Ex Parte Kawai et alDownload PDFPatent Trial and Appeal BoardJul 29, 201310842483 (P.T.A.B. Jul. 29, 2013) Copy Citation UNITED STATES PATENT AND TRADEMARK OFFICE ____________ BEFORE THE PATENT TRIAL AND APPEAL BOARD ____________ Ex parte TOSHINORI KAWAI and SHIGEYUKI ASUKE ____________ Appeal 2011-005144 Application 10/842,483 Technology Center 3700 ____________ Before STEFAN STAICOVICI, GAY ANN SPAHN, and MICHAEL C. ASTORINO, Administrative Patent Judges. ASTORINO, Administrative Patent Judge. DECISION ON APPEAL STATEMENT OF THE CASE The Appellants appeal under 35 U.S.C. § 134 from the Examiner’s decision finally rejecting claims 1-18. We have jurisdiction over the appeal under 35 U.S.C. § 6(b). We REVERSE. Appeal 2011-005144 Application 10/842,483 2 Claimed Subject Matter Claims 1, 8, and 15 are the independent claims on appeal. Claim 15 is illustrative of the subject matter on appeal, and recites, with emphasis added: 15. A method of displaying a subsequent game scene in a video game apparatus having a stored background scene image that is larger than a screen area which is displayed, comprising: determining, prior to displaying the subsequent scene, an advancing direction in which a displayed player object is to be displayed as facing in the subsequent game scene to be displayed; determining a position within the larger background image for a display screen area that is used to provide a scene background for a subsequent game scene; determining an adjusted position of the display screen area within the larger background image based on a position of the player object within the display screen area and a determined advancing direction of said player object, wherein said adjusted position of said display screen area within the larger background image results in the player object being displayed within predefined distance limits from opposing edges of the display screen area; switching a displayed game scene to the subsequent game scene if the player object is at a predetermined position in said displayed game scene, wherein the subsequent game scene is displayed using the adjusted position of the display screen area within the background image. Similarly, the game apparatus of claim 1 requires a “player object boundary setting programmed logic circuitry configured to set up predefined boundaries within the display screen area, wherein said boundaries are defined by upper and lower ordinate value limits or left and right abscissa value limits for said player object within the display screen area,” and the storage medium of claim 8 requires “setting up predefined boundaries within the display screen area, wherein said boundaries are defined by upper and Appeal 2011-005144 Application 10/842,483 3 lower ordinate value limits or left and right abscissa value limits for said player object within the display screen area; . . . wherein said adjusting of a displaying position of said display screen area within the larger background image area results in the player object being displayed within predefined distance limits from opposing edges of the display screen area.” Drawings The Examiner objected to the drawings at page 2 of the Final Office Action, mailed January 19, 2010, and included this objection in the Answer at pages 3-4. This inclusion may have been a response to the Appellants’ comments in the Status of Amendments section of the Appeal Brief (App. Br. 6-7). See Ans. 3-4, 16. Subsequently, the Appellants sought review of the Examiner’s objection to the drawings under 37 C.F.R. § 1.84(p)(4) and responded to the objection. Reply Br. 4-6. However, the objection to the drawings is a matter reviewable by petition under 37 C.F.R. § 1.181 (see Manual of Patent Examining Procedure (MPEP) §§ 1002 and 1201) and is not within the jurisdiction of the Board. See also In re Mindick, 371 F.2d 892, 894 (CCPA 1967). Rejections The Appellants request our review of the following Examiner’s rejections: I. claims 1-7 are rejected under 35 U.S.C. § 112, first paragraph, as failing to comply with the written description requirement; II. claims 1-18 are rejected under 35 U.S.C. § 102(b) as anticipated by Miyamoto (US 6,454,652 B2, iss. Sep. 24, 2002); and III. claims 1-18 are rejected under 35 U.S.C. § 102(b) as anticipated by or, in the alternative, under 35 U.S.C. § 103(a) as unpatentable over Appeal 2011-005144 Application 10/842,483 4 Super Mario Bros. (Nintendo, Strategy NINTENDO POWER GUIDE, Sg1/Np13 Nintendo Power for Super, Mario Bros. 3, (1990)). OPINION Rejection I - claims 1-7 rejected under 35 U.S.C. § 112, first paragraph, as failing to comply with the written description requirement Claim 1 recites “game operation control mechanism operable by the player to produce game operation inputs for controlling game operations.” The Examiner finds that the phrase “game operation control mechanism,” as recited in claim 1, is subject matter which was not described in the Specification in such a way as to reasonably convey to one skilled in the relevant art that the inventors, at the time the application was filed, had possession of the claimed invention. Ans. 4-5. Additionally, the Examiner finds that the term “game operation control mechanism” is not explicitly mentioned in the Specification. Ans. 17. The Appellants correctly assert that there is no in haec verba requirement, i.e., the claimed invention need not be recited in the exact language in the original specification to satisfy the written description requirement. Reply Br. 6-7 (citing MPEP § 2163.02). See Ariad Pharms., Inc. v. Eli Lilly & Co., 598 F.3d 1336, 1352 (Fed. Cir. 2010) (en banc). The Appellants also point out that the Specification states: The operating means 32 includes each of the above- described operating buttons 18, 20, 22, 24, 26, 28, and 30, and is capable of applying an operation input signal corresponding to an operation of each of these operating buttons to the CPU 40. Therefore, the CPU 40 executes a process according to an instruction of a player (user), which is applied through the operating portion 32. Appeal 2011-005144 Application 10/842,483 5 Sub. Spec.1 16:21-25. See Spec. figs. 1, 2. The Appellants contend that “buttons” are a non-limiting example and that “[o]ne of ordinary skill in the art would recognize that operating portion 32 could encompass other elements.” Reply Br. 7. The Appellants’ contention is persuasive. Notably, the Examiner construes the claimed term “game operation control mechanism” to “encompass[] elements not supported by the original specification of the instant application such as a mouse for a computer, a coin acceptor, or a touch screen, to name a few examples.” Ans. 17. This construction suggests that the Examiner requires the exact language in the original specification to satisfy the written description requirement, which is contrary to the law and to the guidance from the Manual of Patent Examining Procedure. The term “game operation control mechanism” satisfies the written description requirement because the disclosure reasonably conveys to skilled artisans that the Appellants possessed the claimed invention as of the filing date. See id.; Ariad at 1351. Thus, the rejection of claims 1-7 as failing to comply with the written description requirement is not sustained. Rejection II - claims 1-18 rejected under 35 U.S.C. § 102(b) as anticipated by Miyamoto The Appellants persuasively contend that Miyamoto fails to disclose “‘determining an adjusted position of the display screen area..., wherein said adjusted position of said display screen area... results in the player object being displayed within predefined distance limits from opposing edges of the 1 “Sub. Spec.” refers to the substitute Specification filed February 5, 2007. Appeal 2011-005144 Application 10/842,483 6 display screen area;’ (claim 15).” App. Br. 23. Notably, the claims call for predefined distance limits that are set/positioned a certain distance away from and within each edge of the display screen area and are used to limit the left/right or up/down positioning of an object character which is to be displayed in the display screen area upon switching to a new scene. See App. Br. 26. The Examiner finds that “all game actions and screens are calculated based on x and y coordinate[] position[s] of [a] game character,” and the player object, i.e., “Mario,” is displayed in accordance with particular camera modes which are adjusted during game play. Ans. 7, 18- 19. However, these findings fall short of providing adequate support for correspondence to the aforementioned limitations of claim 15, and the similar limitations of claims 1 and 8. App. Br. 25-26, Reply Br. 8-10. Thus, the rejection of claims 1, 8, and 15, and their dependent claims, as anticipated by Miyamoto is not sustained. Rejection III - claims 1-18 are rejected under 35 U.S.C. § 102(b) as anticipated by or, in the alternative, under 35 U.S.C. § 103(a) as unpatentable over Super Mario Bros. The Appellants persuasively contend that Super Mario Bros. fails to disclose the same claim limitations that Miyamoto fails to disclose. App. Br. 23-26. As discussed supra, the claims call for predefined distance limits that are set/positioned a certain distance away from and within each edge of the display screen area and are used to limit the left/right or up/down positioning of an object character which is to be displayed in the display screen area upon switching to a new scene. See App. Br. 26. The Examiner finds that Super Mario Bros. discloses a 2D video game where the player object, i.e., “Mario,” slides down a slope and enters a pipe to change game screens, and Appeal 2011-005144 Application 10/842,483 7 that these movements within the 2D game world result in different game images and game sections that are adjusted and displayed based on the a player’s control commands and the location of the player character. See Ans. 12-13, 19-20. However, these findings fall short of providing adequate support for correspondence to the aforementioned limitations of claim 15, and the similar limitations of claims 1 and 8. App. Br. 25-26, Reply Br. 11- 12. Alternatively, the Examiner reasons that: . . . it is well known to one of ordinary skill in the art that video games use coordinate systems in order to calculate and execute game play features. Super Mario Bros. game is a two- dimensional video game played on an electronic video game system using a display monitor that uses an x-y coordinate system to calculate game player actions and representation of game play including player characters, enemies, background images, display scenes, and screen portions presented to a game player during game play. Therefore, it would have been obvious to a person of ordinary skill in the art to program the Super Mario Bros. video game with an x-y coordinate system in order to provide challenging, fun, and sophisticated video game play. Ans. 14. This reasoning does not establish a prima facie case of obviousness since limitations at issue in this appeal, e.g., “‘determining an adjusted position of the display screen area..., wherein said adjusted position of said display screen area... results in the player object being displayed within predefined distance limits from opposing edges of the display screen area;’ (claim 15),” and the similar limitations of claims 1 and 8, are not adequately addressed by the Examiner’s reasoning. See App. Br. 23, Reply Br. 10-12. Appeal 2011-005144 Application 10/842,483 8 Thus, the rejection of claims 1, 8, and 15, and their dependent claims, as anticipated or, in the alternative, unpatentable over Super Mario Bros. is not sustained. DECISION We REVERSE the rejection of claims 1-18. REVERSED lp Copy with citationCopy as parenthetical citation