenting "when it clicks" (i.e. click at the end, or the beginning). This makes sense, because the DualShock doesn't click you press the analog buttons, and Sony wasn't sued. I think there are other more important flaws with the claims you c
Spring loading (Score:2)
You're telling me it's clever, unique, or non-obvious to make a button that clicks at one end, instead of a rotary pot?
Compared to a rotary pot, the non-obvious part is spring-loading this sensor away from the side that has tactile snapping.
From there, it's non-obvious to make it click at the other end? Perhaps you could say "but this is all the way on", however a volume knob is called an attenuator by people who build things like this for a living (otherwise known as "someone skilled in the art"). You get maximum attenuation when you hear the click.
Unlike a button, a knob is not spring-loaded and therefore doesn't measure "depressive force", let alone "variable depressive force". You'd have to have a volume control button that snaps to maximum attenuation (that is, mute) when the button is pressed all the way and then returns to zero attenuation when the button is released.
Analog inputs to video games were common long before this patent.
The analog joysticks and gas pedals of the prior art hit
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And this differs from spring-loaded digital buttons in what way? It's now novel and non-obvious to add an analog sensor to spring-loaded buttons?
Unlike a button, a knob is not spring-loaded and therefore doesn't measure "depressive force", let alone "variable depressive force".
My point was meant to compare the variable pressure sensor with a click-through mechanism to other types of con
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And this differs from spring-loaded digital buttons in what way? It's now novel and non-obvious to add an analog sensor to spring-loaded buttons?
The three features are more than 2 states (A), a momentary sensor (B), and snap-back tactile feedback (C). B + C = PC mouse button. A + C = attenuator knob. A + B = analog thumbstick. As far as I can tell, the USPTO thought A + B + C was novel and non-obvious.
And here is where my point comes full circle. They took the idea of a volume knob, a fairly conventional analog input with a click-through at maximum attenuation, and applied it the conventional button. This is a synthesis of common techniques that every electrical engineer would be aware of.
My understanding of patent law in Slashdot's jurisdiction is that both the problem and its solution must be obvious to anyone skilled in the art in order for an invention to be excluded from patentability on grounds of obviousness.
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It appears that we agree this is merely the result of synthesizing together features from any of multiple types of disparate but common input devices. We either add A to BC, or B to AC, or C to AB.
Given common examples of AB, AC, and BC, I don't think
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First, there is nothing in the claims about any springs.
Second, according to the body, the "spring" is actually the plastic part of the membrane switch pushing back up. So I question whether that is really "spring loaded".
Third, the idea of spring-loading an analog sensor would be similar to normal analog sticks which return to center when released.
Fourth, I thought the patent in question was this one [uspto.gov], awarded in November 2000, not the one a
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I know its been said many times before, but how are any of these patentable? A 3d controller with vibration - how can a patent office and a judge believe that qualifies as non-obvious and novel? Not only that, but on all of these controllers surely all of the playstation controllers, the n64 controller, dreamcast constitute prior art?
1. Create vaguely worded patent, using complex technical terms to describe very simple ideas.
2. Find patent office worker who has never used a computer before, or knows very little about it.
3. ???
4. Profit!
Dumb patents abound (Score:5, Interesting)
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It's a biological fact (Score:1)
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how? (Score:4, Insightful)
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The original intent was to reward little guys who came up with ideas that they wouldn't otherwise be able to finance production of. Instead of keeping their idea secret while they tried to find the money to make their new gadget, they could license or sell the patent to a big company and let THEM make it. Sounds like a good idea in concept (or at leas
Original Intent (Score:2)
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This really ought to be made illegal. If you cannot show that you are at least actively pursuing creation of a product based on your patent after X number of years, then your claims to the patent should be considered abandoned, or at l
Who are these people? (Score:5, Informative)
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He's been acquiring patents on video game controllers since 1999, he has moved a lot
"Subject: ARMSTRONG, BRAD ALAN, Age: 54
* 1 address in CHICO, CA
* 1 address in PARADISE, CA
* 6 addresses in CARSON CITY, NV
* 1 address in TYLER, TX
"
all his information is available from Intelius, but since you have to pay for the report, i didn't bother http:// [intelius.com]