NOTICE* NEW #27 Invention!!!!

IDEAS FOR GAME SOFTWARES ARE INTELLECTUAL PROPERTY. Intellectual Property of Software. Video Games should be unique, exciting and amazing. They could easily be realistic. Does world politics effect the realism of our beloved video games?            

I, Maxwell Kremer, Male, Age:34,  have invented a new way to make a new computer/video game system and games.

Heres how:

The Majicution Desk is similar to XBOX and PLAYSTATION4. However, the system-unit (computer) is mounted inside a drawer of the 3 ft. tall desk. A TV could easily rest on it or the owner could even do homework on it.  The game-system could be basically a PC. (A slightly different model, the Majicution Desk 1.1 might have a flat tv screen inside it that opens up.) The controller is a manual-hand button controller type, or it could be voice-commanded, clap-commanded and perhaps work with exisiting electronics including; tv remotes and keyboards.Name: Majicution Desk (like magic+electrocution)

Name: Majicution Room

The Majicution Room is simply an extra accessory(s) to the Majicution-Desk where anywhere from 2 to 5 screens can illuminate, to provide a video/computer game Home-HOLODEK.  That means a player could add screens to make a video-box. The games would have to be programmed so that the extra 1-4 screens are rationally-compatible.(not very difficult)

Different Sizes:

  • Small. small screens that connect together to sort of make like a helmet (2x2x2ft. box)
  • Medium. 3ft. screens
  • Large. 5 ft. screens.
  • Gigantic. 7 ft. screens!

The owners could probably simply connect other tvs that they own together to make the Majicution Room and/or Majicution Room Screens could be sold where a projector system illuminates the screens. Note* The screens could be illuminated from the ceiling or from behind the screen, if the screen is opaque. A special projector-lens could be designed so that it bends light at the correct mathamatical angle so that it could shine down from the ceiling, and on screen the subject doesn't look stretched.Not only could Majicution Games be played on the Majicution-Room, but also Holodek-type exotic sceneries, backgrounds and movies.


Name: Majicution Games

I could make many games myself. They would all be designed for the Majicution Desk and/or Majicution Room. Production: ALL GAMES WOULD BE SAVED TO A USB FLASH DRIVE. THE FLASH DRIVE AND THE USB CONNECTOR ON THE COMPUTER (MAJICUTION DESK) WOULD BE BENT AND RESHAPED, SO THAT NOT ALL USB FLASH DRIVES WORK WITH THE SYSTEM. ON THE AUGMENTED USB FLASHDRIVE (GAME) i MIGHT CONNECT A STICK, LIKE A DRUMSTICK OR A MAGIC WAND TO BE THE INSERTABLE-GAME. (USB flash drives are basically + - metal connections, where I change the shape to make them uniquely Majicution-Desk Games) The games would be disguised so that they can not easily be pirated onto the internet, where foreign countries might play them for free.









Mac Screamer is the Jackolantern


  Gangsters of Chaos


                 Utly Bug and Leedle Beetle


















































































2. Non Electric Photo Video Game.



draft b A video game map terrain is gridded out in an actual setting (example* A decorated warehouse, exterior parking lot, interior warehouse). If the terrain is 10 grids wide by 100 grids long, then 10 rolodexes with 100 slide pages would be used. 4 to 360 photos would be snapped in each grid horizontally of 360 degree angles. ( 4 photos=90 degrees, 180 photos = 2 degrees). Each bulk of photos from a single grid would make one page of the rolodex. The page is actually a circular transparent slide with all of the photos, right side up, near the edges of the circle. The 10 rolodexes would be mounted together on a circular track. The rolodexes would slide on a track. The mirror and lens system would be mounted above the player, in the middle of the room/tent. The 10 rollodexes would roll according to the player's control to match up the desired rolodex/page slide with the eye lens. A different mechanical movementwould rotate a barrel "selector", that points light from the mirror to the specific transparent photo on the lens. If there were 18 360 degree photos per grid, there would be 18 slide/photos in a flat circular pattern on the slide page.

draft a With 18 realistic photos on 1 circle shaped slide, separated accordingly, like in a circle near the outer part of the slide then each slide was like a page on a rolodex spinner. There would be 10 rolodex spinners, all in a row, if the video game map terrain layout was 10 grid boxes wide.The rolodex spinners would simultaneously spin on an axle, with only one lit up on the screen. To shift viewing angles, a shifter nob of gears changes the slide to simulate looking around by choosing one of the 18 pictures on the slide. A barrel would  choose one of the 18 photos on the slide to shine on the wall. (All of the rolodex spinners spin simultaneously and a perpendicular slide track chooses the correct rolodex spinner to illuminate, to keep track of the position of the player's character. .) The game would be in a tent, with the ceiling a hole for a mirrored system that captures and bounces light into the machine and past the frames.(the light mirror capture system might be adjustable so that it can be aimed at the sun. The light capturing system, above the tent, would be a mirrored tube, with light access to each individual rolodex spinner position.) A gear system would hit a drum cymbal to simulate shots fired and or additional geared sound effects that are activated by slide/gear location and or appropriate timing. A wheel could easily cycle through the 8 photos on one slide that simulates the character's direction of vision spinning in a 360 degree angle within it's video game world (photo synthesized terrain mapping) . A gun, or some sort of controller device depending on the game, could be cocked, to activate a gear and when the gun is triggered at the right timing, the slide of the enemy, on top of the photo slide, could shift into it spinning and falling on the ground. (VIDEO, Motion Footage)

So it's like a bunch of gears that choose which slide to emit onto a wall in a dark room, with a mechanical weapon that knocks slides off of the screen, when fired at certain gear angles or certain times. A walking mechanism (spring boards on gears) , could jump photo to photo and an angle knob, or wheel, or belt system could simulate changing directions.
























4Non Computer Photo Video Game

NOTE* I could call it the "NCPG" Non Computer Photo Game.  (video is 32 frames per second)

(Transparent  Picture ball with light in center)

6 directions, 18 angles

   7 circle geometry

With 18 realistic photos  of a horizontal 360 degree angle, per slide. Each slide is from one of the squares of a grid (circles of a ball), of the terrain in the video game mapping. Imagine the gridded environment, turned into a ball. With a system of gears, the player rotates the hollow ball of slides, (each slide has 18 different angle  pictures, but only 6 of the photos are directional). Inside the ball is a light, a motor, and slide wheels that can depict clouds of the sky moving or the character running and firing. (When the photos spin past the light center, the photos turn into motion footage) The electricity to the motor and light would go through a circuit connection, through the ball, like a track, as if there is  [- +] all over the ball and as the ball spins it re-finds it's circuit connection.  Only 1 of the pictures on a slide is lit up out of the 8 pictures at one time. On top of the terrain map photos is, the enemy photos, the weapon firing photos. (on disks that spin, stacked onto each other, inside the hollow ball, on top of the light source. The light goes through the appropriate pictures and shines on a wall. The controller operates the gear motors inside the ball. Since the motor, gear and light system (mgl) are somewhat floating inside the hollow slide ball, a magnet might be used to hold the mgl in place. *Special gears, (a gear with long teeth, the teeth tips fold only sideways), might be used to roll and poke past and through the hollow slide ball to the shell case, where there are reciprocating mounted gears, mounted to the shell case.

There would be 3 invisible spin axis of the ball. 1.Horizontal 2. Vertical 3. Perpendicular   

To spin sideways, the ball would have to be clamped at the exact top and bottom. The math of the size of the slide cells and the size of the ball would have to be correct in ration to one another so that the gaps are at the right places. To spin forward, backwards, the ball would have to be clamped on the exact sides, and to spin the 18 angle photos within the highlighted slide cell at the "eye", the clamps would have to be at the eye. The clamps would be docile gears. The gears spin to spin the ball.

The NCPVG might be very large at first, then to the size of a basketball and eventually in the future, the size of a golf ball.

The shape of the slide cell designs is a circle with 6 circles around it. 7 circle geometry.

The ball could be encapsulated in other balls with a gear system that rotate to the line of light where possibly each ball is a level and when the level switches, a blank slide of the ball remains neutral to the next exterior ball (more memory). Perhaps the 1.weapon firing, 2.enemies, 3.terrain map, could all be separate hollow slide balls, encapsulated in each other closely with gears. (But the weapon firing and or enemies could just be 10 or so slides that spin on a vertical disk in front of the light. Some of the effects might be slightly transparent if dark silhouette dyes are not used for the graphics.    

                   The spinning movement can also be

  1. Firing sequence
  2. Motion sequence (like a draw bridge opening)

If the player is in a path and there is a door, the player could use the spinning action (instead of looking around) to open the door and walk forward through. Or an enemy could jump up and get shot.

The controls of the NCPVG is a spinning control (like a lock combination) and a forward click button. 

The spinning motion should rest in one of the six directional photo cells.

Perhaps the inside of the ball would need to be filled with water and the light/motor system floats.

NCPVG NOTE* Mechanically, I'm not sure if it would need one, but I have envisioned a GEAR that is a sphere (inside the NCPVG). It might be 6 parallel gears, seperated by 60 degrees and then perpendicular to those gears, 6 more gears seperated at 60 degrees. All of the gears would be welded together as one ball called the "sprooket".

A shutter could be used between circle jumps.

Market: Games, Family Photos

Families could have a NCPVG tech come to their house, take 18 pictures per grid of their house, with them staying still in it and then the family could have their own shollow slide ball. The balls could be about $4,500 and be elegantly decorated with gold, marble and old fashioned wood designs.

5Computer Photo Video Game

Inside the ball is an extra computer with the motor, gear and slide system.

The controller could be attached to the base or it could be on a cord. The controls would be a spinning control (like a lock combo) and a forward click button. The spinning movement should rest in one of the six directional photo positions.


 6. The NEPVG2 could be like the NCPVG, but without an electric motor, electric light or electric controls. Each slide could move from geared energy from the player's hands on the controls. The "Slide Ball" could be lit up from available light or placed in the sun. Unlike the NEPVG, the NEPVG2 does not require a tent.

NOte* for RPVG and NCPVG       The size of the actual-terrain grid squares, for photo-capturing, may vary in size, per separate video game. The size of the actual-terrain square might be as large as 20 feet.  REALLY BIG SQUARES, outside.

                 ( 9block design) Explaination why NCPVG design is best as circle-bubbles and not 9-block grid.

* 8 directional photos, in a 9 block grid pattern would not be as good as the 7circle geometry design.  The 9block design would have much more complicated gears because the distance to the diagnol angles is further than vertical/horizontal angles. 

7. NEPVG3d

A 3D non-electric video game system.

The NEPVG3d is just like the NEPVG2, however there are 2 optic sights to look into the "slide ball" and when Photo Capture Gridding, 2 photos (to represent a pair of eyes) are taken in each place of each of the 6 directional photos and each of the 12 filler photos.

So that means that half of the photos taken are directed, through the optic scope, to the left eye and the other half of the photos are directed to the right eye.

3D-Photo above Note* Both angle directions (left/right) of the camera set need to be center-angled inward, not outward (3D). 

8. NC Virtual Reality Machine 3D


The NC virtual reality machine 3D is actually an NCPVG, mounted onto a helmet. The helmet is mounted onto a suit that the player wears. The suit is mounted onto a system of sensors that sense shifted body movement and translate the movement to moving slides that are at the eyes of the helmet. The suit is mounted onto a swinging axle so that the player can spin upside down or various degrees. If the NCVRM3D game starts out where the screen is a first person look at an astronauts gloves holding an American flag, then the helmet has to start in the position of looking down. From there, there might be 4 gear-changing-positions, which rotate 4 photo-slides per eye on the helmet screen. A treadmill would be connected to the boots. The walking-geared-mechanism might resemble a floating-ladder-tank-tread. Each step, or perhaps each few steps could signal the motor to change the photo slides of the helmet visor. 

9.   NEVRM3D

It's just like the NCVRM3D however the slides of the helmet run on sunlight and the suit is geared at the hands and legs, so that when body movement happens, gears shift and different according slides light up at the helmet screen.  


Like the NCPVG, however nearly microscopic pictures could be arranged on a sticker sheet (printed), and then the printed sticker sheet could be affixed to a ball. Then, a  magnifying glass eye piece could be peered through to examine the photos. On top of some of the photos could be a type of action-visualization like clear-slides of "enemies/targets/etc." or non-clear shapes that are mechanized over the micro-photos to resemble photo-video action.  





























































































































a. Echo Realism, Fire Effects for Video Games

The sound of weapon firing should change according to position in space. Example* Big echo in cave. No echo outside. Little echo in walled plaza.



As Founder of VGSS, I, Max Kremer, pledge to do away with points (ficticious number tallies) for RPVGS and MPVGs, and instead of points, extra pick-ups and sim-money buying power will take place of boring numbers.

"Oh you scored 1000 points? Woop-dee-doo. You could have attained 1,000 sim-monies to sim-buy something really awesome or you could have found 1000 liters of gas (sim-gasoline)  for your space ship. That could have got you out of orbit and back!"

Note* ORIGINALITY.If a thing like a video game with "monsters" as enemies has already been patented/copyright, the "monsters" could easily be changed to "mugwabbles" or "Clibby Clums". "Aliens from another planet" could be "chuggle Spashers that expanded in form, out of the home-appliance-washing-machines."           Video Game = Computer Game


Notice*  i, max, the creator of this website, am the inventor of all intellectual property on this website. I have no partners. In the past 4 or 5 years, i have received vaguely none, zero serious emails about my website. It is as if criminals have been censoring my webmail inbox on my website. "Hello guy with the best ideas in the world..." emails were expected and not received. I claim that I am in "the matrix" like the movie. The microsoft games and google play games are WEAK. They are bad art, unoriginal. Google game apps are outrageously retarded. What the heck is going on? Microsoft and google games have never offered mpvg or rpvg for sale to be played. They didn't invent rpvg or mpvg. Why havn't either of them contacted me to make a deal about rpvg and mpvg? I want to play rpvg and mpvg. I know how to make rpvg and mpvg, like all of my web visitors. I am the inventor and I tought all of my visitors how to make them. When I search google play apps I can't find any mpvg or rpvg.  I could have already made complete games in rpvg and mpvg format for the gamers to demo, play and buy.  I think criminals are doing illegal business around me, without me knowing. If i'm in a live-in virtual reality machine, i want to be the wealthy credited inventor celebrity of mpvg and rpvg in my virtual world. If i was born in 3000, for example, into a live-in virtual reality machine that was set to sim 1980s, and if someone already invented everything possibley inventable by true time, not sim time, then i could be wealthy in my sim world, regardless of what invention accomplishments i had ever created.

 NOTICE* since i use mobile touch screen, i cant drag widgets to put on new page without text block. I need to wait till i get on pc to put on page 87.

Mpvg. "State Delivery"

Story: In the 1950's, a young man inventor augments an electronic organ and invents "80's synth new wave music", in his garage. The school children start their own note postal delivery at school to organize deleveries of gossip and love letters, while they discover, and are entranced by the hypnotic new music. The inventor also invents a "tele-music stereo box", a device that is like a telephone that users use to call specific phone numbers, named "music numbers", that play songs on demand. Chaos is experienced by enthusiasts, revolters and would-be thieves of the new technology. The town begins listening to, making and dressing new wave music style... in the 1950s.

Game 88.

Title: Halucination Nation

It is a tower defense game. The path is street and sidewalk. The towers are street structures, including: mailboxes that shoot envelope ninja stars, firehydrant that shoots water, newspaper vending machine shoots out quarters, street light shoots out lasers, stop sign swings like hammer, electric box electrocutes.

The enemies are psychos that were poisoned by hallucinogens. The base protection element is a sleepjng homeless man in a sleeping bag and/or a beautiful woman. 

Game 89

Title: Rise to Kill

Character name "Lyke Knother" is a pod person who lives in a virtual reality machine pod. Training to protect itself, there is a swift difference of reality when Lyke must engage in combat at the VR facility to protect the other pod people. The more Lyke advances to crush enemies, the more apps and weapons are available to use from the pod command consel. For example, level 1, Lyke must find a blunt object to fight off thieves from raiding the computers andlevel 15, Lyke uses a camera control program from the pod to operate machine guns and grenade lobbers outside the facility, where a group of demon thieves are breaking in with ambition to eat the pod people and steal their electronics.

Game 90

Title: Leader of the Sufferers

Game 91

Title: Patience Load

Game 92


Intro poem/chapter 1:

"Death to rich thieves.

Prison to the poor.

The workers have made.

The owners have more."

Chapter 2:

"Death to the secret king.

Letters to the true.

Summon Agrilian Dustime.

Pay him for every clue."

Dustime is the Sherlock Holmes of Medieval times. He explores villages, palaces, yards, forests, huts, inns and more. He investigates, finds clues, solves riddles, fights, is paid, buys, escapes, is rewarded medals and more.

Chapter 1. Dustime investigates "branded bricks". Sections of stone farm wall are missing at the road. Some stone bricks are mere bricks. Branded bricks have fancy molded designs that contain iron mechanical devices stored inside as bank. Dustime must investigate who sold the hidden devices, where are the smashed branded bricks, who stole the bricks, who stole the wagon to steal the bricks, how did they know that the valuable iron machines were sealed inside and Dustime must fight off the thieve gang until royal soldiers on horseback arrive.

Game 93

Title:1970 Vampire Spray

An mpvg about a man who drives around in a van, meets a beautiful woman companion, protects her from "the vampires of femicide"and tries to save the bustling town.

Level 1. "Zeya" is walking down the sidewalk at night in a leotard, in socks, carrying rollerskates. "Clavin" sputters his van next to her. "Are you lost? Everything okay?". She says "I broke my rollerskate." as she holds a skate wheel with two fingers and slides it up and down through the axle.

"Get in. Want to get supper?" She wants to go to the Huwlu dance club. They park. Plenty  dialogue. Her lady friends at the club tell her that some of her other friends are missing.

Clavin and Zeya discover, through their adventure, that vampires are eating all the woman as they impostor the woman. Clavin does all the fighting and Zeya uncovers the clues. The two of them driving around in a van at night in the 1970s make an awesome killer team.

Game 94

Title: Hyperstrike Chess

name might be changed.

Similar to internet chess game apps, where players play eachother on the internet, however, unique game attributes are:

(1) The player's chess piece set design is reference of player's status level of wins/losses. Meaning, beginner players with bad scores have a standard chess piece set design and advanced players have fancy/unique chess piece designs.

Some board themes:

Tools, gold plated, silver plated, jewel encrusted, neon, monster characters, clear glass, brown glass, skyscrapers, furniture, mammals, reptiles, artic animals, desert animals, predator animals, birds, cemetery icons/ghosts, sports equipment, football team, sport team, trees, food items, condiments bottle/jars, eating utensils, and more!

All themed chess pieces designs remain accurate to standard chess piece sizes and shapes.

(2) If it's legal, players can win prizes mailed to their house for winning tournaments. The prizes are sponsored by the video ads.

(3) There are 2 playing platforms, internet play and hyperstrike play. A player can play against other players on internet OR players play hyperstrike. Hyperstrike is the chess world's first chance to play the most awesome chess game ever. Hyperstrike is..

Start: normal chess board view. Player can either move pawn or knight. Pawn move of no attack changes the screen to a first/third person shooter where the player must beat the clock to find an item, including key, ammo, weapon, solve a riddle or pass a checkpoint. Knight move of no attack is similar game play with knight theme. Once the player beats the hyperstrike mission, the screen displays chess board again with accurate advanced piece depiction. When a player moves a piece to attack the other teams piece, the screen changes to hyperstrike level where the player must quest, dodge, collect and then destroy enemy piece. If the player can't beat the level, he/she can move a different piece instead or try the hyperstrike level again.

EACH PIECE MOVE IS ONE LEVEL OF AN ENTIRE FIRST PERSON SHOOTER THAT RESULTS IN KILLING THE ENEMY KING. So it's half chess and half interactive 1st/3rd person / interactive-overhead view game.

More examples of hyperstrike game play:

Bishop attacks are sniper hyperstrike missions. Rook attacks are hyperstrike flight simulator missions. Rook defense is hyperstrike tower defense levels. Queen attacks are giant commando assault levels that include driving tank/vehicle and walking.(she's a female bodybuilder 


Game 95

X Chess

Xchess is a game similar to chess, where a player plays against an opponent, cpu or player 2, however the 3 versions of Xchess are Xchess4, Xchess6 and Xchess9 where multiple boards are put together to play as an expanded chess game. Xchess4 is 4 chessboards tiled together in a square with double pieces place on the 2 edges as double standard. Xchess6 is 6 boards with triple pieces and Xchess9 is 9 boards with triple pieces. Players can choose to play win/lose scerarios that are either:

-death to first king


-all kings must be killed till last check mate

The Xchess videogame would be similar to chess game apps. A computer program simulates the boards and pieces interplayed together.

Optional play settings:

-captured king turns into opposite queen

-neutral island. In the middle of the boards, 4 squares have neutral pieces that are turned into player's color when it's touching square is landed on. 4 rooks, 4 knights or 4 pieces that are king, queen, knight and rook.

-player moves twice per turn

-player moves twice per turn, but not same piece

-pawns move double square but not double square strike (first 2 or 4 squares, then 2 squares per move)

-pawns move 1 or 2 squares each move

Also, Xchess16 is 16 boards tiled together with quadruple pieces. Xchess8 is 8 boards tiled together with quadruple pieces and Xchess12 is 12 boards tiled together with quadruple pieces.

Game 96

Title: psycho hazard

Story: A metal detector scavenger is the main character hero who uncovers a metal detector found underground while searching with his metal detector. He takes it to home. He works onit and cleans it up. Through a journey he discovers that an illegal criminal evil company had put computer chips in all of the metal detectors that caused valuable readings beeps to be sent to the company's headquarters over radio signals as the metal detector user's ears heard no beeps. Gore, fighting, searching metal detecting, discovering, animal hunting, wilderness survival, friend making happen in the game at settings that include sandy river beach, forest, meadow, industrial park, campground, roadside, mud bog, house, shack, travel trailer, truck camper, trailer park, mansion and stip mall stores. The evil company exploits metal detector users to be slaves as the secret computer chips inside relay secret gps locations of the scanned gold, silver and valuables. The metal detector that the hero discovered, incorrectly beeped as "trash" when found was a model from 20 years ago that did not have criminal computer chips inside it. The journey becomes action packed when the hero uses the found metal detector to find large amounts of valuables that excites and intrigues the townspeople in uproars of commotion interludes and scenarios. The nemesis evil company dispatches agents to investigate the gold and valuables commotion. The company wants to kill the hero and steal his metal detector artifact with the rest of the hidden valuables. The hero must fight back to survive and to win his treasures, impressing his love interest along the way.

Game 96.1

Psycho Hazard 2

A fisherman reels up a new catch, only this time it's an old fishing pole. The old pole seems to have special powers. Find out the rest of the story by paying Maxwell a large amount of money!

Game 102

Title: Hydrostelation

It's another 10 g's, and another human vs. human vs. alien war shooter game. The story goes..

Aliens warn the earthling humans that all earth's water will be vacuumed into outer space, with a magnetic water tornado that stretches to another planet. Every millions of years or so they have jumped planet to planet, relocating the water. They say animals and humans may travel to the other planet safely through capsules in the water tornado tube, however some geographical zones on earth will be sucked dry chronologically and all remaining creatures in that zone will be turned into dust because human bodies are 80% water or so. "We must collect all the water. We need the water in your corpses!" the aliens chant. A group of bad human don't want the good humans to leave the planet alive, so they block them, trapping them in zones, preventing them from accessing the tornado launch area port and the good must fight past both alien zone soldiers and bad humans to arrive at the water tornado port to safely go to the other planet. Bad vs. Good, bad vs. aliens, and good vs. aliens.

Game 103

Title: Projectile Connection


Collection Connection

or Connection Collection.

It is a 1st/3rd person shooter, multiplayer deathmatch or story campaine a.i., where players start with zero weapons and must run, dodge and find components to build weapons among a tiny handgun item. The tiny handgun is the weakest of all weapons yet it is easiest to find as it is one item. Other weapons require multiple components to be collected in order to assemble to fire, where the most powerful weapons require the most amount of components or rarest components. For example, the weakest weapon besides tiny handgun is two separate parts that must be found to assemble, and other increasingly elevated damage weapons have 3 parts, or 4 parts or 5 parts, etc. The weapon can not be fired until the part collection is complete. Some parts are compatable with various weapon models. For example, 10 buttstocks, 10 barrels, 10 foregrips and 10 triggers might combine individually to form 20 different weapons. Items can be found among the level either on the ground or dropped from defeated players as "stolen connection collections".

1. RPVG  realistic photo video game creating 

Note* Google maps uses a different method to photo-map for google-maps, however there are no rpvg,s available on Google/play. Thus, Google did not invent rpvg.

                  RPVGs are less memory and more realistic.

Current Video/Computer Games = Cartoons, drawn unrealistic, blocky pixels

              RPVG= Awesome Best Graphics!

 Game 97

Title: Brazzle the Battle

An action adventure game that is story driven by the hero's circumstance of being locked into a mattress. He begins his quest starting from a roadside stranded scenario as he carries a mattress on his back that he is trapped on. 


1. Realistic Photo Video Games.


NOTE* uses a different photography design than RPVG. The game "Portal 2" uses a different photography design than RPVG. The way those media "work" is by taking 2 or 4 photographs of a vicinity and then program the photo in the computer to "PAN" and "Zoom", within the existing photo, to mimic a realistic 360-degree view.  So that means a large pan/landscape photo is photographed and then within that one photo, the button-controller (player) presses the buttons to view different areas of that photo. Those media examples have "Glitches of Unreal-ism", unrealistic picture/videographic glitches, unsatisfactory simulated-realism. RPVG design is superior to and "Portal 2" example softwares.

RPVG design is different than modern video/computer games as RPVG does not rely on a "clock program",.

a clock program for video/computer games is:

  • once the level starts, the possible-actions that the characters on screen can do from button presses is calculated by the computer in a time parameter, as though sequences of programming must be programmed to understand:#
  • #for example, first 1/4 second of the level player presses "jump" character jumps. first 2/4 second of the level player presses "jump" character jumps and then 9,958,947,278,376 3/4 seconds later from the start of the level if player presses "jump" character jumps.
  • RPVGs don't need "clock program"-type programmings, as "freeze squares" are used to jump to interactive-video segments and walk-arounds are cycling through photos.

 RPVGs have zero-none-zilch clock programmings in the "walkaround"/"terrain moving". The interactive video segments/ freeze squares have what I name a "Sub-Micro-timer" that utilizes 10-200 sub-clock-programmings. Modern video/computer-games use 50,000 to 5,000,000,000,000 clock-programmings. An in-depth programming of a RPVG/MPVG, I speculate, might require only 1,000 to 2,000 sub-micro-timer-programs for the interactive videos segments. That means my inventions (RPVG/MPVG) uses about .005% of clock-type-programming data to control a character to sim-move inside a sim-terrain, interact, lose or win. 

Sub-clock is not clock.

Some specific RPVGs can operate (be played) without any type of clock-programming-data, as video segments could be writen to be 'not interactive', but the game could still be played.

how they work to design them (RPVGs):

Let's say I'm making a video game where the level is a strip mall and the enemies are green buggy aliens....           


1. Grid.

I would grid out each square foot of the strip mall terrain. (Of an actual strip mall, like the one's down the street!, in the actual world) Maybe 2x2 ft. squares.

2. Photograph. Snap picture.

"Speed Capture"-  I would attach 32 cameras (or 64 cameras, or 360 cameras, (multiple cameras)), in opposite angles of 360 degrees of a flat circle, onto one machine, and take a picture from each camera at once. And maybe even downward cameras, like 8 cameras, facing down at a 45 degree angle. or *"Slow Capture"- One camera mounted to a level device could rotate and take multiple photographs, different angles and same location(same grid square location).


Then, I would go to each grid-square  and take the 40 (or however many) pictures.Multiples of "4" is mandatory. 16 is a good number of photos to use ,as each grid-photo is   22.5 degrees (360 divided by 16),  Square by square. One camera (multi camera angles/multi-photos) at the center of each grid  square is used to take photos.

Each grid square location represents one virtual location in the soon to be made RPVG. Each photo captured in the grid square location represents multiple virtual vision angles of the RPVG.

The artwork above explains a small room where 4 squares of 360 degree photography is used. If the player starts out in number 1 photo, the player is facing the door. The player has the option to spin around and virtually-move to a new photo-collection-square. Every button press that the player controls switches one photo to a next photo, in an organized manner. A1 is facing the door photo. If the player options to move to D57,(A2, A3, B15, B(A to B to D)) then the player is viewing the wall and the window. If the player chooses to virtually move forward from D57 to C49, then the player is virtually looking straight out the window. Since C49 is the closest virtual location of the window, once that virtual location (C49) is moved to, a programmed option could be for the player to virtually move out of the 4-photo-collection-square-room to a new virtual area that is the backyard. So thus C49 has an extra program option to press "Climb out of window" as D57 does not. For smooth game-play, the hypothetical C48 and C50 could also have the program option of "climb out of window" because they are the 2 other closest virtual locations of the virtual-window. Perhaps in the virtual backyard, an entire photo-collection-square could be programmed so that the player has the option to "Pick up hammer". If the player options to virtually move through the photo-collection-squares, back to the door, the door-virtual-location (A1) could have a program option to "Use hammer to open door".

The virtual-movement-software works by:

  1. illuminating 1 photo on the screen as an initial-photo-file/initial-virtual-location-view
  2. sensing button control, illuminating a next photo on the screen by loading a photo-file.
  3. from one photo file (virtual location view), only 4 different-photo-files are possible to be the "Next photo". ( Forward Button Selection. Back Button Selection. Immediate Left Selection. Immediate Right Selection)
  4. So thus, from A5,(virtual location/photo view on screen) the program can select only 1 photo from a list of 4 photos (W99, A6, A4, C47) to be the next photo to be illuminated. 

Once the entire terrain is mapped out (pictures taken in each square), I would save the photos into the computer and program the pictures to change with the direction of a control.

RPVGs can be photographed with 1 photo per horizontal-angle and RPVGs with "Complex-Photo-Gridding" could use 3 cameras (up, straight and down), instead of 1 camera (straight) to photo-capture a virtual world that has more complicated options of view. Thus, with 'Complex-Photo-Gridding", the player can option to "look up" and "look down".

NOTE* The majority of a RPVG could be photo-captured-gridded as standard 1-camera-straight-program and extra/specific gameplay scenarios can be photo captured with 3-cameras Complex-Photo-File-Program. 

Also, for the additional movement of "side-step/strafe", 2 extra photo-programings could be utilized in a "Complex-Photo-File-Program" where instead of 1 of 4 buttons/photo-files to be illuminated, 1 of 6 button pressed/photo-files are illuminated. With Complex-Photo-File Program added with Complex-Photo-Gridding (3 cameras), the player has the option to press 1 of 8 buttons-pressed/photos illuminated.  


If a button is pressed to activate a screen-illuminated-photo, the button can be pressed (press + hold) for multiple seconds, as 1/2 second is the first photo and thereafter successive photos are illuminated at a rate of 5-photos-per-second.

So thus, if a button is pressed and held for 4.1 seconds, 1 photo is illuminated for 1/2 second and 18 successive photos are illuminated for .2-of-a -second each. (1/5 second each). 


Holding the button after 1/2 second, 10-photos-per-second are successively illuminated. (SPEED) 1st person character view has "Extra speed".

The PHOTO-FILE PROGRAM could be made/used utilizing a program that selects photo files by the movement of a mouse, keyboard direction arrows or other controls.


Animation can portray Enemies/Targets, WeaponFire, Effect of WeaponFire.

Animation is simply done as "Freeze Squares" are utilized where the player arrives onto a specific-virtual-location (photo). The player can not virtual-move to change the view, as animation (animation on top of the photo) moves.

Distance: Far-away-virtual-distance is represented by small size. As the animation-subject is to be represented to "be closer", the size of the animation-subject is enlarged.  

INVENTORY SCREEN: An "Inventory" screen can be accessed by pushing of a designated button. "Cargo", "stuff", "things", "baggage", "lot's of goodies" can be used in place of the word inventory.

The inventory screen's illumination is not regarded to any virtual location.

The inventory screen allows the player to select items to be used in specific virtual locations. One example of an original inventory screen is a White_Bed-Sheet laid out on the ground, next to a broomstick (1 photo, empty)The items occupying the inventory could be :

  • Empty bed-sheet (1 photo, bed-sheet)
  • A key placed on the bed-sheet (1 photo, wrench on bed-sheet)
  • A key and a golfball placed on the bed-sheet (1 photo, wrench, golfball on bed-sheet)
  • A golfball placed on a bed-sheet (1 photo, golfball on bed-sheet)

Other Inventory screen photographs:

  • Wheel barrel
  • Shopping cart
  • Baby stroller
  • Opened Backpack
  • Coat with interior pockets
  • Non-descriptive screen

MOVEMENT PROGRAM:  DISABLE?ENABLE THEORY: If to open a virtual unlocked-door, the player must press button "Q". If the player presses "Q" at a "locked-door", the locked-door does not open. The player needs an item, "the key", to open the locked-door. If to use the key at the locked-door, the player must press "D" to open it ("D" = use key), .....what is the program to disable/enable the locked door? How does the computer know that the player's character has the key or not? The player presses "D" at the door without a key in inventory, the door does not open. The player presses button "D", with the key in inventory,  at the locked-door and the door unlocks/opens.     I, the programmer, need a disable/enable program to:

  • disable locked doors
  • after adding specific item (key) to inventory the locked door is enabled

Heres a loop-hole, how I could do it without a disable/enable program...

  • "Q" = open unlocked door
  • Find a virtual location that is a locked door. Button press "Q" at the locked-door doesn't work. It's locked!
  • Find a key-item. The close-up key item photograph is written on it: "DD5"
  • Back to the virtual location of the locked-door, instead of pressing "Q", the player presses "DD5" and the locked-door unlocks and opens.
  • (That means that the player could have pressed "DD5" as soon as he arrived at the virtual location of the locked-door before he got the key, however the player did not know the "DD5"-code, as the key-item is what I could call a ITEM-CODE-SUPPOSITION, a photo of reference for the player to use as a code. Similarly, "a hammer"-item could be a I-C-S as the player presses "RE" to use the hammer on virtual objects.

Then, with extra programming of enemies, weapon firing, sound effects,.. a realistic looking video game is made.

The programming could be much more simplified, (but still incredibly realistic) by having the hero maneuver through terrain and then get to a 'frozen spot' where he then fires a weapon. As if, for example, if a hero is inside a pirate ship, he can run around through the terrain of the interior ship, and then when he gets to a window and selects the window firing position, the programming can change from 1st person walk around to flat panel arcade style programming (landscape), fire accomplish, and then switch back. So it's like maneuvering in a photo-realistic vg world and then to a much more simple static screen, (like 1 photo, an island shore) And little dots and squares representing enemies, are fired at then explode and die, etc.)

The weapon fire animation could be a video of a rifle firing. The video would pop up onto the screen, like it was floating,  on top of the realistic photo background. The enemies would be on top of the realistic photo back grounds too, as  floating animation. The enemy, like a buggy alien running towards the camera, would be small at first to suggest far away distance and it would get bigger to suggest closer distance. 

ITEM / Container Program: 

3 photos could be used to depict container analyze/item take

  1. opened view item
  2. opened empty
  3. closed

In virtual locations, player options to "check cargo" or "inspect container".

Player presses designated button. A Close-Up of a flashlight photo is on the screen. (closed photo)

Player presses designated button to "open container". A photograph of a flashlight with a battery hanging out of it. (opened view item photo)

Player presses designated button to "take item". An opened flashlight without batteries photo is on screen. (opened empty)

Player presses designated button to "close container" and the screen reverts back to the 1st person virtual location view.

When the container object is depicted open, if items are depicted inside, an opened-view-item photo is illuminated. When the player options to "take item", the photo of opened-view-item changes to opened-empty. When the player options to "close container", the screen resumes back to 1st person view of virtual location. Containers and item interactions is "Large scale ("close-up") photographs of the container/item.


Player moves about virtual location until a virtual location reached has a "container/item interactive option".

  •  A flashlight case is closed. (one photo)
  • A flashlight case is opened, exposing a $100 bill. (one photo)
  • When the player options to take $100 bill-item out of the flashlight compartment, a photo of an empty flashlight is depicted. (one photo)


  • open, inspect, close automobile-ashtray
  • o/i/c clothing pocket
  • lawnmower bag
  • automobile/boat fuel door
  • fruit, "someone hid a key in the orange!"
  • automobile/bike tire, "need a knife."
  • couch/bed pillow
  • dead animal
  • vacuum
  • street light
  • teddy bear
  • sink faucet
  • stereo/CD player/Tape player
  • Flashlight. (Anything that stores batteries could be represented in photography to store money, note, key, small items)
  •  Karaoke microphone
  • guitar/musical instruments
  • BBQ
  • Cat/dog food bag/bowl
  • snowmobile engine compartment
  • chlorine container in swimming pool
  • gasoline truck cylinder bin
  • bulldozer shovel bumper covered in dirt
  • head light/automobile body light compartment
  • propane tank "If it's empty, need a saw!"
  • film projector
  • retractable RV awning
  • folded kite
  • folded painter's brush kit
  • cat/dog house
  • pet terrarium
  • port-a-potty
  • rain gutter
  • potted plant
  • air conditioner
  • baseball mit
  • pen
  • fuzzy dice
  • model airplane
  • garage door remote
  • VCR/T.V. remote
  • police scanner
  • walkie talkie
  • walnut
  • sunflower seed, "There's a diamond in the seed!"
  • toy animal
  • pocket protector, pens
  • yard sprinkler
  • detergent bottle/box
  • milk carton
  • beverage bottle
  • semi-truck bed box
  • semi-truck cock pit
  • RV
  • enclosed trailer
  • limo front driver
  • limo lounge
  • taxi front driver
  • truck, van, sedan, buggie, hatchback front driver/dash/back passenger
  • water tower
  • treehouse
  • paint bucket
  • plastic cooler
  • camper's tent
  • Jacuzzi
  • lunch truck
  • payphone
  • cordless phone
  • hair salon chair
  • inflatable pool
  • inflatable couch
  • halogen bulb lamp
  • golf cart engine compartment
  • toy automobile
  • apron pocket
  • hollow fence post
  • toy gun
  • live fish
  • vhs tape
  • computer mouse
  • computer joystick
  • arcade machine
  • pinball machine
  • mini-windmill on lawn
  • chew tobacco can
  • shoe
  • zippo
  • street con (lift, inspect, set)
  • aluminum can
  • electric hand dryer
  • electric store sign
  • paper towel dispenser
  • newspaper vending machine
  • person's hair
  • robot's body case
  • nautical buoy
  • automobile bumper
  • rubber boat-bumper-bouey
  • trashbag
  • mop/broom tube
  • automobile bumper
  • fire hydrant
  • candle, a candle could have a key or items inside the wax. Option to light and melt wax to find key. Firewood too.
  • Cement brick, smash it to uncover contents
  • hunter's gazebo porch blind

Note* on Google/play apps, I have found a game that is 100% "freeze square gameplay" called 'Storm of Darkness", and a game called 'Dark Meadow' that uses video trails and freeze squares.!


Instead of needing to RPVG-Grid an entire area for gameplay, video trails and directive-video-trails can be used instead.

                   Imagine a western game where a horse is walking down a choral. On the horse (and with regards of shadows), 5 video cameras could be mounted at a forward directional mount, where each camera represents an angle that the horse-mounted character could turn his head.              SO that means, if the horse trail takes 1 minute to walk, 5 cameras would simultaneously capture 1 minute of video (5 minutes total). Video trails are good for lots of background motion. The game could be programmed so that looking at the right angle let's the player know something at the end of the Video trail. EXAMPLE* A character says "Did you get a look at the varmit bandit Gunslinger in the meadow? What color poncho did he have? We have to find him!"           During Video Trails, the Player has no control of the direction of the trail. He has control of  which camera angle to view. Realistic!

Video Trail Options(VTO)-

Let's say a video trail is captured of a 10 second skydive freefall. If there is a video-trail-option to deploy a parachute, instead of it being programmed so that the player can "do the action" (deploy parachute) anytime during the 10-second freefall, five (2-second) segment-breaks would have to be programmed so that when the player presses "do the action" within the 10-second VT, the computer chooses the next 2-second-segment-break, to segway into the video of a parachute exploding open. (if there were 100 segment-breaks within the 10-second VT, that would be too many. So instead, there are only 5 segment-breaks. That means a small delay would be "experienced" (up to 2-seconds), while waiting for the video to fit perfectly. 



                                                        "CLICK AND RUN"


Player's character starts out in the lobby of a mansion.

Using the screen's visuals, the player clicks one of the screen elements :

  • door
  • painting
  • stair of stairway
  • window

THen:   If the player clicks the "stair", a video trail of "running up the stairs to the second story (first person or 3rd person view)" plays until the player's character's view is of the 2nd story hallway.

              If the player clicks the "door", a video trail of "running through the mansion's lobby and opening the door" plays until the screen is of "the door's room".

              Click window--> video of running to window, until stationary screen of looking out window

                 Click painting--> video of running to painting. Option to "open" painting to expose view of locked-safe.


The Player clicks the DOOR. The video of walking towards the door plays.

The Player arrives at the door. The player clicks "open door".





Large spaces have to be completely photo grid captured. Small spaces like hallways can be copied and the same photo can be used in different programmed-places more than once, with or without photo-shopping to change the photo slightly. If the end of the hallways is so dark that it is black, it would be easier to copy programmed hallway space.
If a building is going to be a video game level, and there are 10 stories/floors, 10 hallways and 300 rooms. That means 1 floor is 1 hallway and 30 rooms.Only 1 room needs to be photo captured and only 1 hallway needs to be photo captured. Then either:

  • Every room looks the same
  • The photo could be photo-shopped to look different
  • 1 room could be photo captured 300 times with different decorations/set design

If one of the rooms 'NEEDED' to have a virtual window view from it, it could "change to video" at the freeze frame location of "at the window". All other windows could be foggy or glossy, ect. 

If the cameras were really, really small, even small terrains could be transformed into realistic video games. Like a living room with small model houses, trees, furniture, etc. on the carpet.


  • Realistic Photo background map or video trails
  • Computer program memory of where enemies, damage effects and pick-ups are
  • Firing or actions of Hero Player



Static/action- While the player is walking around in the level, everything is still (unless animation/video is needed). The player could get to a grid square called a "FREEZE SQUARE" and where he can no longer change any direction and video play emerges onto the screen. The video (of the enemy) is effected by clicks- that represent action of shot/attack. (no-enemy-RPVG grids gameplay to freeze-square-enemy-video-gameplay) 

Static_Pickups-  All pick-ups should be photographed enclosed in a box or container. The box/container would be stationary so that it is easier to photo-explain the terrain.  Example* Instead of a shotgun laying on the ground, a chest lays on the ground - containing the shotgun, so that once the shotgun is picked up, the programmings don't need extra photos to represent the absence of the shotgun. The trash bin, chest, box, cupboard looks the same as it did before, from close-by and far away.

DVTs, TVOs, RPVG-Grid-Gameplay and other interactive elements (sequences) could all be used together for one game to function as an RPVG.


  • a few actors. Costumes, make-up, rubber skin/life-casts, wigs.
  • props. A wooden club painted to look as though it was a rifle, could suffice as a rifle.
  • one camera or 40 cameras.
  • one computer.
  • one monitor.
  • one mouse.
  • one keyboard.
  • location to photograph.
  • a computer-program to "program" photo change to button press.
  • paint software to photoshop cgi
  • store-able memory cards
  • electricity outlet
  • location to edit/program.
  • animation software to program character action and enemy action.


It is similar to modern cartoon video games, however programming method platform is different. Similar to RPVG, ARPVG is programmed with artwork pictures instead of photographs.





















































1.5          MINI - RPVG  

A very small camera system could photo capture a video game world on the ground, in someone's house (or on a table). Model houses, miniature cars, miniature neighborhoods , ect. could be used as the back drop.

The hero and his enemies could be something as a lego-man or action-figure.


A 5 ft. x 10 ft. pile of dirt, with a little bit of dried grass, like it got ripped up from a bulldozer and put into a pile would make an excellent "MOUNTAIN" to photo capture. One overview photo could be enough to animate on. (Game Screens like Command and Conquer or Diablo, where there is one game screen overview for the level...The overview photo of the dirt pile that looks like a mountain could be like the overview cartoon screen of the old games)

The camera would have to be very small, (or have the space to spin in the designated grid), and it would also have to be very high definition, to make the game more exciting.

The miniature rooms could be made of paper, drawn on... or however the Realistic Photo Video Game is themed.

Note* I think if a micro-mirror system was invented, the camera could be pointing down(with the mirror system spinner on the tip of the camera, at the lens) and as the mirror system spins, all of the angles are translated into the camera via a GRID-Screen (all of the camera angle pictures are mirror bounced to fit on 1 square when the screen has 9 squares partitioned.ex)

With the right computer program formula, the player might think he's actually in the game!

































































































































TENT / holodek 

wall panel 







nOTE* iF THE HOLODEK IS A SOLID WALL (NOT A TENT WALL) BUTTON SLAPS CAN BE PLACED ACCORDINGLY ONTO THE WALL WITH ADHESIVES. They could vary in size from small to big "Button Slaps". The design of button slaps on the wall could be patterns all over the wall or only a few in appropriate placement.



"Great for a work out (exercise) if the players don't use projectiles. Honestly, who throws a shoe? The player could run back and forth to different walls to slap the projected media.




(Motion Picture Video Game)

The magic of brilliant feature film movies meets the science of entertainment of video games.

The movie plays out on screen with interactive segments of intense video game playing, according to the story of the film.

Randomizer Program- To program the Randomizer, I will simply allow 10 different variations of a single MPVG to be programmed and the randomizer works by allowing the player to press "start/play" within a looping time parameter of 1 second, as each .1 second sub-parameter selects 1 of 10 variations.  Variations may include:

  • Color change art direction. For example, if the mpvg has many automobiles in it, all of the yellow automobiles in the scenes will be red automobiles. Also, buildings, decorations, clothing and other story elements will be color changed.
  • Change scenes. Different scene variations.
  • Change characters. Voices, names, images and other attributes of the primary characters will variate.
  • Other possible variations.

When it is win or lose, the player chooses the destiny of the movie characters and the outcome of the film. 



Example* Characters Josie and Brickel get in a water balloon fight with the college dorm next door. If the player beats the water ballooning level, Josie and Brickel go to the mall to buy a CD. If the player loses, Josie tells Brickel that she has to go e-mail her grandma and then Brickel is invited to a frat party.

Example* Character Smunts finds the old graveyard. He is attacked by demon ravens. If he wins, Character Betsy drives up in a golf cart and says "Let's go to the haunted factory." If he loses, he steps on a switch that opens a grave, that leads to a secret bomb shelter from the 1950's.

 Character control could also be less complicated.

Example*  Characters Josie and Brickel walk into Josie's Grandpa's mansion. Player chooses 1 of 15 rooms to enter. Once a door to a room is selected, the MPVG switches back to movie from game. 

The player picks which room to walk into. Each room is a different story segment. (5 minute movie segments)

1 room is Josie acting funny and cute, talking about antique furniture.

2 room is Josie's Grandpa sitting on a chair, telling a story.

3 room is the gardener jumping out of the corner of the room.

4 room is the dining room where Josie makes something to eat and the audience gets it's first glimpse about how in love Brickel is with her.

Example*  Character Smunts steps into the hardware store. The player has $240 to spend. It knows it needs to buy an $85 electric generator. The misc. bought tools might effect the story later on.

The player can also control the MPVG destiny by selecting dialogue.

EXAMPLE* Character Jeb Wilson arrives at the saloon. The waitress says "What'll ya be havin?" The player can select;

A. "Whiskey, lot's of whiskey."

B. "Just a water, honey. I'm on a diet."

C. "Well, how about I have whatever yer havin?"

D. "Nothin. I'm just here ta look at yer pretty face."

If the player selects (A). Jeb Wilson gets invited to a card game. If the player selects (B). Jeb Wilson twiddles his thumbs and explains to the waitress his lonesome troubles. Etc.

So instead of really bad graphics 1 minute story interludes, the player can watch a good movie and change how the story goes, as he wins or loses battles and games and chooses directions.MPVGs need no Controller!

THey could be Voice-Command. And Clap Command.  (*THe player could also buy a controller to use.)

THe player could answer questions correctly or control where to go with their voice. Examples* "Left" "Right" "No" "Yes" "Fire".

Picture Edition- A freeze-frame picture (1 frame) could easily be edited so that a 10 minute game segment could be locked on the 1 picture as the screen and then the elements within the picture (ex. sand toys, sand bucket, ice cream cone, sunglasses) could be edited so that they can "animate" the picture. That is easy software to do..

  1. use microsoft paint, load picture
  2. "cut" around picture-element (sunglasses)
  3. Fill in space where sunglasses used to be (art)
  4. Place sunglasses on woman's face.

(So "picture edition" is editing a photo to be played as a game.Picture editions could be segments of MPVG/RPVGs)

Speed Through Button-  While a movie segment is displayed, the player can option to press the "speed through button". Instead of perhaps a 45 seconds segment film interlude, a 3 seconds movie displays, with short specific audio.

"Hey listen to me...are you there? Make sure to get back to the parking lot where your automobile-car is parked." (45 seconds segment film)


          "Go to the car." (3 seconds)


THe player could clap his/her hands at the right time to activate an interaction or control where to go. If a watermelon was rolling down a hill, and at the bottom of the hill, a mounted sling-shot fires. THe player could then test out the shooting when the computer says "Player, clap your hands to shoot the watermelon."  or another Clap-Command could be the computer saying something like "Player, when you see any blue-door, if you clap while it's on screen, the character on screen will travel through that door." 

THat means the MPVG-System,box needs to have a clap-sensor and voice-sensor computer system.

So when movies are just watching. ANd video games are mostly just playing.  MPVGs are watching, playing, watching and playing again. The player-audience is able to control and change their MPVG.

With multiple endings, scenarios, situations, levels, games and paths, the player-audience is surprised nearly every time and gets like 100 MPVGs in 1.

MPVGs could have a Randomizer where 1 of 4-10 different available paths is selected with the specific, story, characters and concepts. So if one plays the MPVG once and has an I.O. after 5 minutes of video, he might have a different I.O. after 3minutes and 30 seconds of the video.  SO, nearly every time a player plays the MPVG from the start, it is a different movie/game.

To grid the actual terrain out for photographing, a    fishing-line  'ladder'  ,like a grid,  could be made. It could be fastened down with 4 pegs, the outer 2 pegs can flip over, as the next  row.  The "grid squares" of the actual terrain are invisible or imaginary lines.

                    If a machine was used as a rolling camera/tripod, it too could count the space in between each multi-photo flash with the wheel roll distance.  

The interactive option is the game play segment. If the movie characters walk into a spooky house, the interactive options could flicker on where the player chooses which door to enter. If there were 2 interactive option doors, one door could be a spider killing game, with win or lose programming (2 possible next video segments) and the other door could be a mummy killing game, with win, tie or lose programming (3  possible next video segments.)


An example explaination of what VBSO is and how it works (plays):

Illuminated on screen is:(VIDEO SEGMENT) A video of a crowd of characters in a room huddle as the door is rumbled by the outside thrusting of a gigantic mutated tiger. The main character says "Okay, what are we going to do?"

(VBSO) The player options to : CHOOSE A WEAPON.

  • Crossbow
  • Spear
  • Shotgun

The player options to choose amount of ammo, (increments of 5):

  • 5/10 crossbow arrows
  • 10/10 crossbow arrows
  • 5/10 shotgun shells
  • 10/10 shotgun shells
  • 0/0 spear

The player selects a strategy:

  • Hide behind a fallen piano to attack outside door
  • Hide behind a further crate to attack outside door
  • Let Gigantic Mutated Tiger in room to attack

Depending on the VBSO combination, the next video-segment is watched by the player. If not enough ammo was selected, the tiger is wounded, but eats some of the characters. If too much ammo was selected, the tiger dies, but there's no more ammo for the next VBSO.

One of fifteen possible video segments plays for 10 to 15 seconds, as a result of the players choices of controls, with an outcome of a new video segment that plays, leading the player through the story to a new interactive-option/VBSO.

Example Videos:

  1. Spear, Fight in room
  2. Spear, Fight behind crate
  3. Spear, Fight at fallen piano
  4. Crossbow, Fight at fallen piano with 5 crossbow arrows
  5. Crossbow, Fight behind crate with 5 arrows
  6. Crossbow, Fight in room with 5 arrows
  7. Crossbow, fight at fallen piano with 10 arrows
  8. Crossbow, fight behind crate with 10 arrows
  9. Crossbow, fight in room with 10 arrows
  10. Shotgun, crate, 5 shells
  11. Shotgun, crate, 10 shells
  12. Shotgun, piano, 5 shells
  13. Shotgun, piano, 10 shells
  14. Shotgun, room, 5 shells
  15. Shotgun, room, 10 shells

2nd-Take VBSOs:

 There could be multiple VBSOs, back to back chronologically, where the player controls the characters in the same situation after the first VBSO, with the options:

  • Should we try it again with a new weapon/ammo? (9 video segments possible)
  • Run away through the window. (1 video segment)

Example Videos:

  1. Crossbow, 5 arrows (room, crate, or piano)
  2. Shotgun, 5 shells (room, crate, or piano)
  3. Spear (room, crate, or piano)
  4. Retreat through window

Only one video plays at one time. Chronologically, some unwatched stored memory video segments are unplayable after their unselected opportunity has passed, however starting the MPVG again from the start/beginning will allow players to explore their options as different player-option-selections will play different video segments, portraying newer, different and equally exciting interactive scenarios, effects and outcomes.

MPVG IS MADE FOR AT-HOME. (not-in theatres.)





The brick pattern is for the GRIDDING of live mapping photo capturing to transverse to the NCPVG level. 

                              NCPVG Surface. 

Blue is 1 of 6 directional photos. Green and Brown are "filler photos" so that when player spins, the  ball spins 18 pictures, a circular  slide, to display more realistic photo angles on the wall. 

Each slide circle could have a hinged 'window'system, where three 18-photo  surface slides can be pushed out, on a hinge. The change of 3 photos from the single slide port could be for target struck simulation, ect.   They're like bees in a honey comb, waiting to fly.

Ideas for Game Designs, but not for free. (/prices subject to change)

I am willing to sell/Lic. the concept designs only to U.S. American companies or U.S. American individuals for (What if they buy it and sell it to somewhere else like a foreign country?) I prefer to keep the technology in the U.S.A. (at least initially) , since I am a patriotic American during an American economic-retardation. We love our allies on Earth, though...   :

1. $10,000

2. $50,000

3. $10,000

4. $10,000,000

5. $50,000

6. $5,000,000

7. $3,000,000

Games Stories. $10,000

I'm homeless and unemployed. Please don't attempt to take advantage of my situation. I am a creative-genius. Let's not only make lot's of money together. Let's make really fun games for families to enjoy. Note* I was homeless for about 6 years and am currently no longer homeless. I am a heterosexual male so that is probably why I was homeless so many years because gays and ladies are asked to be free roommates in exchange for dating, so gays and ladies are only homeless about a month until a lonely guy tries to buy their friendship.

P.S. I'm really an Army Airborne Vet. I am currently a citizen (during wartime).  I have not sacrificed any of my American citizen rights. I am willing to use my rights against ANY individuals/groups who pose any type of anti-prosperity threat. Since I'm Jewish, I try not to eat pork (where they hide people's dead bodies. Cannibalism.).

Note* I had not bathed many years during much of my homeless inventing and I seemed to be soaked in VOCs of street pollution.

Dude, what if everyone's a CGP, except me, and I'm damned in a world of stale simulated art and technology. And it doesn't matter if I have a number 1 idea, I might still be poor and disrespected.


10.Online-Store RPVGs-

          Instead of online-shopping (looking at prices and pictures of products to buy), RPVGs could be designed of entire stores with all products displayed. It could be a better way to shop. It's like the online shopper is really in the store (on the computer) to browse, purchase and have products delivered. Entire malls could RPVG's and updated daily.

Factory direct. No middle men to be tampered with. Better products.


11. Pornographic RPVG Games, all accessable by credit card, playing on the itnernet. A website could be called something like m 

  1. The "player" logs on to the website.
  2. The player uses it's credit card to gain access to the website's features. A price might be something like $1 a minute. Maybe even .10cents per minute or $100 an hour.
  3. The player begins playing the RPVG.
  4. The RPVG would be programmed at the "Exotic Lady Mansion", where 100 women (sim-women) are waiting to talk, interact, undress and even sim-fornicate by video repersentation.
  5. The player opens doors, talks to sim-people, and can interact with other things in the rooms like phones, magazines, drawers, etc. 


    The Porn-RPVG
    A demo version should be playable for free on the website. Example* Only the Lobby and 2 clothed woman-sims are interactable.
    Not only do photo grids need to be capture of the mansion/hotel, also close-ups of the model's "anatomy" needs to be RPVG'd.
    The models not only undress, they do x-rated actions with things like bannanas, tv remotes, the player's sim-hand and other sexual positions.
    The Player can choose it character:

                                                   -Skin type   (Black, white, brown, light-brown, purple, green, pink)

                                                  -Outfit          (wrist watch, ring, long sleeve, long sleeve cuff, tattoo) 

THe porn RPVGs could be connected to online-gambling with RPVG Casino rooms. "Dames" could be seated at the on-line table with the player.

Credit-card spending: The pricing could be per-minute or it could be per "unlockable room/characters".

Not only do the model woman-sims obey commands, they can also be asked questions from a list of questions and then a short-segment-video (like a RPVG FREEZE VIDEO SQUARE) is of them talking back.  


 12. (or something like that (name))

A website, similar to where real estate land lots can be purchased and cultivated.

A U.S. continental map can be zoomed in/out.

All listed "for-sale properties" are geographically displayed in the map-zoom, with the price and information over the land picture. (Instead of narrowing descriptions in text.)

Look at the map. Zoom in the map. View land for sales. View:

  • borders
  • price
  • seller info
  • attributes (attributes are small icons displayed on the land-for-sale map-zoom that represent pipes, utilities, digging depth allowances, structures, underground springs, other water sources, vegetation types, top-soil types.)


Any land owner may purchase the service of small to large gardens installed.

  1. Lay cement "flat-planter" resevoirs
  2. Provide plenty of shade with tarps
  3. Plant seeds/plants

The cement "flat-planter" water resevoir is designed to cup the watered-water, with soil for plant roots. (So the water doesn't travel hundreds of feet underground.) The best designed "flat-planters" would be tiers of them, on a slight hill. (The water travels down through all of the rooted soil.)

Garden Options (planted)

Seeds          Plants                Livestock

Carrot         plum trees             chickens

potatos    strawberry bush        ducks



A list of structures can be purchased by the land owner. A local contractor of the area could be "contracted" to building the units. The land owner selects on the overhead-picture (zoomed in map) of where they want the structures placed.

Structures Built.

  • House A
  • House B
  • House C
  • House D
  • Storage Shack
  • Garden A
  • Garden B
  • Garden C
  • Water Storage
  • BBQ A
  • BBQ B
  • Fencing A
  • Fencing B
  • Fencing C

Note* Tent-like homes that appear to be solid (painted foam looks like brick), could be installed easily as well, perhaps without a contractor.

"The free-est thing about (or other name) is that the owner doesn't have to live on or be on the property for the land to be cultivated."

Freefarm Rentals Freefarm customers (land owners) have rights to renting their property to renters via freefarms rentals.   Example* "Free rent on my property if you feed the birds and water the plants."   OR  "$1,500 a month. Eat from the backyard plants and livestock."


Available to purchase furniture of the area. Delivered/placed.

Note* Livestock areas only smell bad if their homes are not maintained. If there's enough fenced land, the animals will not offend the neighbors. example site (link)



On websites, instead of clicking links, control an 'RPVG' to access "image-objects" that act as "links" when clicked. As if, the website is an RPVG, where the "visitor/user" can:

  • send e-mails
  • read texts
  • look at pictures
  • watch videos
  • blogs, forms and message boards 
An example could be www. Jamey's apartment . com

       Start outside
                Frame 1                                Frame 2  
"Jamey's apartment". Knock on the door,, ring the door bell, wipe your sim-feet on the door mat, examine the lawn gnome, smash the lawn gnome....or just  open the door.
       Inside "Jamey's living room" walk around and examine all of the interactive furnishings. The picture frames could all be "videos" to watch, when the visitor/user chooses to pick up the picture frame. There's text on the couch's pillows. Examine and read. The clickable places on the view-screen could be any of the listed types of media; text, video, pictures, etc. The 15 number could be to sit on the couch (change the view, as the cameraman (the visitors view/eyes) like they are sitting on the couch) .The visitor can use the up, down, left and right control buttons to turn the view, in order to access other parts of the sim-house to interact. There's a piece of toast next to the toaster oven. Choose to "write on it" (e-mail) and pop it in the toaster (send it).                 "Jamey's Room" is down the hall, among a bathroom. The user/visitor might have additional fun, in those rooms. Go into the garage to use the search engine! A credit card might be needed to access some rooms. A special code might be needed to access some rooms. Special codes might be able to be found on purcahsed-products like under "Coca-Cola caps" to access WNRPVG (also called RPVG-SITES) Rooms.

22. FogBurner

The "Fogburner" is a l.e.d.-game system that utilizes a "rolled-holed-mat" called "the magic carpet", as it is spun like a conveyor-belt through the "electric-box", where the holes in the magic carpet  act as a enable/disable of electric current. Every screen L.E.D. has one negative-wire connected to the power source and one positive-wire connected to the magic teeth. The gap/block of electricity between the magic teeth by non-holed paper disables electricity to the l.e.d., as a paper-hole connects the magic teeth to the positive-electric-power source. 
The footer 
The positive-wire metal connections have a metal-piece, called a "magic tooth", that connects  metal/electric current when holes in the magic carpet arrive at the magic tooth's mount. A spring pushes the magic tooth onto the magic carpet. The magic tooth has an angled designed shape to easily slide out of the magic-carpet-hole. The electric-box(row of magic teeth) starts/stops electricity going to "screen-pixels" that are comprised of 4 L.E.D. Lights (Red, Yellow, Blue and white-unfiltered-light) each. The l.e.d.s are illuminated in various combinations to make varieties of colors, for example blue+red= purple  blue+red+white-light= light/lite purple. The pixel shape is a triangle that is 1/4 of a square. The 4 l.e.d.s are in a tube, facing the plastic screen. The plastic screen is smoke/black/darkish/clear. They are not laying-against the screen, so that blue and red l.e.d. make purple, instead of blue and red. The player uses mechanical-buttons to "remove-segment-of-opposite-magic carpet-track"/ "add track wheel/drop wheel" during game-play. A track wheel is a pattern of magic-teeth that explains game-screen-effects such as weapon fire, item pick up, enemy damage and other illuminations on the screen.  The screen is plastic where behind it is a mesh of "screen-pixels" that are similar to a bee-hive of flashlight-tubes. 
The Fogburner uses an electric chord to plug into the wall. An electric motor spins a wheel and pulls the magic carpet through the spring-loaded teeth. The teeth could have metal-wheel-tips to roll on the magic carpet and connect inside holes and roll out. The magic carpet is made of a paper-plastic and the holes are protected with an extra layer of rubber or plastic for durability.

There are 4 rows of individual magic teeth on the magic-carpet, as there are as many triangle-pixels that illuminate the screen.


The example screen-pixel above is 16 triangles. A FogBurner screen would consist of many pixels, perhaps 100 to 1000, depending on how small the l.e.d.-flashlight-screen system was and how big the screen was.

FogBurner games can be oriented on the screen as "landscape horizontal" (similar to nes games as Ninja Guidan") or "portrait vertical" similar to Arcade game "1945". In either format, the game can be constant (constant= magic carpet spins constantly changing the screen) or the game could be PRESS_Activation. (Press activation = character is in lower left corner screen depicted walking as simulated terrain and enemies are represented as being walked-to.)

In order for a Player to control the screen, a "Drop-Wheel" is used.Each screen frame (magic carpet row) is about 1/8 second). A drop wheel uses the electric movement of the magic carpet to spin. The drop wheel has 4-rows of magic carpet teeth, per Triangle-Pixel to designate. The drop wheel control engages, pulls the negative-charge-metal-receptor away from the magic carpet and switches to Drop-wheel-negative-charge-metal-receptor. If a "Weapon blast" is hypothesized to explode on the screen, where it will have any-screen effect is where those pixel triangles need to be switched. The drop wheel is independent of the magic carpet, as a drop wheel is activated, a designated section of magic carpet teeth are deactivated. The magic carpet motor is constant, as it is turned on.

A few rows of magic carpet could be used for "sounds", as a designated hole could be connecting to an electric speaker that sounds "WEEEEEEEE", when electrified. A combination of chorus, multiple rows/holes) could be designed as music/sound effects. Drop wheel needs to have full revolution on magic pillow, then release back, placing negative -carpet-footer back. A magnet could hold drop wheel on magic pillow until an arm-on-drop-wheel pushes off, as it revolves into place.

Each drop wheel tooth is connected to one wire that connects circuit to electric power. Each magic pillow tooth has one wire connected to l.e.d.       L.e.d. is connected to magic pillow tooth and electric power.

Rows on magic carpet to l.e.d.s are grouped together in organization according to the screen as a "designated cluster" is used to represent specific shapes that represent character/game play elements. Multiple drop wheels have multiple magic pillows. 


           Gears are used to calculate item-quantities(points)/weapon change/ target struck.

If a drop wheel is "pushed" at the correct time (correct frame/magic carpet tooth location(s)), an illuminated enemy is fired, struck and hit/disappears. If a drop wheel is pushed at the incorrect time, an illuminated enemy advances onto the illuminated hero.

EACH WEAPON HAS 2 different drop wheels/ 1 button/ 1 drop wheel activated at a time.

Hypothetical COMPU-SPHERE


What I call a "compusphere", (artwork above), the player mechanically moves a sphere that has a series of switches on it to positions that light up designated illuminations onto the viewing screen.

23.   FOGBURNER-Sceptor   

"Magic Photo Sceptor"

Similar to the FogBurner, the FogBurner-Sceptor uses photo-slides instead of L.E.D.s to illuminate the screen. The programming is derived from a combination of multiple slides. The back-screen where the photo-slide-flashlights are, is encased to aim a convex of flashlights onto the screen. That means that a photo stored in the corner of the back screen can illuminate the center of the screen, and a photo-slide in the center of the back-screen can also illuminate the center of the screen. There is a distance of 1 foot between the back-screen and the screen.

Some photo-slides are only part of a picture so that multiple combinations of photo-slides can make many scenes. 

FOGBURNER_Sceptor is so versatile that EXTRA-PHOTO SLIDE 

SHEETS can replace the photo-slide-sheet at the back-screen, so that more and more new 

games can be played!!!!!!!!!!!!!!!The magic carpet may or may not need to be switched, to play new FB Games.

The photo-slides on the photo-sheet could be very small as a magnifying glass is used to illuminate them. 1 slide can be the entire screen. 2 slides can be the entire screen. Many slides could combine to become the entire screen illumination.

Above is a side view of the Sceptor monitor screen.

The magic spider can be (Slow motor or click gear motion) motorized/controlled and have gears to be gear/controlled, as the player/user spins/presses button/dial to shift magic spider location.

The Magic staff is a plastic tube that has a series of metal-connections. Inside of the magic staff is a series of wires that lead from one "tooth" to one screen-photo-slide flashlight port. A "tooth" on the magic staff can have multiple photo-slides connected to it (one tooth can electrify multiple-flashlights in connection, as it can have multiple wires stemming from it's tooth and leading to individual flashlight-photo-slides to illuminate the screen in combination). Electric power is connected to activate a magic-staff-tooth so that one to 10 photo-slides behind the screen are illuminated. The player controls a "magic spider". A magic spider is the connection of the magic staff tooth, as the magic spider is controlled, it wraps around the magic-staff-teeth(Around the pipe is "Spin" in gameplay) and also travel horizontal,(forward in gameplay) to next tooth and then next tooth. The organization of  the wires inside the tube lead to specific photo-slides-flashlight-ports electrified at the teeth, in connection with the magic spider.  Allowing a human to "use controls",  gears operate/spin to move the magic spiders around and along the magic staff tube, to electrify 1 tooth/per illuminate screen.  . SCEPTOR is used to portray "1st Person" games, using photo slide combinations. There could be 16 angles of view, based at each 22.5 degrees as 360 degrees is total, as back, forward, spin

 control-activations replicate an artistic virtual-terrain, that allows humans to play the FBS Game. There are 16 (4 could be used, 8 could be used, I think 16 is best ), teeth per "COIN" of the cylinder tube-Magic-Staff. 

   Borders/ridges on the magic-staff disable the magic-spider from spinning to out-of-bounds teeth. Gaps in the borders/ridges allow magic-spider access to successive teeth to simulate doors.The "borders/ridges" are about 1/8 inch high, that may appear as a maze on magic staff and magic-teeth-pattern.


I, Max, imagined a "Light Show" that uses a hand-spun (wind spun/ electric-motor spun) Wheel, where as it is spinning, it has electric-wires-connected to "slap-pieces" that connect electricity to a light bulb.  The pattern of "slap-pieces", also referred to as "teeth", is the formula program of type of light show. If a wheel makes one revolution per 5 seconds and there are 10 equal-spaced slap-pieces on the wheel, then the light will turn on every 1/2 second. If the combination of slap-pieces is more complicated, then the light show will be more complicated, as color-filters may be placed on various light bulbs to produce a complicated light show. 

24. Fogburner Amulet

The FogBurner-Amulet is a game system/machine that uses rolls of pictures to play similar as a video-game.

The games called "Game Roll Boxes", are boxes of rolled pictures, on a wheel, with gear-tread edges, that insert into a gear-system and rolled into the machine.

The game-roll-boxes have multiple strips, with a gap in between another, illustrations on top and bottom. 

The FogBurner-Amulet machine has  a mirror system that illuminates one strip at one time, the top or bottom, using a system of mirrors and an electric-lamp to allow the player to visualize the picture on a mirror-screen that is ontop of the FogBurner Amulet machine. A magnifying glass is used to enlarge the image of the strip onto the mirror screen. An additional magnifying glass is used to focus and enlarge segments of illustrations (action is called "zoom in").an additional mirror on the bottom/under-inside to view the bottom-illustrations of the strip. A A lamp behind a slide-picture collection, is used to illuminate icon pictures of light onto the illustration strips to portray story/game elements. 

A gear system is used to "program" memory of actions, possible actions and past actions in correlation of lamp/slide location and illustration-strip location, so that the player can "Play the Game".

Only one side of one illustration strip is reflected up to the mirror-screen at one time. A track system, inside of the FogBurner Amulet, moves back and forth, at the manual activity of the player. The illustration strip rolls left or right at the manual activity of the player. 

Note* The pictures explain 4-illustration-strips per game-roll-box. Depending on how small the strips are, there could be many more illustration-strips per game-roll-box and an equal amount of geared-aperture-locations to compliment. A FogBurner Amulet may have 4 illustration-strips, 5 illustration-strips, or perhaps 100 illustration strips, depending on final production for distribution.

Along the edges of each strip, is Magic-Carpet(FogBurner Technology), which supplements audio program and lamp/slide programming for the designated illustration-strip section. THe edge of each strip also has a gear-tread to allow left and right rolling of the illustration strip.   

Gameplay Program Example*

One strip might be  a PAN of a village nature scene. (Meadow, huts, mountains)

One strip might be a 360' degree view (8 45-degree angle pictures of inside of a hut, that are placed on the illustration-strip as a PAN, where a roll left or right mimics looking left or right, inside the hut.

So, when the player is viewing the illustration strip of the Village, if the view-selected-segment is the hut (Frame), a mechanical button press option is available to switch the location of the aperture/view-finder from the Village illustration-strip to the Inside-Hut-illustration strip.

24.1     FogBurner "Solar-Amulet" 

No electricity needed. The view-mirror is tented to allow viewing, using light from the sun!

24.2   Fogburner "3D Amulet"

 Instead of one strip being used to visualize a scene, two strips are used. The angle of the depth-perception of picture media is organized so that each strip is viewed simultaneously , using a Goggle-mirror system. Each active-illustration-strip is isolated and delivered to each of the player's eyes.

24.3    FogBurner "3D Solar Amulet"

Solar powered and 3D!

25. Tablet Foltrol

The buttons on the folio-keyboard, left-tab, caps-lock, left-shift (all buttons on left edge of keyboard and right-del,right-back-space, enter, right-shift, (all buttons on right edge of keyboard) have raised braille-type surfacing so that the player can fold the folio-keyboard behind the tablet and play games using those keyboard controls. The player holds the tablet and folded keyboard together with his hands and presses buttons with non-thumb fingers.

Programming for games and apps need to be programmed accordingly.

26. Ultimate Dice Randomizer

For computer boardgames (monopoly, life game, etc) instead of the computer game being programmed to generate randomized dice roll outcomes, a small device is shaken by the player to simulate dice. With UDR, computer boardgames are easier to make and program with less memory. More random, the computer competitor becomes more trustworthy.

A 12 sided dice inside a plastic container. Each side of dice has small electric wire connection buds that connect electricity to computer after dice (di) is shaken and lays still. 4 models would be:

1. Interior dice mechanism. Inside tablet, cell phone. Shake the tablet to shake the dice inside.

2. Exterior dice pc mechanism. For pc.

3. Keyboard dice mechanism. Shake entire keyboard. For pc, usb tablet, usb mobile.

4. Mouse dice mechanism. Shake mouse.

27. Home Walk Virtual Reality

It is a virtual reality system with a computer and goggles similar to the others, however Home Walk Virtual Reality games rely on the user to use a Home Walk Virtual Reality program to record pinpoints of doors, windows, walls and corners of objects in the room with gps mapping. The recorded gps points are programmed into virtual reality games so that the user can walk around in his/her apartment, building, house, mansion and play vr games that have interactive elements that use the objects in the indoor habitat. A player would see monsters in the hallway, that is not really there, and use vr weapons to make the animation enemies disappear. Windows can be used as representations of outside where virtual monsters might be running on the hills towards the window.

1st person RPVG Weapons

          One Second Format-  WEAPON POWER

             If a "1" power weapon is used, the player can attack (slice) 1 time/per 1 second. If a "30" weapon is used, the player can attack (slices) 30 times per second. That means the video footage of a character using a weapon/attacking needs to be edited appropriately to the according programs. For weapons more powerful than 30 (up to 60), each slice is 2x powerful but there are only up to 30 slices per second. SO that means a "5" Hammer would be videotaped/edited so that a character attacks with a hammer (5 slices per second).Using "5" Hammer, player presses "X" once and watches the character make 5 slices.  


 Simulated weather effects gameplay.

Normal Types:

  • Hot
  • Sand Storm Windy
  • Cool
  • Wet Fog
  • Rain
  • Snow

Now, If the character enters a hot-zone and is wearing boots, the player has to switch from boots to sandals, for example. (unless it depletes it's health level and die.)

As soon as simulated-weather zone changes, a high-value item could be findable. Bla bla bla.

The health-diminish scale should vary by how the player's gear is suited to the weather. (boots in hot = -10, shoes in hot = -5)   NOTE* Some magical equipment have weather powers where changing weather has no effect on the character's health.

Weather might effect gear instead of health, where the character's speed is hindered or weapon-attack power is changed, for examples. (weapons might be rusty, frozen, dried out)

The Gameplay- is an overhead-map, until a "zoom-in-screen" appears, showing the character up-close in RPVG action. "Zoom-in'screens" can be caused by character-location-action if they step on "a land mine nest" or if they found a secret-tunnel door in the bushes, for examples.


At the beginning of games when there is a screen to "choose character", instead of clicking on the desired character, the player must shoot the opposite remaining characters (they might fall or fade/disappear), with only the un-shot character remaining.  The screen text might say "Spare your character".



     STORY IDEAS******************* I have created premises for

 specific video/computer games. The premises do not

specify complete complexities of programmings, 

however if an investor is interested in "the game", I am

 willing to fulfill the entire game-story-programmings.






                      The listed Game-ideas are the summary samples of the game to be made. 


Video Game Story  Game 1

Maxwell Kremer's 



 He loves the games,

 he needs the money,


 willing to work, he

knows they'll


                      " What a great world,      with greater video games!"


Title:                 HALLOWEEN WORLD 

The main character of this epic, first person shooter is Dinker, the Jack o lantern creature, spawned into his afterlife from his normal human life as a pizza delivery driver. He finds himself in a new world of spooky monsters and mystical mischief. His goal; to find the legendary wizard whom has promised to restore any underworld creature back to humanity if they complete his quest, to find a silver trinket.

Dinker's weapons; vine whip, candle sword, fire throws, pumpkin seed shooting rifle and many more.

Dinker's enemies; Weenumes (evil trick or treaters), Goblins, Witches, Abominable Snowmen, Zombie Cats, Shadow Monsters and many more.

This game is a part of a 5 part series. 5 different games.

#1 HALLOWEEN WORLD: Dinker Jack o lantern

#2 HALLOWEEN WORLD: Freddy Goblin

#3 HALLOWEEN WORLD: Zachary Zombie Cat

#4 HALLOWEEN WORLD: Derek the Abominable Snowman

#5 HALLOWEEN WORLD: Johnny Weenume

Each Edition is a totally different game with similar terrain but different weapons and different abilities.

In #2 Freddy Goblin will be shooting pistols at Jack o lanterns and Zombie Cats alike.

Freddy Goblin will be able to climb up the giant corn stocks, unlike Dinker Jack o lantern whom had to run around the mountain to get to the next level. Zombie Cats can fly, Abominable snowmen can melt and glide like as melted ice.

The Theme: 1920's Dust Bowl, Ghost town farms and abandoned buildings, fields,  night time.

Resolution: The wizard tells the main character that he was put in the matrix after his car accident, and that he may now return to the simulated world of humanity as his restored human self.

             The main character transforms back into his human self when he completes the quest.



Patent internet publishing July 10, 2011 2:00pm

all rights reserved. Intellectual property belongs to Maxwell Kremer Age:30 .

NOTE* The Patent Internet Publishing date above was a date that the specific text: "Patent internet publishing July 10, 2011 2:00pm" was published. That was an effort to assist internet log monitors. VGSS was created much earlier than that date.