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Case 1:15-cv-00014-CW Document 2 Filed 01/16/15 Page 1 of 5

Andrew S. Hansen (Utah Bar No. 9819; Email: Andrew@White-Knuckle.org)


David A. Jones (Utah Bar No. 10134; Email: Dave@White-Knuckle.org)

WHITE KNUCKLE IP, LLC


282 Maxine Circle, Bountiful, Utah 84010
Telephone: (801) 671-3621
Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC
IN THE UNITED STATES DISTRICT COURT
FOR THE DISTRICT OF UTAH

White Knuckle IP, LLC, a Utah limited


liability company,

Civil Action No. 1:15-cv-00014-CW


COMPLAINT FOR PATENT
INFRINGEMENT

Plaintiff,
v.
Electronic Arts, Inc., a Delaware corporation
Defendant.

Plaintiff White Knuckle IP, LLC (White Knuckle) hereby complains against defendant
Electronic Arts, Inc. (Defendant or EA) and for claims of relief alleges as follows:
PARTIES
1.

White Knuckle is a Utah limited liability company with its principal executive

offices located at 282 Maxine Circle, Bountiful, Utah 84010.


2.

Upon information and belief, Defendant is a corporation organized and existing

under the laws of the State of Delaware, with its principal place of business located at 209
Redwood Shores Parkway, Redwood City, California 94065.

Case 1:15-cv-00014-CW Document 2 Filed 01/16/15 Page 2 of 5

3.

Upon information and belief, Defendant may be served through its designated

agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South,
Suite 200, Salt Lake City, Utah 84109.
JURISDICTION AND VENUE
4.

This is a civil action for patent infringement brought by White Knuckle for acts

committed by Defendant arising under the patent laws of the United States, and more specifically
under 35 U.S.C. 271, 281, 283, 284, and 285. Jurisdiction of this Court is thereby founded
upon 15 U.S.C. 1121 and 28 U.S.C. 1331 and 1338(a).
5.

This also is a civil action with complete diversity of citizenship between White

Knuckle (a citizen of Utah) and Defendant (a citizen of Delaware and California) with the
amount in controversy exceeding $75,000. Jurisdiction of this Court is thereby founded upon 28
U.S.C. 1332.
6.

Venue is proper in this district pursuant to 28 U.S.C. 1391(b)(1) and

1391(b)(2).
FIRST CLAIM FOR RELIEF
(Infringement of U.S. Patent No. 8,529,350)
7.

White Knuckle hereby incorporates the allegations of the preceding paragraphs 1

through 6 of this Complaint into this First Claim for Relief as though fully set forth hereat.
8.

U.S. Patent No. 8,529,350 (the 350 Patent) issued from the United States

Patent and Trademark Office (PTO) on September 10, 2013, bearing the title Method and
System For Increased Realism In Video Games. (A true and correct copy of the 350 Patent is
attached hereto as Exhibit A and incorporated herein by this reference.).

Case 1:15-cv-00014-CW Document 2 Filed 01/16/15 Page 3 of 5

9.

White Knuckle is the owner of all right, title, and interest in and to the 350

Patent, including the right to sue for and recover all past, present, and future damages for
infringement of the 350 Patent, and to enjoin acts of infringement of the 350 Patent.
10.

White Knuckle has not licensed or otherwise authorized Defendant to practice the

350 Patent.
11.

Defendant, directly or through its subsidiaries, divisions, or groups, has infringed

and continues to infringe one or more claims of the 350 Patent by making, using, selling, and/or
offering to sell, or inducing others to make, use, sell, and/or offer for sale, in the United States,
products that are covered by the 350 Patent, including but not limited to, those products
designated or denominated by Defendant as NCAA Football 10, NCAA Football 11,
NCAA Football 12, NCAA Football 13, NCAA Football 14, Tiger Woods PGA Tour
10, Tiger Woods PGA Tour 11, Tiger Woods PGA Tour 12, Tiger Woods PGA Tour 13,
and Tiger Woods PGA Tour 14. Therefore, Defendant is liable for infringement of the 350
Patent pursuant to 35 U.S.C. 271.
12.

Defendants acts of infringement have caused damage to White Knuckle, and

White Knuckle is entitled to recover from Defendant the damages sustained by White Knuckle as
a result of Defendants wrongful acts in an amount subject to proof at trial.
13.

As a consequence of the infringement complained of herein, White Knuckle has

been irreparably damaged to an extent not yet determined and will continue to be irreparably
damaged by such acts in the future unless Defendant is enjoined by this Court from committing
further acts of infringement of the 350 Patent.

Case 1:15-cv-00014-CW Document 2 Filed 01/16/15 Page 4 of 5

PRAYER FOR RELIEF


WHEREFORE, White Knuckle prays for entry of a final order and judgment that:
1.

Defendant has infringed the 350 Patent;

2.

Defendant account for and pay to White Knuckle all damages caused by its

infringement of the 350 Patent, all in accordance with 35 U.S.C. 284;


3.

White Knuckle be granted permanent injunctive relief pursuant to 35 U.S.C.

283 enjoining Defendant, its officers, agents, servants, employees, and all those persons in active
concert or participation with them from further acts of patent infringement with respect to the
patents-in-suit;
4.

White Knuckle be granted pre-judgment and post-judgment interest on the

damages caused to it by reason of Defendants infringement of the 350 Patent;


5.

White Knuckle be awarded Defendants total profits, or the greatest amount

allowable under the statute, related to the sale of products found to infringe the 350 Patent,
pursuant to 35 U.S.C. 289;
6.

The Court declare this an exceptional case and that White Knuckle be granted its

reasonable attorneys fees in accordance with 35 U.S.C. 285;


7.

Costs be awarded to White Knuckle; and

8.

White Knuckle be granted such other and further relief as the Court may deem

just and proper under the circumstances.

Case 1:15-cv-00014-CW Document 2 Filed 01/16/15 Page 5 of 5

DEMAND FOR JURY TRIAL


Pursuant to Rule 38 of the Federal Rules of Civil Procedure, White Knuckle demands
trial by jury on all claims and issues so triable.

DATED: January 16, 2015

WHITE KNUCKLE IP, LLC


By

/s/ Andrew S. Hansen


Andrew S. Hansen

Company Counsel for WHITE KNUCKLE IP, LLC

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 1 of 23

EXHIBIT A

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 2 of 23


US008529350B2

(12) Ulllted States Patent

(10) Patent N0.:

Angelopoulos
(54)

METHOD AND SYSTEM FOR INCREASED

5,971,855 A

REALISM IN VIDEO GAMES

6,080,063 A
6,135,881 A

6,200,216 B1

(75) Inventor: tglugsgms Angelopoulos; San D1ego;


(73)

6,261,179 B1
6,292,706 B1
6,306,033 B1

Assignee: White Knuckle Gaming, LLC;

6347993 B1

Bountiful UT (Us)

6,368,210 B1

( * ) Notice:

6,412,780 B1

Subject to any disclaimer, the term of this

20026708136332

patent is extended or adjusted under 35

2002/0086733 A1*

U.S.C. 154 b b 882 da 5.

( ) y

(21)
(22)

F?ed'

3.1,

Feb. 4, 2010

e1

9/2001 Birch et al.


10/2001 NiWa et al.

2/2002 KOIIdO eta1~

4/2002 Toyohara et al.


7/2002 Busch

gig/Gan et al'
7/2002 Wang ............................ .. 463/42

http://WWW.gamefaqs.com/console/dreamcast/?le/

914206/8814, last Version 2.0, accessed Jul. 2, 2009.

(Continued)

Division of application No. 10/266,795, ?led on Oct.

Primary Examiner i Damon Pierce

(74) Attorney, Agent, or Firm *White Knuckle Gaming;

(51)

Int. Cl.
A63F 13/12

(52)

US Cl

LLC

(2006.01)

(57)

USPC .................. .. 463/42; 463/30; 463/31; 463/32


_

Field of Classi?cation Search


USPC
463/1 4 23 30 42 43

"""""" "1 t

ee app 10a Ion

(56)

11 hit

e or Comp 6 e Seam

References Cited
US. PATENT DOCUMENTS
5,411,259 A

5,526,035
5,694,546
5,810,680
5,860,862

Pe

7/2001 Milggmoto et a1

Sycho Bubba Crusty, NFL 2K1. FAQ by Tazzmission, Hosted by

GameFAQs,

8: 2002

(58)

3/2001

http://WWW.gamefaqs.com/console/dreamcast/?le/914206/

Related US. Application Data


(62)

6/2000 Khosla

10/2000 Abbott et al.

8841, last accessed Jul. 2, 2009.

Pnor Pubhcatlon Data


US 2010/0029352 A1

10/1999 Ng

Weters, NFL 2K1 .' FAQ by Weters, Hosted by GameFAQs, Version

Aug 25 2009

(65)

Sep. 10, 2013

OTHER PUBLICATIONS

Appl' NO: 12/547359


.

US 8,529,350 B2

(45) Date of Patent:

A
A
A
A

5/1995 Pearson et al.

6/1996
12/1997
9/1998
1/1999

Lappington et al.
Reisman
Lobb et a1.
Junkin

15 my

ABSTRACT

A s stem and method for u datin


y .

.g P

arameters of a video

game 15 prov1ded. As events occur in the real World that may

- H
n -b t
t d d
1n uenceagamea n u e;aparame er1srecor e ona server.

A v1deo game player may connect to the server and doWnload


the parameter. The parameter is stored by the video game and

changes an attribute of the v1deo game. Thus; for example; the


neW performance characteristics of the rising star may be
recorded on the server as improved performance parameters.
When these parameters are doWnloaded by the video game

player; the video game incorporates the star-like qualities of


the rising star.
23 Claims, 14 Drawing Sheets

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 3 of 23

US 8,529,350 B2
Page 2
(56)

References Cited

Todd, Brett, TheHistory ofFootball Games, available at http://www.


gamespot.com, 2009 CBS Interactive, Inc., last accessed Oct. 7,

OTHER PUBLICATIONS
NFL 2K1 GameFAQsiDreamcastihttp://www.gamefaqs.com/
console/dreamcast/?le/914206/10283iFeb. 8, 2001.

Madden
NFL
2003iPlaystatin2
ManualihttpM/www.
replacementdocs.comirelease date: Aug. 12, 2002.

NBA 2K1 Manual, Sega Dreamcast video game system, Nov. 1,


2000.

NFL 2K1 Review, http://www.gamespot.com/dreamcast/sports/


n?2k1/review.html, Sep. 8, 2000.
http:// www.answers.com/ topic/ micro soft-baseball-200 1 .

Newtons Telecom Dictionary by Harry Newton. Printed Mar. 1998


by Flatiron Publishing. ISBN 1-57820-023-7. p. 460.
Madden 2002 Manual, EA Sports, 209 Redwood Shores Parkway,
Redwood City, CA 94065, available at http://www.replacementdocs.
com, 2001 Electronic Arts, Inc., last accessed Oct. 7, 2009.
NBA Showtime, NBA on NBC, Operation Manual for 4-Player, 25
Dedicated Video Game, Gold Edition, Mar. 2000, 2000 Midway
Amusement Games, LLC, 3401 North California Avenue, Chicago,
Illinois 60618-5899, available at http://www.midway.com, last
accessed Oct. 7, 2009.
NFL 9953, Fever 2002 Manual, XboX, Microsoft Corporation, One
Microsoft Way, Redmond, WA 98052-9953, available at http://www.
XboX.com, 1997-2001 by RAD Game Tools, Inc., last accessed
Oct. 7, 2009.
NFL Fever 2003 Manual, XboX, One Microsoft Way, Redmond, WA
98052-9953, available at http://www.XboX.com, 1997-2002 by
RAD Game Tools, Inc., last accessed Oct. 7, 2009.
NHL 97 Instruction Booklet, Black Pearl Software, c/o T-HQ, Inc,
5016 No. Parkway, Calabasas, CA 91302, available at http://www.
replacementdocs.com, 1996 Electronic Arts, last accessed Oct. 7,
2009.

2009.
4h & Inches Manual, 1988 Accolade, available at www.

lemonamiga.com, last accessed Oct. 7, 2009.


TSR Manuals, Tecmo Bowl, 1998, tsrken@voicenet.com, avail
able at http://www.atarihg.com/tsr/manuals/tecmobwl.tXt, last
accessed Oct. 7, 2009.

Smith, James dated Aug. 30, 2000, NFL Gameday 2001 (PSX)
Review, Sports Gaming Network, available at http://www.sports
gaming.com/football/n?igamedayi200l/reviewipsxshtml, last
accessed Oct. 7, 2009.

Riot, Sydney, GameVorteX Communications, NFL GameDay 2002,


video game release date: Aug. 7, 2001, available at http://www.

psillustrated.com/psillustrated/softirevphp/17/n?-gameday-2002

ps2.html, last accessed Oct. 7, 2009.


Legends Football '98 Review, available at http://wwwuk.

videogames.games.yahoo.com/pc/reviews/legends-football--98

be22be.html, 2009 Yahoo!, last accessed Oct. 7, 2009.


Catch TheFever, Your Football Gaming Complex, 2000 Catch The
NFL Fever, available at http://www.sportplanet.com/catchthefever/
dhfevershtml, last accessed available at Sep. 29, 2009.

RIP2001 Rosters, Apr. 14, 2001, available at http://www.sportplanet.


com/catchthefever/index.shtrnl, last accessed Oct. 9, 2009.

RIP2002 Rosters, Sep. 6, 2001, available at http://www.sportplanet.


com/catchthefever/index.shtrnl, last accessed Oct. 9, 2009.
Welcome to the VPNFL. The Vaguely Plausible National Football
League,available by early Dec. 1998 on the FBPro Dark Side at
http://www.geocities.com/colosseum/stadium/8273, last accessed
Oct. 9, 2009.

* cited by examiner

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 4 of 23

US. Patent

Sep. 10, 2013

FIGURE!

Sheet 1 0f 14

US 8,529,350 B2

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 5 of 23

US. Patent

Sep. 10, 2013

Sheet 2 0f 14

US 8,529,350 B2

Fig. 2

Game Machine
54

CP
7021

Conectr
Conectr

73

Controller
70b

Controller
70c
38

Controller
Bus Control Circuit

Controller
Control
Circuit

Controller

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 6 of 23

US. Patent

Sep. 10, 2013

Sheet 3 0f 14

US 8,529,350 B2

Fig. 3
Data
Server

82

85

Network

/ 107
Modem

3 /90

103

Game Medium

(e.g., CD,

Video Game
Machine

DVD,

<|\:> User Interface

Cartridge)
87

95

99
Local
memory

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 7 of 23

US. Patent

Sep. 10, 2013

Sheet 4 0f 14

US 8,529,350 B2

Fig. 4
ROM
Rules

1 11

Rule 1

Rule 2

Rule 3

Ete.

Stadiums
Stadium 1

Stadium 2
Stadium 3
Etc.

1 13

Referees
Referee 1
Referee 2
Referee 3
Etc.

Teams

City
Owners
Trainers
Coaches

Players
Etc.

Other Game Parameter


Other Game Parameter
Etc.

l 15

109

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 8 of 23

US. Patent

Sep. 10, 2013

Sheet 5 0f 14

Fig. 5

Players
Player 1
Statistic l
Statistic 2
Statistic 3
Etc.

Player 2
Statistic l

Statistic 2
Statistic 3
Etc.

Player 3
Statistic l

Statistic 2
Statistic 3
Etc.

Other Player
Other Player
Other Player
Other Player
Etc.

US 8,529,350 B2

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 9 of 23

US. Patent

Sep. 10, 2013

Sheet 6 0f 14

US 8,529,350 B2

Fig. 6
RAM
Rules

138

Rule 1

Rule
2
Rule 3

Etc.

Stadium
Stadium Parameter l

Stadium Parameter 2
Stadium Parameter 3
Etc.

Referees
Referee Parameter l

Referee Parameter 2
Referee Parameter 3
Etc.

Team 1

City
Owners
Trainers
Coaches

Players
Etc.

Team 2

City
Owners
Trainers
Coaches

Players
Etc.

Other Parameters Needed for

Current Game Play


Etc.

135

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 10 of 23

US. Patent

Sep. 10, 2013

US 8,529,350 B2

Sheet 7 0f 14

Fig.7
System
Startup

CPU

Main

Displays

Menu

Main Menu

221

230

232
User starts
game or

requests update
236

G0 to

Fig. 9

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 11 of 23

US. Patent

Sep. 10, 2013

US 8,529,350 B2

Sheet 8 0f 14

Fig. 8
CPU
initializes
modern

241

Modem
establishes
network
connection

243

245

CPU sends

request for
data to the
data server

Requested
Data

CPU
receives

Data
Server

4__

Requested
Data

requested
data and

249

stores it in

local
memory

Local

memory

254

CPU
disconnects
modem from
network

l
User is

251

253

prompted
that data
transfer is

complete

255

Main menu

is displayed

Go to

Fig. 9

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 12 of 23

US. Patent

Sep. 10, 2013

Sheet 9 0f 14

US 8,529,350 B2

Fig. 9

265

User selects to
start game

275

CPU loads

gaming

Game

engine from
gem?

Requested

#
CPU loads
daigggm

Engin6

medrum to
RAM

_>

Data

/
285

___>

290
/
___> Requested
Data

memory to

RAM, if
requested or
auto

Local

updating

memory

l
300

Game is
played with

requested
data

Game

play

305
/
4

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 13 of 23

US. Patent

Sep. 10, 2013

Sheet 10 0f 14

US 8,529,350 B2

Fig. 10
CPU initializes

/,334

Modem connects

/337

modern

to network

+
GM displays login/sign-up screen

III/340

User makes

selection

Does

Is AC

required?

CPU

User enters

auto-send

A.C.

CPU
compares
user input
with GM AC
CPU sends
login data to

360

CPU

displays
error msg.

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 14 of 23

US. Patent

Sep. 10, 2013

Sheet 11 0f 14

US 8,529,350 B2

Fig 11
369

Server attempts

to authenticate
login data
Authenticate?

Server sends

372

Server sends

menu of available

failure message

data to GM

to GM

380
menu

CPU displays
menu

1%

388

message

CPU displays

failure message

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 15 of 23

US. Patent

Sep. 10, 2013

Sheet 12 0f 14

US 8,529,350 B2

Fig 12
User enters

CPU displays

necessary info \

390

slgn-up Screen

440

Does
CPU
auto-send

Is AC

required?

User enters

A.C.

AC?

444

CPU
compares

user input

with GM AC

CPU sends

sign-up data
to server

404

408

448 \

412
/

416

Server sends

account

Options to GM

CPU

446

displays
error msg.

420
I

M
CPU rilspltays
OP 1on5
accoun
0p ions
CPU sends
users choic?

i4_

t0 Server

Server verifies
sends menu of

428
-i

Dam
men

game data to GM

432

User selects

account type

info, creates
account and

JUL/1

436

' /

CPU
displays
menu to user

_@

\
424

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 16 of 23

US. Patent

Sep. 10, 2013

US 8,529,350 B2

Sheet 13 0f 14

Fig 13

450

User selects
desired data

i
CPU sends
data request
to server

453

459

Server sends

Does game

requested data

require AC?
Server

456

attaches AC
to data

468

+
Server sends

requested

47]

Data

requested
CPU stores

data in local
memory

data

CPU compares
GM AC with
received AC

CPU displays
error message

CPU stores

data in local
memory

Data

requested

462

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 17 of 23

US. Patent

Sep. 10, 2013

Sheet 14 0f 14

US 8,529,350 B2

Fig 14
CPU displays
505

490

game menu

495

User selects to

load saved data

Data

requested
500

CPU displays

error message

535

CPU reads data


from local

/ 510

memory

CPU compares
data AC with
GM AC

520

515

CPU loads data

in to RAM

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 18 of 23

US 8,529,350 B2
1

METHOD AND SYSTEM FOR INCREASED


REALISM IN VIDEO GAMES

Chicago Bulls, complete With rosters, players and even a


stadium. Video game players are demanding more and more

realism like this.

A major problem With this system is that professional


sports change in many Ways. Athletes performances change

CROSS-REFERENCE TO RELATED
APPLICATIONS

over the course of a season, or even a day. Additionally,

athletes may be traded from team to team, or become injured.

This patent application is a division of, and claims priority


to, US. patent application Ser. No. 10/266,795, the contents
of Which are hereby incorporated herein by reference.

Stadia may change. Sports announcers may change. This


leaves a video game behind, in an unrealistic state. For
example, if a neW star rises on the professional sports scene,
during the middle of a season, that neW stars incredible

BACKGROUND

performance Will not be duplicated by the video game. Video


game players are stuck playing the game With the star having
his pre-star characteristics. They must Wait for the video game

Many video games attempt to recreate realistic situations.

For example, video games simulating sports games and


matches are popular. They commonly even shoW actual
leagues With correct teams. hometoWns may be shoWn, With
realistic stadiums. Athletes uniforms represent professional
athletes actual uniforms. Speci?c athletes are represented.
For example, an image of Shaquile ONeil may be used as one
of the players on the Los Angeles Lakers basketball team.
Kobe Bryant and all of Shaquiles actual teammates may be

producers to produce a neW video game incorporating the


neW star-like performance of the rising star. This is unsatis
fying for video game players. They Want to play a video game
20

of a video game is provided. As events occur in the real World


that may in?uence a game attribute, a parameter is recorded

on the team With him.

But the realism goes far beyond just images. The video
game characters have characteristics approximating their real
life counterparts. For example, the video game Shaquile may
be very good at dunking the basketball, but horrible at shoot

on a server. A video game player may connect to the server

and doWnload the parameter. The parameter is stored by the


25

sports video games once per year. The performance param


eters and visual aspects are typically speci?ed based on the
most recent year. For example, Barry Bonds of the San Fran
cisco Giants baseball team had a homerun average of (73

star may be recorded on the server as improved performance

parameters. When these parameters are doWnloaded by the


video game player, the video game incorporates the star-like
30

35

homeruns)/ (476 at bats):15.3 percent during the 2001 sea


so that the video game character Barry Bonds has a similar
40

The players of this type of game continually demand


more parameters are added to distinguish one character from

45

another and to more accurately simulate the performance of


real life athletes. Also, the realism of the visual aspects of
players, teams and stadiums is continually increased. For
example, the ivy on the out?eld Wall of Wrigley Field in
Chicago may be shoWn in a baseball video game.

50

The problem remains that visual aspects and performance


characteristics of real life sports players, teams and environ
ments change throughout the year.
55

FIG. 3 is a block diagram ofa video game system.


FIG. 4 is a block diagram ofa game medium.
FIG. 5 is a block diagram of the players stored in ROM.
FIG. 6 is a block diagram ofa RAM.
FIG. 7 is a How chart for choosing Whether to update a
video game.
FIG. 8 is a How chart for updating a video game.
FIG. 9 is a How chart for loading data into RAM and
playing a video game.
FIG. 10 is a block diagram shoWing a portion of a How
diagram for authenticating a user of a video game.
FIG. 11 shoWs a portion of a process for authenticating a
video game user, continued from FIG. 10.

FIG. 12 is a How diagram shoWing a process for signing up

Sports video games attempt to achieve realism. Particu


larly, sports video games frequently attempt to emulate pro
fessional sport details. Actual professional athletes are

a neW user of a video game With doWnloadable statistics.

FIG. 13 is a How diagram shoWing a doWnload process of


a neW game parameter.
60

physical stature and even facial features. Performance char


acteristics are emulated. For example, in a baseball video

game, an individual professional athletes batting average

FIG. 14 is a How diagram shoWing game play in a case in


Which an AC is required.
DETAILED DESCRIPTION OF SEVERAL
EMBODIMENTS

may be used to in?uence a video game characters batting

performance. Frequently, actual professional teams are pro


vided for video game play. For example, in a basketball video
game, players can play the Los Angeles Lakers versus the

FIG. 1 is an external vieW shoWing a structure of a video


game system and a historical event.

system.

increased realism in such games. For example, more and

shoWn, frequently including such details as jersey numbers,

With last seasons teams, video gamers get a simulation of the


fresh neW events of the Week, day, or hour.

FIG. 2 is a high level block diagram of a video game

game are ?xed at the time the video game is produced.

SUMMARY

qualities of the rising star.


This quanti?ably increases realism. Video game players
can doWnload up-to-the-minute statistics and visual aspects
for incorporation into their video games. Instead of playing

BRIEF DESCRIPTION OF THE DRAWINGS

son. This average can be used to set a video game parameter

tendency to hit homeruns. A problem With this system is that


the performance parameters and visual aspects of a video

video game and changes an attribute of the video game. Thus,

for example, the neW performance characteristics of the rising

ing freethroWs. Parameters are stored on the video game


medium that cause the different characters to replicate their

real life counterparts performance.


Video game producers typically produce professional

that matches the professional sport performance characteris


tics, look and feel.
Accordingly, a system and method for updating parameters

65

FIG. 1 is an is an external vieW of a video game system and


a historical event. An historical event 11 takes place. For

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 19 of 23

US 8,529,350 B2
3

example, the event may be a World Cup soccer game, or an

performance rating can be stored on the data server 82. For

example, When a professional baseball player changes his

American football game. In a more speci?c example, the


event may be the occurrence of a neW yearly completion
percentage, or other performance statistic, of a speci?c quar
terback in a speci?c professional American football game.
A datum 17 relating to the historical event 1 1 is recorded on

batting average, the changed batting average can be stored on


the data server 82. Or, as a second example, if a professional

American football quarterback changes his completion per


centage the changed completion percentage can be stored on

a computer readable medium knoWn as a netWork server 14.

the data server 82. This alloWs a video game player to play a
video game With the neW statistics. The changed statistic may
be stored as the actual number that the statistic represents. For

A game machine 20 is coupled to the netWork server 14. The


game machine 20 doWnloads the datum 17, Which may, for

example, represent a quarterbacks completion percentage, a

example, if a batting average goes from 0.275 to 0.278, then

basketball players freethroW percentage, or any other out

the number 0.278 may be stored on the data server. Or the neW
statistic may be stored on the data server as a parameter of a

come of a realistic event. The datum 17 is then used to play a


video game, Which is displayed on a monitor 24. A user 28

video game. The parameter can then be used to effect hoW the
video game character interacts With the video game environ

plays the video game using controller 30. In this Way, the user
gets to play a video game the more accurately simulates a the
real World.
For example, a datum representing a quarterbacks neW

ment.

Referring again to FIG. 3, the user (not shoWn) plays the


video game by entering inputs through a user interface 87.

completion percentage is loaded into memory (not shoWn) in


the game machine 20. Then, the user 28 can play anAmerican
football video game With current statistics. This makes the
video game more enjoyable to the user, adding increased

20

realism. As real life professional players performances


change, users can still play With statistically accurate players.
FIG. 2 is a block diagram of a video game system. The
video game machine 20 incorporates a central processing unit
(CPU) 32 and coprocessor (CP) 34. The CP 34 includes a bus

control circuit 38 for controlling buses, a signal processing


unit (SPU) 40 for performing polygon coordinate transfor
mation, shading treatment, etc., a display processing unit
(DPU) 45 for rasteriZing polygon data into an image to be
displayed and converting the data into a data from (dot data)

25

30

stored on a frame memory. The CP 34 is coupled to a cartridge

connector 50 for detachably mounting With a ROM cartridge


52, a disc drive connector 54 for detachably mounting With a
disc drive 56, and a RAM 58. Also, the CP 34 is connected
With an audio signal generating circuit 61 for outputting a
sound signal to an audio output device 62, processed by the
CPU 32, and an image signal generating circuit 64 for out
putting an image signal to a display 65. Further, the CP 34 is
coupled With a controller control circuit 67 for serially trans
ferring operational data for one or a plurality of controllers

The video game machine is coupled to a modem 107 for


35

rated as part of the video game machine 90, or a separate

component.
40

game. Rules 111 are stored on the ROM 109. The rules 111

are shoWn as Rule 1, Rule 2, Rule 3, etc. The rules govern hoW
the game is played and displayed on the user interface.
Advantageously, the rules can be updated to match the rules
of the real World.

50

For example, stadium parameters 113 may be stored. For

There are also other parameters stored on the ROM 109.

example, the game may display Wrigley Field for play by the
Chicago Cubs and FenWay Park for play by the Boston Red

parameter. Preferably, the parameter is stored in RAM 58 for


play of the video game, as discussed below. It Will be under
stood by those of skill in the art that other con?gurations of
video game machines are possible. For example, the CPU 32
divided into more than one memory element, or other types of
memory elements may be included.
Referring noW to FIG. 3, a block diagram of a video game
system is shoWn. A data server 82 is coupled to a netWork 85.

55

60

The netWork may be, for example, What is commonly referred

fessional athlete changes a performance rating, the changed

Socks. For example, the ivy on the homerun Wall of Wrigley


Field is green and ?ourishing during certain parts of the year,
such as from May to July. During April, August and Septem
ber, the ivy is broWner. The color of the ivy shoWn in a
baseball video game shoWing Wrigley Field can change
based on the time of the year that the video game is played.
As another example of hoW realism can be increased, neW
memorials to great players can be implemented in the video

game stadiums. For example, in 2002, Ted Williams number,


9, Was displayed in the left?eld grass of FenWay Park after

to as the internet, or, alternatively, the netWork 85 may be


another type of netWork, such as a local area netWork (LAN).
The data server 82 stores information for use in video games.
Advantageously, neW statistical results or parameters can be
stored on the data server 82. For example, When a real pro

FIG. 4 is a block diagram of a game medium, preferably a


ROM 1 09. The game medium may be, for example, a compact
disc (CD), a digital video disc (DVD), or a cartridge. The
ROM 109 includes many rules and parameters for the video

45

coupled to the internet stores performance, visual image and

and the CP 34, or portions of the CP 34, may be incorporated


as one component. Also, for example, RAM 58, may be

the video game machine 90 from the data server 82 by means


of the modem 107 and the netWork 85. As Will be understood

by those of skill in the art, the modem 107 may be incorpo

modem 72 is also preferably coupled to the internet (not


audio parameters. The modem 72 couples to the server and
doWnloads a parameter for play in the video game. The CPU
32 sends a signal through the bus control circuit to initialize
the modem 72 and control the modem 72 to doWnload the

preferably a read only memory (ROM). The RAM 95 is used


for storing data and rules (described later With reference to
FIG. 4) from the game medium 103. Advantageously, the
parameter is also stored on the RAM. Thus, the video game is
played With the changed statistic. Advantageously, a video
game character, such as, for example, an American football
quarterback, Will play more realistically based on the video
game character s real life performance, such as, for example,
a completion percentage.

coupling to the netWork 85. The parameter is doWnloaded by

70A-70D and data for a RAM cartridge 73 for extension.


A modem 72 is coupled to the bus control circuit 38. The
shoWn). As discussed With reference to FIG. 1, a server

The user interface 87 may be, for example, a video game


controller (not shoWn). The user interface 87 is coupled to a
video game machine 90, Which may be a video game machine
20, as shoWn With reference to FIG. 2. The video game
machine 90, is coupled to a RAM 95 and a local memory 99,

the start of the season. Baseball video games Were already


65

produced. So the video game ?elds did not have the number
on the ?eld, failing to duplicate real life. NoW, the ?eld can be
changed to match real life after the game is produced, sold and
played in the users home.

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 20 of 23

US 8,529,350 B2
5

Referring again to FIG. 4, referees 115 may be stored.


Referees appearances and performance may be stored. For

user may be requesting updated batting averages for game

example, some referees in basketball call technical fouls fre

tinue the example from above, the video game player may be
requesting a neWly established completion percentage for an
American football quarterback. Preferably, the request is for

characters in a profession baseball video game. Or, to con

quently. Some referees rarely call technical fouls. Parameters


can be stored regarding the individual referees that simulate
these real life differences.
Team statistics and other parameters can also be stored,

all the neW statistics resulting from a real game that has

already been played, or from a plurality of games.


Referring again to FIG. 8, at step 250, the CPU receives the
requested data and stores it in local memory 254. In step 251,
the CPU disconnects the modem from the netWork. Next, at
step 253, the user is prompted that the data transfer is com
plete. The main menu is displayed at step 255, and the method
continues to FIG. 9 for play of the game.
In FIG. 9, a ?oWchart is shoWn for the play of the video
game. At step 265, the game starts. Next, at step 270, the CPU
loads the game engine 275 from the game medium 280 into
RAM 285. Next, at step 290, the CPU loads the requested data
from local memory 300 into RAM 285. The requested data

such as, for example, the city, oWners, trainers, coaches, play

ers, etc. For example, Mike Bibby of the Sacramento Kings,


during the 2001-2002 regular season averaged 13.7 points
and 12.3 shots attemptedper game. In the playoffs of the same
season, he averaged 20.2 points and 16.1 shot attempted per
game. These improved playoff statistics can noW be doWn
loaded. A video game player can play a basketball video game
With a Mike Bibby character incorporating the better per

forming real World Mike Bibby.


As another example, the 2000-2001 Chicago Bears oppo
nents scored an average of 22.2 points per game With an

average of 114.2 rushing yards per game. The 2001-2002


Chicago Bears opponents scored an average of 12.7 points
per game With an average of 82.1 rushing yards per game.
This change Was not re?ected in video games played during

295 is preferably the changed statistics requested by the user


20

the 2001-2002 season. At that time, the neWest video games


re?ected the statistics from the 2000-2001 season. Thus, the

used to play a more realistic video game, as shoWn at step 305.

Chicago Bears on the video games playedpoorly, Whereas the


Chicago Bears on the real football ?eld played very Well. This
dichotomy betWeen video game and real life is frustrating to
many video game players.
FIG. 5 is a block diagram of the players stored in ROM.

25

Player 1, Player 2, Player 3 and several other players are

30

FIG. 10 is a block diagram shoWing a portion of a ?oW


diagram for authenticating a user of a video game. At step
334, a CPU initialiZes a modem. The modem connects to a

netWork at step 337. The game machine displays a login/sign


up screen at step 340. The user selects either to sign up or

shoWn. Under each player, several statistics are shoWn. For

example, if the video game is basketball, Statistic 1 may be a


players ?eld goal percentage. Statistic 2 may be a free throW
percentage. Statistic 3 may be blocks per game. One skilled in
the art Will appreciate that the number and type of statistics

and stored in local memory as shoWn in FIG. 8. This Way,

updated statistics, such as neW player performance param


eters resulting from current, real professional games can be

login in at step 342. If the user selects to login, the next step
depends upon Whether an authentication code (AC) is
required, as shoWn at step 344. If no AC is required, the CPU
sends the login data to the server at step 346. The ?oW then
continues at FIG. 11.

35

stored Will vary With the game and With the Way the video

Alternatively, an AC may be required by the netWork, as


shoWn at step 348. This alloWs the netWork to verify that the
user has a proper authentication code. For example, the

game designer chooses to design the game.

authentication code may be provided at sign-up (described

FIG. 6 is a block diagram ofa RAM 135 used to store game


parameters for play of a video game. RAM 135 may be used
to store game parameters as are RAM 58 (FIG. 2) and RAM

With respect to FIG. 12) by the netWork to the user. This Way,
the netWork administrator can verify that the user is a paying
40

user. As another example, a neW authentication code may be

95 (FIG. 3) Preferably, items are loaded from 109 (FIG. 7)

provided on a periodic basis, such as, for example, monthly.

into RAM 135. Preferably, all of the rules 111 (FIG. 4) are
loaded into RAM at 138. HoWever, only one stadium is loaded

Thus, if a user is paying on a monthly basis, correct authen


tication is only available if the users dues are current. As yet
another example, the AC may be associated With a speci?c
game machine by either the netWork or the CPU. This alloWs
for security for preventing portability of AC s from one game
machine to another.

from ROM to RAM. Also, only tWo teams, shoWn as Team 1


and Team 2 are loaded. As discussed With reference to FIGS.
1-3, above, a neW parameter is doWnloaded from the server
and stored in RAM 135. Preferably, the neW parameter is
stored in RAM in addition to the parameter as loaded from
ROM.
Referring noW to FIG. 7, a ?owchart is shoWn. In step 221,
the method starts. In step 224, it is determined Whether

45

Referring again to FIG. 10, if authentication is required, it


50

depends Whether the AC is auto-sent or not, as shoWn at step


351. If the AC is auto-sent, the process continues at step 346.
If the AC is not auto-sent, the user enters a user veri?cation

autoupdate is enabled. If autoupdate is enabled, the method

code, at step 354. At step 357, the CPU compares the user

continues by going to FIG. 8, as shoWn at step 227. If autoup


date is not enabled, the main menu is displayed at step 230. In

veri?cation code to a game machine authentication code. If


the user veri?cation code matches the game machine authen

step 232, a user chooses to start a game or request an update. 55 tication code, at step 360, the process continues at step 346.

In step 234, it is determined Whether the user requested an

As stated in step 346, the login data 363 is stored at a netWork

update. In step 236, the method continues by going to FIG. 9,

server 366. Next, the process continues at FIG. 11.


FIG. 11 shoWs a portion of a process for authenticating a

if the user did not choose to update the video game. If the user

did choose to update the video game, the method continues by


going to FIG. 8, at step 238.
Referring noW to FIG. 8, in step 241, the CPU initialiZes the

60

present. The AC may include a user veri?cation code, to

verify that the user is authorized to receive updated game


parameters. Also, the AC may include a code identifying a

modem. In step 243, the modem establishes a netWork con

nection. Next, in step 245, the CPU sends a request for data to

speci?c game machine. This identifying code may, for

the data server. At 247 and 249, the data server sends the

requested data to the CPU. Advantageously, the requested


data may be updated, or changed, statistics for playing a more
realistic video game. For example, as mentioned above, the

video game user, continued from FIG. 10. At step 369, the
server attempts to authenticate the login data and any AC

65

example, be a serial number from the game machine. Alter

natively, the identifying code may be a code assigned by the


netWork administrator to the game machine at sign-up (de

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 21 of 23

US 8,529,350 B2
7

scribed With respect to FIG. 12). Further, the network admin


istrator may verify that the identifying code, the veri?cation
code, and the user login data all match. The veri?cation code

step 476, the game machine determines Whether the AC sent


by the server matches the AC stored on the game machine. If
there is no match, the CPU displays an error message. If there
is a match, the CPU stores the data at step 479 in local
memory 465. The data, or neW game parameters, can then be

may be a passWord.

At step 372, the netWork checks Whether the login data and

used for play in a game With quanti?ably increased realism.


FIG. 14 is a How diagram shoWing game play in a case in
Which anAC is required. In step 490, the CPU displays a game

any AC is authenticated. If the login data and any AC are


authenticated, at step 376, the server sends a menu of avail
able data to the game machine. Then, at step 384, the CPU
displays the menu to the user and continues to FIG. 13. If the
login data and any AC are not authenticated at step 372, the
server sends a failure message to the CPU, at step 380. The
CPU displays the failure message to the user, at step 388.

menu. In step 495, the user selects to load saved data 500,
Which has been stored in local memory 505. In step 510, the
CPU reads data from local memory. In step 515, the CPU
compares anAC associated With the data to the game machine
AC. In step 520, the process determines Whether the AC
associated With the data is the same as the game machine AC.
If they dont match, the CPU displays an error message in step

Preferably, the CPU next displays the lo gin/ sign-up screen to


the user again. The process returns to the beginning of FIG.
10, at step 334.
FIG. 12 is a How diagram shoWing a process for signing up

535. If they match, the CPU loads the parameter data into

20

RAM 525 in step 530. Then, the neW game parameters are
used for play in a game With quanti?ably increased realism.
What is claimed is:
1. A game medium including read only memory (ROM) or
random access memory (RAM) con?gured to provide a
sports video game in conjunction With a video game machine,
the sports video game including video game rules, video

25

parameters, the game medium having rules and parameters

a neW user of a video game With doWnloadable statistics. In

step 390, the CPU displays, a sign-up screen. In step 393, the
user enters the users name and chosen passWord, and possi

bly other identifying information, such as a birthdate,


address, etc. In step 396, the process depends upon Whether
the AC is autosent. If the AC is autosent, the CPU sends the
sign-up data 404 to the server 408 in step 400. In step 412, the
server sends account options 416 to the game machine.

In step 420, the CPU displays the account options to the

game character parameters, and video game stadium or ?eld

stored thereon and being con?gured to cause the video game


machine to perform a method comprising:
loading video game data stored by the game medium into
memory for playing the video game, the video game data

user. In step 424, the user selects What type of account the user

chooses. In step 428, the CPU sends the users choice of


account type to the server 408. For example, the user may
choose to pay for doWnloads of neW game parameters on a

monthly basis. As another example, the user may choose to

30

including one or more video game characters associated

account and sends a menu of game data to the game machine.

With corresponding real-life sports athletes, and one or


more video game stadium or ?eld parameters, the video
game stadium or ?eld parameters including a video
game ?eld or stadium attribute in the video game that
corresponds to a real-life attribute of a real-life sports
stadium or ?eld;
receiving an updated video game stadium or ?eld param

In step 436, the CPU displays the menu to the user. Next, the

eter from a data server via the netWork including the

pay for doWnloads of neW game parameters for an entire

sports season. Or, as yet another example, the user may


choose to pay for doWnloads of neW game parameters on a

pay per use basis. Other business models Will be apparent to


those of skill in the art.
In step 432, the server veri?es the information, creates an

35

process continues as shoWn in FIG. 13.

Alternatively, if in step 396, the AC is not auto sent, the user


enters an AC, in step 440. In step 444, the CPU compares the
user input AC With the game machine authentication code. In
step 446, the CPU determines Whether the user input AC
matches the game machine AC. If not, the process continues

40

at step 448 and the CPU displays an error message to the user.

45

attribute;

life stadium or ?eld attribute; and


enabling a user to control the one or more video game

a neW game parameter. In step 450, the user selects a set of


50

eters may comprise a complete set of neW parameters for all


teams in the game. As another example, the desired param
eters may comprise the results of a single sports game for a
single team. In step 453, the CPU sends the request to the
server.

In step 456, the process depends on Whether the game


machine requires an authentication code. In step 459, the
server sends the requested parameters to the CPU In step 459,
the server sends the requested parameters to the CPU if the
game machine does not require an authentication code. In
step 462, the CPU stores the neW game parameters in local

55

characters using a video game controller connected to


the video game machine.
2. A game medium according to claim 1, Wherein the
change in the video game attribute is a change in a visual
appearance of the stadium or ?eld that corresponds to a
change in the real-life visual appearance of the real-life sta
dium or ?eld.

3. A game medium according to claim 2, Wherein the


change in the visual appearance of the stadium or ?eld
includes a change in the visual appearance of a plant that is
part of the stadium or ?eld.
60

4. A game medium according to claim 3, Wherein the plant


includes grass.

5. A game medium according to claim 3, Wherein the plant

memory 465.

includes ivy.

Alternatively, if in step 456, the game machine requires an


AC, the process continues to step 468. In step 468, the server
attaches account information and the AC to the parameter. In
step 471, the server sends the parameter to the CPU. In step
474, the CPU compares the AC With the game machine AC. In

changing a stadium or ?eld parameter in the video game


based on the updated video game stadium or ?eld
parameter received such that the video game stadium or

?eld attribute more closely represents the changed real

If the user input AC matches the game machine AC, the


process continues at step 400.
FIG. 13 is a How diagram shoWing a doWnload process of

desired game parameters. For example, the desired param

Internet, Wherein the updated video game stadium or


?eld parameter includes data that corresponds to a real
life change in the real-life sports stadium or ?eld

65

6. A game medium according to claim 1, Wherein the game


medium is con?gured to cause receipt of a plurality of
updated stadium or ?eld parameters during a single real-life
sports season and the stadium or ?eld parameters in the video

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 22 of 23

Case 1:15-cv-00014-CW Document 2-1 Filed 01/16/15 Page 23 of 23

Case 1:15-cv-00014-CW Document 2-2 Filed 01/16/15 Page 1 of 2

CIVIL COVER SHEET

!"#$$###%&'()#*+,*+-

./'#!"#$$#01(12#03('4#5/''6#789#6/'#18:34;76138#0386718'9#/'4'18#8'16/'4#4'<270'#834#5=<<2';'86#6/'#:1218>#789#5'4(10'#3:#<2'7918>5#34#36/'4#<7<'45#75#4'?=14'9#@A#27BC##'D0'<6#75
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<=4<35'#3:#181617618>#6/'#01(12#930I'6#5/''6)###(SEE INSTRUCTIONS ON NEXT PAGE OF THIS FORM.)

I. (a) PLAINTIFFS

DEFENDANTS

White Knuckle IP, LLC

Electronic Arts, Inc.

(b)###E3=86A#3:#&'519'80'#3:#J1456#K156'9#L271861::

Davis

E3=86A#3:#&'519'80'#3:#J1456#K156'9#M':'89786

(EXCEPT IN U.S. PLAINTIFF CASES)

(c)###S66348'A5#(Firm Name, Address, and Telephone Number)

Andrew S. Hansen
282 Maxine Circle
Bountiful, UT 84010

II. BASIS OF JURISDICTION#(Place an X in One Box Only)


! * ##F)")#W3('48;'86
L271861::

! X #J'9'472#Y='56138
(U.S. Government Not a Party)

! + ##F)")#W3('48;'86
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! $ #M1('4516A
(Indicate Citizenship of Parties in Item III)

III. CITIZENSHIP OF PRINCIPAL PARTIES (Place an X in One Box for Plaintiff

IV. NATURE OF SUIT#(Place an X in One Box Only)


CONTRACT

!
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#### PERSONAL INJURY


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CIVIL RIGHTS
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V. ORIGIN#(Place an X in One Box Only)


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VI. CAUSE OF ACTION

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#35 U.S.C. 271
[41':#9'5041<6138#3:#07=5'Q

Patent infringement of U.S. Patent No. 8,529,350 by EA Sports Video Games

! EUPEg#RJ#.UR"#R"#S#CLASS ACTION
VII. REQUESTED IN
FNMP&#&FKP#+XC#J)&)E()L)
COMPLAINT:
VIII. RELATED CASE(S)
(See instructions):
IF ANY
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"RWNS.F&P#OJ#S..O&NPh#OJ#&PEO&M

/s/ Andrew S. Hansen

01/16/2015
FOR OFFICE USE ONLY
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Case 1:15-cv-00014-CW Document 2-2 Filed 01/16/15 Page 2 of 2

INSTRUCTIONS FOR ATTORNEYS COMPLETING CIVIL COVER SHEET FORM JS 44


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I.(a)
(b)
(c)

Plaintiffs-Defendants.##P86'4#87;'5#%2756C#:1456C#;1992'#1816172-#3:#<271861::#789#9':'89786)##R:#6/'#<271861::#34#9':'89786#15#7#>3('48;'86#7>'80AC#=5'#
382A#6/'#:=22#87;'#34#56789749#7@@4'(1761385)##R:#6/'#<271861::#34#9':'89786#15#78#3::10172#B16/18#7#>3('48;'86#7>'80AC#19'861:A#:1456#6/'#7>'80A#789#
6/'8#6/'#3::10172C#>1(18>#@36/#87;'#789#6162')
County of Residence.##J34#'70/#01(12#075'#:12'9C#'D0'<6#F)")#<271861::#075'5C#'86'4#6/'#87;'#3:#6/'#03=86A#B/'4'#6/'#:1456#2156'9#<271861::#4'519'5#76#6/'#
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II.

Jurisdiction.##./'#@7515#3:#]=4159106138#15#5'6#:346/#=89'4#&=2'#`%7-C#J)&)E()L)C#B/10/#4'?=14'5#6/76#]=41591061385#@'#5/3B8#18#<2'7918>5)##L270'#78#jej#
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0161Z'85/1<#3:#6/'#91::'4'86#<7461'5#;=56#@'#0/'0I'9. %"''#"'06138#RRR#@'23B; NOTE: federal question actions take precedence over diversity
cases.-

III.

Residence (citizenship) of Principal Parties.##./15#5'06138#3:#6/'#!"#$$#15#63#@'#03;<2'6'9#1:#91('4516A#3:#0161Z'85/1<#B75#1891076'9#7@3(')##T74I#6/15


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IV.

Nature of Suit.##L270'#78#jej#18#6/'#7<<43<4176'#@3D)##R:#6/'#876=4'#3:#5=16#078836#@'#9'6'4;18'9C#@'#5=4'#6/'#07=5'#3:#706138C#18#"'06138#VR#@'23BC#15#
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V.

Origin.##L270'#78#jej#18#38'#3:#6/'#51D#@3D'5)
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.4785:'44'9#:43;#S836/'4#M1564106)##%\-#J34#075'5#64785:'44'9#=89'4#.162'#+`#F)")E)#"'06138#*$_$%7-)##M3#836#=5'#6/15#:34#B16/18#91564106#64785:'45#34#
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T=26191564106#K161>76138)##%^-#E/'0I#6/15#@3D#B/'8#7#;=26191564106#075'#15#64785:'44'9#1863#6/'#91564106#=89'4#7=6/3416A#3:#.162'#+`#F)")E)#"'06138#*$_H)##
b/'8#6/15#@3D#15#0/'0I'9C#93#836#0/'0I#%\-#7@3(')

VI.

Cause of Action.##&'<346#6/'#01(12#5676=6'#914'062A#4'276'9#63#6/'#07=5'#3:#706138#789#>1('#7#@41':#9'5041<6138#3:#6/'#07=5')##Do not cite jurisdictional


statutes unless diversity. #PD7;<2'Q#F)")#E1(12#"676=6'Q#$H#F"E#\\X##[41':#M'5041<6138Q#F87=6/341Z'9#4'0'<6138#3:#07@2'#5'4(10'

VII.

Requested in Complaint.##E2755#S06138)##L270'#78#jej#18#6/15#@3D#1:#A3=#74'#:1218>#7#02755#706138#=89'4#&=2'#+XC#J)&)E()L)
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VIII. Related Cases.##./15#5'06138#3:#6/'#!"#$$#15#=5'9#63#4':'4'80'#4'276'9#<'8918>#075'5C#1:#78A)##R:#6/'4'#74'#4'276'9#<'8918>#075'5C#185'46#6/'#930I'6#


8=;@'45#789#6/'#0344'5<38918>#]=9>'#87;'5#:34#5=0/#075'5)
Date and Attorney Signature.##M76'#789#51>8#6/'#01(12#03('4#5/''6)

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