white knuckle vs ea

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Andrew S. Hansen (Utah Bar No. 9819; Email: [email protected]) David A. Jones (Utah Bar No. 10134; Email: [email protected]) 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, Plaintiff, v. Electronic Arts, Inc., a Delaware corporation Defendant. Civil Action No. 1:15-cv-00014-CW COMPLAINT FOR PATENT INFRINGEMENT 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.

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White Knuckle LLC is suing EA over patent infringement related to stat, roster, and stadium updates in sports games.

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Page 1: White Knuckle vs EA

Andrew S. Hansen (Utah Bar No. 9819; Email: [email protected]) David A. Jones (Utah Bar No. 10134; Email: [email protected]) 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,

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

Defendant.

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

COMPLAINT FOR PATENT INFRINGEMENT

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 1 of 5

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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 2 of 5

Page 3: White Knuckle vs EA

3

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. Defendant’s 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 Defendant’s 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 3 of 5

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4

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 Defendant’s infringement of the ’350 Patent;

5. White Knuckle be awarded Defendant’s 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 4 of 5

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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 Filed 01/16/15 Page 5 of 5

Page 6: White Knuckle vs EA

EXHIBIT A

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

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US008529350B2

(12) Ulllted States Patent (10) Patent N0.: US 8,529,350 B2 Angelopoulos (45) Date of Patent: Sep. 10, 2013

(54) METHOD AND SYSTEM FOR INCREASED 5,971,855 A 10/1999 Ng REALISM IN VIDEO GAMES 6,080,063 A 6/2000 Khosla

6,135,881 A 10/2000 Abbott et al. . . 6,200,216 B1 3/2001 Pe e1

(75) Inventor: étglugsgms Angelopoulos; San D1ego; 6,261,179 B1 7/2001 Milggmoto et a1‘ 6,292,706 B1 9/2001 Birch et al. 6,306,033 B1 10/2001 NiWa et al.

(73) Assignee: White Knuckle Gaming, LLC; 6347993 B1 2/2002 KOIIdO eta1~ Bountiful UT (Us) 6,368,210 B1 4/2002 Toyohara et al.

’ 6,412,780 B1 7/2002 Busch

( * ) Notice: Subject to any disclaimer, the term of this 20026708136332 gig/Gan et al' patent is extended or adjusted under 35 2002/0086733 A1* 7/2002 Wang ............................ .. 463/42 U.S.C. 154 b b 882 da 5.

( ) y y OTHER PUBLICATIONS

(21) Appl' NO‘: 12/547’359 Weters, NFL 2K1 .' FAQ by Weters, Hosted by GameFAQs, Version . _ 3.1, http://WWW.gamefaqs.com/console/dreamcast/?le/914206/

(22) F?ed' Aug‘ 25’ 2009 8841, last accessed Jul. 2, 2009. - - - Sycho Bubba Crusty, NFL 2K1.‘ FAQ by Tazzmission, Hosted by

(65) Pnor Pubhcatlon Data GameFAQs, http://WWW.gamefaqs.com/console/dreamcast/?le/ US 2010/0029352 A1 Feb. 4, 2010 914206/8814, last Version 2.0, accessed Jul. 2, 2009.

Related US. Application Data (Continued)

(62) Division of application No. 10/266,795, ?led on Oct. Primary Examiner i Damon Pierce 8: 2002 (74) Attorney, Agent, or Firm *White Knuckle Gaming;

LLC (51) Int. Cl.

A63F 13/12 (2006.01) (57) ABSTRACT (52) US‘ Cl‘ A s stem and method for u datin arameters of a video

USPC .................. .. 463/42; 463/30; 463/31; 463/32 y . . P .g P _ _ _ game 15 prov1ded. As events occur in the real World that may

(58) Field of Classi?cation Search - H n -b t t - d d USPC 463/1 4 23 30 42 43 1n uenceagamea n u e;aparame er1srecor e ona server. S """""" "1 t ’ 11 hit ’ ’ A v1deo game player may connect to the server and doWnload ee app 10a Ion e or Comp 6 e Seam 15 my‘ the parameter. The parameter is stored by the video game and

(56) References Cited changes an attribute of the v1deo game. Thus; for example; the

US. PATENT DOCUMENTS 5,411,259 A 5/1995 Pearson et al. 5,526,035 A 6/1996 Lappington et al. 5,694,546 A 12/1997 Reisman 5,810,680 A 9/1998 Lobb et a1. 5,860,862 A 1/1999 Junkin

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 2 of 23

Page 8: White Knuckle vs EA

US 8,529,350 B2 Page 2

(56) References Cited

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 . Newton’s 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.

Todd, Brett, T heHistory ofFootball Games, available at http://www. gamespot.com, © 2009 CBS Interactive, Inc., last accessed Oct. 7, 2009. 4’h & Inches Manual, © 1988 Accolade, available at www. lemonamiga.com, last accessed Oct. 7, 2009. T SR Manuals, Tecmo Bowl®, © 1998, [email protected], 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 T heFever, 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 3 of 23

Page 9: White Knuckle vs EA

US. Patent Sep. 10, 2013 Sheet 1 0f 14 US 8,529,350 B2

FIGURE’!

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

Page 10: White Knuckle vs EA

US. Patent Sep. 10, 2013 Sheet 2 0f 14 US 8,529,350 B2

Fig. 2

Game Machine

54 CP 7021 73

Controller

70b Connector Controller

70c

38 Connector Controller

Controller Control Circuit

Bus Control Circuit

Controller

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

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US. Patent Sep. 10, 2013 Sheet 3 0f 14 US 8,529,350 B2

Fig. 3

82 Data Server

85

Network

/ 107

/

<|\:> User Interface

Modem

3 /90 Video Game Machine

103

Game Medium (e.g., CD, DVD,

Cartridge)

87

95

Local

memory

99

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

Page 12: White Knuckle vs EA

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 1 13 Stadium 1 Stadium 2 / Stadium 3

Etc.

109

Referees Referee 1 l 15 Referee 2 Referee 3

Etc.

Teams City

Owners Trainers Coaches Players Etc.

Other Game Parameter Other Game Parameter

Etc.

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

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US. Patent Sep. 10, 2013 Sheet 5 0f 14 US 8,529,350 B2

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.

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

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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 135 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.

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

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US. Patent Sep. 10, 2013

Fig.7

Sheet 7 0f 14

System Startup

CPU Main Displays Menu Main Menu

User starts

game or

236

G0 to

Fig. 9

requests update

US 8,529,350 B2

221

230

232

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

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US. Patent

Local memory

Requested Data

254

Sep. 10, 2013 Sheet 8 0f 14 US 8,529,350 B2

Fig. 8

CPU initializes modern

241 /

l Modem

establishes network

connection

243

l 245

CPU sends request for data to the data server

CPU receives requested data and stores it in

local memory

Data Server

4__ Requested Data

249

l CPU

disconnects modem from

network

251

l User is

prompted that data transfer is complete

253

l 255

Main menu

is displayed Go to

Fig. 9

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US. Patent Sep. 10, 2013 Sheet 9 0f 14

Fig. 9

265 User selects to

start game

275 CPU loads

/ gaming / engine from

Game gem‘? ___> Engin6 medrum to

RAM

# 290 CPU loads ‘/

RAM, if requested or

auto

updating

l 305 300 Game is /

played with 4 requested

data

Local memory

Game

play

Requested _—> daigggm ___> Requested Data Data

memory to

US 8,529,350 B2

285

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

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US. Patent Sep. 10, 2013 Sheet 10 0f 14 US 8,529,350 B2

Fig. 10

CPU initializes /,334 modern

Modem connects /337 to network

+ GM displays log- III/340 in/sign-up screen

User makes selection

Does CPU

auto-send Is AC

required? User enters

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 13 of 23

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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 388 message

CPU displays \ CPU displays menu failure message

1% 3

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US. Patent Sep. 10, 2013 Sheet 12 0f 14 US 8,529,350 B2

Fig 12

390 User enters CPU displays /

necessary info \ slgn-up Screen 440

User enters A.C.

CPU compares

\ user input with GM AC

Does CPU

auto-send AC?

Is AC required?

444

CPU sends sign-up data to server

404 448 \ CPU 446 412 displays

408 / 416 error msg. 420

Server sends I

account M CPU rilspltays Options to GM OP 1on5 accoun 0p ions

JUL/1 CPU sends users choic? i4_ User selects t0 Server account type

Server verifies \ \ info, creates 428 424 account and —-—i Dam

sends menu of men“ game data to GM 436

/ ' / 432 CPU displays _@ menu to user

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

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US. Patent

Does game require AC?

Sep. 10, 2013

Fig 13

/ User selects desired data

Sheet 13 0f 14

i

US 8,529,350 B2

450

CPU sends data request to server

453

/ 459

456 Server

attaches AC to data

468 + Server sends requested

data 47]

CPU compares GM AC with received AC

CPU displays error message

CPU stores data in local memory

/ Server sends requested data

Data requested 462

CPU stores data in local

memory

Data

requested

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US. Patent Sep. 10, 2013 Sheet 14 0f 14 US 8,529,350 B2

Fig 14

CPU displays 490 game menu

l User selects to

load saved data

505

495

CPU reads data / 510 from local memory

Data requested

500 CPU compares 515 data AC with /

GM AC

CPU displays 520 CPU loads data error message / in to RAM

535

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US 8,529,350 B2 1

METHOD AND SYSTEM FOR INCREASED REALISM IN VIDEO GAMES

CROSS-REFERENCE TO RELATED APPLICATIONS

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.

BACKGROUND

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 O’Neil may be used as one of the players on the Los Angeles Lakers basketball team. Kobe Bryant and all of Shaquile’s actual teammates may be 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 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 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 homeruns)/ (476 at bats):15.3 percent during the 2001 sea son. This average can be used to set a video game parameter so that the video game character Barry Bonds has a similar tendency to hit homeruns. A problem With this system is that the performance parameters and visual aspects of a video game are ?xed at the time the video game is produced.

The players of this type of game continually demand increased realism in such games. For example, more and more parameters are added to distinguish one character from 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.

The problem remains that visual aspects and performance characteristics of real life sports players, teams and environ ments change throughout the year.

SUMMARY

Sports video games attempt to achieve realism. Particu larly, sports video games frequently attempt to emulate pro fessional sport details. Actual professional athletes are shoWn, frequently including such details as jersey numbers, physical stature and even facial features. Performance char acteristics are emulated. For example, in a baseball video game, an individual professional athlete’s batting average may be used to in?uence a video game character’s 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

20

25

30

35

40

45

50

55

60

65

2 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 over the course of a season, or even a day. Additionally, athletes may be traded from team to team, or become injured. 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 star’s incredible 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 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 that matches the professional sport performance characteris tics, look and feel.

Accordingly, a system and method for updating parameters 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 a server. A video 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 video 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.

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 With last season’s teams, video gamers get a simulation of the fresh neW events of the Week, day, or hour.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an external vieW shoWing a structure of a video game system and a historical event.

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

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

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

Which an AC is required.

DETAILED DESCRIPTION OF SEVERAL EMBODIMENTS

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 18 of 23

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US 8,529,350 B2 3

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

a computer readable medium knoWn as a netWork server 14. 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 quarterback’s completion percentage, a basketball player’s freethroW percentage, or any other out 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 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 quarterback’s neW 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 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) 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 70A-70D and data for a RAM cartridge 73 for extension. A modem 72 is coupled to the bus control circuit 38. The

modem 72 is also preferably coupled to the internet (not shoWn). As discussed With reference to FIG. 1, a server coupled to the internet stores performance, visual image and 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 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 and the CP 34, or portions of the CP 34, may be incorporated as one component. Also, for example, RAM 58, may be 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. The netWork may be, for example, What is commonly referred 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 fessional athlete changes a performance rating, the changed

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4 performance rating can be stored on the data server 82. For example, When a professional baseball player changes his 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 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 example, if a batting average goes from 0.275 to 0.278, then 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 video game. The parameter can then be used to effect hoW the video game character interacts With the video game environ ment.

Referring again to FIG. 3, the user (not shoWn) plays the video game by entering inputs through a user interface 87. 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, 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. The video game machine is coupled to a modem 107 for

coupling to the netWork 85. The parameter is doWnloaded by 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 rated as part of the video game machine 90, or a separate component.

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 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.

There are also other parameters stored on the ROM 109. For example, stadium parameters 113 may be stored. For example, the game may display Wrigley Field for play by the Chicago Cubs and FenWay Park for play by the Boston Red 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 the start of the season. Baseball video games Were already 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 user’s home.

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Referring again to FIG. 4, referees 115 may be stored. Referees’ appearances and performance may be stored. For example, some referees in basketball call technical fouls fre 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,

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 the 2001-2002 season. At that time, the neWest video games re?ected the statistics from the 2000-2001 season. Thus, the 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. Player 1, Player 2, Player 3 and several other players are shoWn. Under each player, several statistics are shoWn. For example, if the video game is basketball, Statistic 1 may be a player’s ?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 stored Will vary With the game and With the Way the video game designer chooses to design the game.

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 95 (FIG. 3) Preferably, items are loaded from 109 (FIG. 7) into RAM 135. Preferably, all of the rules 111 (FIG. 4) are loaded into RAM at 138. HoWever, only one stadium is loaded 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 autoupdate is enabled. If autoupdate is enabled, the method 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 step 232, a user chooses to start a game or request an update.

In step 234, it is determined Whether the user requested an update. In step 236, the method continues by going to FIG. 9, 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 modem. In step 243, the modem establishes a netWork con nection. Next, in step 245, the CPU sends a request for data to 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

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6 user may be requesting updated batting averages for game characters in a profession baseball video game. Or, to con 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 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 295 is preferably the changed statistics requested by the user 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 used to play a more realistic video game, as shoWn at step 305.

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 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.

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 authentication code may be provided at sign-up (described With respect to FIG. 12) by the netWork to the user. This Way, the netWork administrator can verify that the user is a paying user. As another example, a neW authentication code may be provided on a periodic basis, such as, for example, monthly. Thus, if a user is paying on a monthly basis, correct authen tication is only available if the user’s 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.

Referring again to FIG. 10, if authentication is required, it 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 code, at step 354. At step 357, the CPU compares the user veri?cation code to a game machine authentication code. If the user veri?cation code matches the game machine authen tication code, at step 360, the process continues at step 346. As stated in step 346, the login data 363 is stored at a netWork server 366. Next, the process continues at FIG. 11.

FIG. 11 shoWs a portion of a process for authenticating a video game user, continued from FIG. 10. At step 369, the server attempts to authenticate the login data and any AC 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 speci?c game machine. This identifying code may, for 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

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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 may be a passWord.

At step 372, the netWork checks Whether the login data and 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. 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 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 user’s 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 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 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 account and sends a menu of game data to the game machine. In step 436, the CPU displays the menu to the user. Next, the 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 at step 448 and the CPU displays an error message to the user. 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 a neW game parameter. In step 450, the user selects a set of desired game parameters. For example, the desired param 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 memory 465.

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

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8 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 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 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 don’t match, the CPU displays an error message in step 535. If they match, the CPU loads the parameter data into 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 game character parameters, and video game stadium or ?eld parameters, the game medium having rules and parameters 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 including one or more video game characters associated 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 eter from a data server via the netWork including the 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 attribute;

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 life stadium or ?eld attribute; and

enabling a user to control the one or more video game 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.

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

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

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

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VI. CAUSE OF ACTIONE16'#6/'#F)")#E1(12#"676=6'#=89'4#B/10/#A3=#74'#:1218>#(Do not cite jurisdictional statutes unless diversity)Q#[41':#9'5041<6138#3:#07=5'Q

VII. REQUESTED IN COMPLAINT:

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VIII. RELATED CASE(S) IF ANY (See instructions):

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FOR OFFICE USE ONLY

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White Knuckle IP, LLC

Davis

Andrew S. Hansen282 Maxine CircleBountiful, UT 84010

Electronic Arts, Inc.

Salt Lake

35 U.S.C. § 271

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

01/16/2015 /s/ Andrew S. Hansen

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

Page 30: White Knuckle vs EA

!"#$$#&'('45'##%&'()#*+,*+-

INSTRUCTIONS FOR ATTORNEYS COMPLETING CIVIL COVER SHEET FORM JS 44S=6/3416A#J34#E1(12#E3('4#"/''6

./'#!"#$$#01(12#03('4#5/''6#789#6/'#18:34;76138#0386718'9#/'4'18#8'16/'4#4'<270'5#834#5=<<2';'865#6/'#:1218>5#789#5'4(10'#3:#<2'7918>#34#36/'4#<7<'45#754'?=14'9#@A#27BC#'D0'<6#75#<43(19'9#@A#23072#4=2'5#3:#03=46)##./15#:34;C#7<<43('9#@A#6/'#!=910172#E38:'4'80'#3:#6/'#F816'9#"676'5#18#"'<6';@'4#*GH$C#154'?=14'9#:34#6/'#=5'#3:#6/'#E2'4I#3:#E3=46#:34#6/'#<=4<35'#3:#181617618>#6/'#01(12#930I'6#5/''6)##E385'?='862AC#7#01(12#03('4#5/''6#15#5=@;166'9#63#6/'#E2'4I#3:E3=46#:34#'70/#01(12#03;<27186#:12'9)##./'#766348'A#:1218>#7#075'#5/3=29#03;<2'6'#6/'#:34;#75#:3223B5Q

I.(a) 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')

(b) 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/'#61;'#3:#:1218>)##R8#F)")#<271861::#075'5C#'86'4#6/'#87;'#3:#6/'#03=86A#18#B/10/#6/'#:1456#2156'9#9':'89786#4'519'5#76#6/'#61;'#3:#:1218>)##%NO.PQ#R8#2789#0389';876138#075'5C#6/'#03=86A#3:#4'519'80'#3:#6/'#j9':'89786j#15#6/'#23076138#3:#6/'#64706#3:#2789#18(32('9)-

(c) Attorneys.##P86'4#6/'#:14;#87;'C#7994'55C#6'2'</38'#8=;@'4C#789#766348'A#3:#4'0349)##R:#6/'4'#74'#5'('472#766348'A5C#2156#6/';#38#78#76670/;'86C#83618>18#6/15#5'06138#j%5''#76670/;'86-j)

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#18#38'#3:#6/'#@3D'5)##R:#6/'4'#15#;34'#6/78#38'#@7515#3:#]=4159106138C#<4'0'9'80'#15#>1('8#18#6/'#349'4#5/3B8#@'23B)F816'9#"676'5#<271861::)##%*-#!=4159106138#@75'9#38#+`#F)")E)#*X$\#789#*X$`)##"=165#@A#7>'801'5#789#3::10'45#3:#6/'#F816'9#"676'5#74'#1802=9'9#/'4')F816'9#"676'5#9':'89786)##%+-#b/'8#6/'#<271861::#15#5=18>#6/'#F816'9#"676'5C#165#3::10'45#34#7>'801'5C#<270'#78#jej#18#6/15#@3D)J'9'472#?='56138)##%X-#./15#4':'45#63#5=165#=89'4#+`#F)")E)#*XX*C#B/'4'#]=4159106138#7415'5#=89'4#6/'#E385616=6138#3:#6/'#F816'9#"676'5C#78#7;'89;'86#63#6/'#E385616=6138C#78#706#3:#E38>4'55#34#7#64'76A#3:#6/'#F816'9#"676'5)##R8#075'5#B/'4'#6/'#F)")#15#7#<746AC#6/'#F)")#<271861::#34#9':'89786#039'#67I'5#<4'0'9'80'C#789#@3D#*#34#+#5/3=29#@'#;74I'9)M1('4516A#3:#0161Z'85/1<)##%$-#./15#4':'45#63#5=165#=89'4#+`#F)")E)#*XX+C#B/'4'#<7461'5#74'#0161Z'85#3:#91::'4'86#5676'5)##b/'8#[3D#$#15#0/'0I'9C#6/'#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#6/155'06138#:34#'70/#<41801<72#<746A)

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#5=::101'86#63#'87@2'#6/'#9'<=6A#02'4I#34#6/'#56761561072#02'4I%5-#18#6/'#S9;181564761('#O::10'#63#9'6'4;18'#6/'#876=4'#3:#5=16)##R:#6/'#07=5'#:165#;34'#6/78#38'#876=4'#3:#5=16C#5'2'06#6/'#;356#9':18161(')

V. Origin.##L270'#78#jej#18#38'#3:#6/'#51D#@3D'5)O41>1872#L430''918>5)##%*-#E75'5#B/10/#341>1876'#18#6/'#F816'9#"676'5#91564106#03=465)&';3('9#:43;#"676'#E3=46)##%+-#L430''918>5#1816176'9#18#5676'#03=465#;7A#@'#4';3('9#63#6/'#91564106#03=465#=89'4#.162'#+`#F)")E)C#"'06138#*$$*)##b/'8#6/'#<'616138#:34#4';3(72#15#>4786'9C#0/'0I#6/15#@3D)&';789'9#:43;#S<<'2276'#E3=46)##%X-#E/'0I#6/15#@3D#:34#075'5#4';789'9#63#6/'#91564106#03=46#:34#:=46/'4#706138)##F5'#6/'#976'#3:#4';789#75#6/'#:1218>#976')&'185676'9#34#&'3<'8'9)##%$-#E/'0I#6/15#@3D#:34#075'5#4'185676'9#34#4'3<'8'9#18#6/'#91564106#03=46)##F5'#6/'#4'3<'818>#976'#75#6/'#:1218>#976').4785:'44'9#:43;#S836/'4#M1564106)##%\-#J34#075'5#64785:'44'9#=89'4#.162'#+`#F)")E)#"'06138#*$_$%7-)##M3#836#=5'#6/15#:34#B16/18#91564106#64785:'45#34#;=26191564106#2161>76138#64785:'45)T=26191564106#K161>76138)##%^-#E/'0I#6/15#@3D#B/'8#7#;=26191564106#075'#15#64785:'44'9#1863#6/'#91564106#=89'4#7=6/3416A#3:#.162'#+`#F)")E)#"'06138#*$_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)M';789)##R8#6/15#5<70'#'86'4#6/'#706=72#932274#7;3=86#@'18>#9';789'9#34#1891076'#36/'4#9';789C#5=0/#75#7#<4'21;1874A#18]=806138)!=4A#M';789)##E/'0I#6/'#7<<43<4176'#@3D#63#1891076'#B/'6/'4#34#836#7#]=4A#15#@'18>#9';789'9)

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)

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