BANDAI NAMCO Entertainment Inc.

Japan

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New (last 4 weeks) 4
2021 January (MTD) 3
2020 December 3
2020 November 2
2020 October 4
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IPC Class
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 57
A63F 9/24 - Games using electronic circuits not otherwise provided for 35
A63F 13/25 - Output arrangements for video game devices 20
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers 20
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene 18
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NICE Class
09 - Scientific and electric apparatus and instruments 226
41 - Education; entertainment 108
28 - Games; toys; sports equipment 100
25 - Clothing; footwear; headgear 5
16 - Paper, cardboard and goods made from these materials 4
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Status
Pending 39
Registered / In Force 564
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1.

GAME SYSTEM AND GAME PROVISION METHOD

      
Application Number 16982791
Status Pending
Filing Date 2019-03-22
First Publication Date 2021-01-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Shoji, Kazuaki
  • Onda, Akio

Abstract

A server in conjunction with a terminal device detects a status of a non-time element differing from a time element among game elements; executes area setting processing for setting a game field to a first game area and a second game area that differs from the first game area in accordance with the detected status of the non-time element; executes, at least when the second game area has been set by the area setting processing, constraint setting processing of setting a given constraint in the game on a player character belonging to the second game area; and providing the terminal device with information for controlling a player character on which the given constraint in the game has been imposed as a player character belonging to the second game area and controlling a player character belonging to the first game area without imposing the given constraint in the game.

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

2.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2020025649
Publication Number 2021/002353
Status In Force
Filing Date 2020-06-30
Publication Date 2021-01-07
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO ONLINE INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor
  • Okumura Daigo
  • Sashida Minoru
  • Kado Hiroaki
  • Kanno Yukie
  • Ishii Chika
  • Oi Takayoshi

Abstract

This game system comprises: an acceptance unit which accepts an operation input by a player; a virtual space setting unit for setting a virtual space in which at least one character is positioned; a virtual camera setting unit for setting a plurality of virtual cameras; a character processing unit for setting parts constituting the at least one character on the basis of the operation input by the player; and a display processing unit for generating a plurality of character images, which are images of the at least one character seen in the virtual space from the plurality of virtual cameras, and displaying a character-creation image in which the plurality of character images are arranged on a display unit. When parts have been set, the display processing unit displays a character-creation image reflecting the results of the settings on the display unit.

IPC Classes  ?

  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor

3.

COMPUTER SYSTEM, AUTOMATIC PURCHASE SYSTEM, AND AUTOMATIC PURCHASE METHOD

      
Application Number 16921005
Status Pending
Filing Date 2020-07-06
First Publication Date 2021-01-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Nagashima, Naoto
  • Uchibori, Tamaki

Abstract

A computer system manages user registration information including a contract spending amount, and prepares a character associated with character characteristics. The computer system controls virtual communication performed on a user terminal with the character as a partner. The user experiences this virtual communication. The computer system selects a purchase option that costs within the contract spending amount as an article to purchase from purchase options including substantial articles in a real world or items in a virtual world. This selection is performed using at least a purchase article selection tendency based on the character characteristics associated with the character.

IPC Classes  ?

  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/825 - Fostering virtual characters
  • G06Q 20/40 - Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check of credit lines or negative lists

4.

COMPUTER SYSTEM, GAME SYSTEM, AND PROGRAM

      
Application Number 16893019
Status Pending
Filing Date 2020-06-04
First Publication Date 2020-12-24
Owner
  • BANDAI NAMCO Entertainment Inc. (Japan)
  • BANDAI NAMCO Studios Inc. (Japan)
Inventor Takahashi, Toru

Abstract

A server system includes a game start control section configured to perform a game start control including setting a game space for each player as an initial state and allowing the player to start gameplay in the game space, an opponent space status display control section configured to perform a control for displaying status of at least one game space other than the game space being used by the player himself/herself for performing the gameplay on a computer device of each player, and a transfer control section configured to transfer an executing player satisfying a given transfer execution condition from the game space being used by the executing player for performing the gameplay to another game space.

IPC Classes  ?

  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session

5.

COMPUTER SYSTEM, GAME SYSTEM, AND GAME DEVICE

      
Application Number 17005874
Status Pending
Filing Date 2020-08-28
First Publication Date 2020-12-17
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Onda, Akio
  • Omori, Daisuke
  • Kikuchi, Makoto
  • Matsuba, Yuki
  • Oda, Masayuki
  • Shioiri, Tatsuya

Abstract

A computer system performs display control to display a reward advertisement at a given screen switching timing, a screen switching timing due to start or end of a game progress unit, or a timing at which a game progression satisfies a given change condition. The computer system gives a reward for watching the advertisement to a player. The reward is set based on user data and/or play data of the player related to the game.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G09F 19/00 - Advertising or display means not otherwise provided for
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

6.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2020018921
Publication Number 2020/250608
Status In Force
Filing Date 2020-05-12
Publication Date 2020-12-17
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO ONLINE INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor Inoue Keita

Abstract

This game system includes: a game processing unit; an issuance processing unit for performing issuance processing of a benefit-granting ticket which another player can use at such times as during acquisition of a game item, on the basis of a game state of a player; a ticket processing unit for performing reception processing of input of information of the benefit-granting ticket by the other player, or transfer processing of the benefit-granting ticket from the player to the other player; and a benefit processing unit for performing processing for granting a benefit based on the benefit-granting ticket to at least one of the other player and the player when the other player uses a benefit-granting ticket when acquiring an item or receiving provision of a service. The issuance processing unit performs at least one of processing for estimating a condition for issuing a benefit-granting ticket and processing for determining the content of a benefit-granting ticket on the basis of the game state of the player.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/85 - Providing additional services to players

7.

INFORMATION STORAGE MEDIUM AND GAME SYSTEM

      
Application Number 16883672
Status Pending
Filing Date 2020-05-26
First Publication Date 2020-11-26
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Kasawa, Hiroki

Abstract

A game system reduces a compensation parameter by a consumption amount set for a game medium and sets the medium to be useable, increases the parameter to up to an upper limit of a predetermined value when a predetermined increase condition is satisfied, stores a normal game medium in which the set consumption amount is equal to or less than the value, and a special game medium in which the set consumption amount is more than the value in a storage unit as the medium in association with a player, reduces the parameter by a given reduction amount and increases an accumulated parameter in accordance with the reduction amount, and sets the special medium to be useable by reducing the compensation and/or accumulated parameters so that a sum of reduction amounts of the compensation and accumulated parameters together is equal to the consumption amount set for the special medium.

IPC Classes  ?

  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/50 - Controlling the output signals based on the game progress

8.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16987480
Status Pending
Filing Date 2020-08-07
First Publication Date 2020-11-26
Owner
  • BANDAI NAMCO Research Inc. (Japan)
  • BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Iwata, Eiji
  • Morishima, Nobuyuki

Abstract

A simulation system including a processor, the processor performs an information acquisition process acquiring real space information obtainable by a recognition process of a real space and user information; a virtual space generation process generating a virtual space corresponding to the real space based on the real space information; an object process that sets a reference point in the virtual space based on the user information and the real space information, and disposes an object of a character in the virtual space based on the reference point; and a display process displaying an image including an image of the character. The object process sets a hit volume based on a position of a user moving body in the virtual space, and performs a process with respect to the character in accordance with a positional relationship between the hit volume and the character when the user performs a given input.

IPC Classes  ?

  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment

9.

COMPUTER DEVlCE AND EVALUATION CONTROL METHOD

      
Application Number 16911567
Status Pending
Filing Date 2020-06-25
First Publication Date 2020-10-15
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Enokido, Naoki
  • Shimizu, Masayuki

Abstract

A computer device determines operation inputs one by one when a reference operation requesting successive inputs is presented. The computer device recognizes an inheritance condition is satisfied when a change in acceleration measured by an inertial sensor of a game controller appears at successive vertical movement of the controller. When recognizing that the inheritance condition is satisfied, the computer device can reduce a process load by limiting operation input determination to determination based on a change in acceleration. In addition, when recognizing that the inheritance condition is satisfied, the computer device can further reduce a process load by simplifying the process of type discrimination of the operation input through inheritance of the previous discrimination result.

IPC Classes  ?

  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles

10.

COMPUTER DEVlCE AND EVALUATION CONTROL METHOD

      
Application Number 16911570
Status Pending
Filing Date 2020-06-25
First Publication Date 2020-10-15
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Enokido, Naoki
  • Shimizu, Masayuki

Abstract

A computer device evaluates an input timing at which a player performed an operation input. The player holds a controller containing sensors for measuring acceleration and angular speed and performs a motion of shaking and stopping the controller. The computer device is communicably connected to the sensors. The computer device determines the input timing by detecting a peak of a measurement value that appears immediately before the stop of the motion. Then, the computer device performs the evaluation based on a difference between the determined input timing and a reference timing.

IPC Classes  ?

  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

11.

GAME SYSTEM AND METHOD OF PROVIDING INFORMATION RELATED TO MATCH-UP GAME

      
Application Number 16820803
Status Pending
Filing Date 2020-03-17
First Publication Date 2020-10-01
Owner
  • BANDAI NAMCO Entertainment Inc. (Japan)
  • BANDAI NAMCO Studios Inc. (Japan)
Inventor
  • Aita, Sho
  • Mizuhori, Yuki
  • Nakano, Atsushi

Abstract

A game system that is a server or the like is configured to repetitively determine, during a match-up game, for each set determination period, participation continuation in the match-up game with respect to each player character according to a determination criterion which is based on acquisition of a specific item set in advance, and when it is determined that the player character does not satisfy the determination criterion at an end timing or before the end timing of the determination period, execute participation-limiting processing for limiting participation by the player character concerned in the match-up game such as loss management that involves causing the player character to suffer a loss from the match-up game in which the player character is participating.

IPC Classes  ?

  • A63F 13/837 - Shooting of targets
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot

12.

SERVER SYSTEM AND PLAY DATA COMMUNITY SYSTEM

      
Application Number 16832497
Status Pending
Filing Date 2020-03-27
First Publication Date 2020-10-01
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Tsukanaka, Kensuke

Abstract

A server system reproduces a past gameplay based on original data in a virtual three-dimensional space and displays the scenes of the gameplay on a user terminal of a live commentary user. Along with this, the server system causes a live commentary object having not existed in the original gameplay to appear in the virtual three-dimensional space in accordance with a live commentary addition operation by the live commentary user, and adds an additional virtual camera (additional camera CM1) to the virtual three-dimensional space to modify the reproduction play of the original gameplay. The server system generates modified reproduction data capable of reproducing a modified reproduction play and manages the modified reproduction data in association with the original data.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/86 - Watching games played by other players
  • A63F 13/497 - Partially or entirely replaying previous game actions

13.

GAME SYSTEM, METHOD OF PROVIDING INFORMATION RELATED TO MATCH-UP GAME, AND METHOD OF EXECUTING MATCH-UP GAME

      
Application Number 16727295
Status Pending
Filing Date 2019-12-26
First Publication Date 2020-07-02
Owner
  • BANDAI NAMCO Entertainment Inc. (Japan)
  • BANDAI NAMCO Studios Inc. (Japan)
Inventor
  • Nakano, Atsushi
  • Aita, Sho
  • Mizuhori, Yuki

Abstract

A server determines, for each player, whether or not a sanction as a sanction target player is to be imposed based on a state or an action of an operation target player character of the player concerned, and when it is determined that the sanction is to be imposed, executes sanction control processing of providing a terminal owned by a player who differs from the sanction target player with player-related information of the sanction target player as the sanction.

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

14.

GAME SYSTEM AND METHOD OF PROVIDING INFORMATION RELATED TO MATCH-UP GAME

      
Application Number 16727404
Status Pending
Filing Date 2019-12-26
First Publication Date 2020-07-02
Owner
  • BANDAI NAMCO Entertainment Inc. (Japan)
  • BANDAI NAMCO Studios Inc. (Japan)
Inventor
  • Nakano, Atsushi
  • Aita, Sho
  • Mizuhori, Yuki

Abstract

A server sets a game field to a first game area and a second game area in accordance with a progress status of a game, executes display mode control processing of controlling display modes of a first player character who is present in the first game area and a second player character who is present in the second game area, generates image data which visualizes the inside of a virtual space as a game image, which includes a controlled display mode of each player character, and which is for providing a terminal with the game image, wherein in the display mode control processing, the server causes a terminal of a first player to display the second player character in a first display mode, and causes a terminal of a second player to display the first player character in a second display mode that differs from the first display mode.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens

15.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2019050905
Publication Number 2020/138201
Status In Force
Filing Date 2019-12-25
Publication Date 2020-07-02
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor Miyano Teppei

Abstract

This game system includes: an accepting unit which, if a touch operation is performed by a player with respect to a touch screen, accepts a coordinate on the touch screen at which the touch operation was performed, as a touch operation coordinate; a virtual touch region processing unit which maps the touch operation coordinate in a virtual touch region, set on the touch screen as a smaller region than the touch screen, to a mapping coordinate on the touch screen; an input processing unit which, if a touch operation is performed with respect to the virtual touch region, sets the mapping coordinate to an input coordinate, as if the touch operation had been performed with respect to the mapping coordinate mapped to the touch operation coordinate in the virtual touch region at which the touch operation was performed; and a game processing unit which performs game processing on the basis of the input coordinate.

IPC Classes  ?

  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/45 - Controlling the progress of the video game
  • G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

16.

GAME SYSTEM AND METHOD OF PROVIDING INFORMATION RELATED TO MATCH-UP GAME

      
Application Number 16727427
Status Pending
Filing Date 2019-12-26
First Publication Date 2020-07-02
Owner
  • BANDAI NAMCO Entertainment Inc. (Japan)
  • BANDAI NAMCO Studios Inc. (Japan)
Inventor
  • Nakano, Atsushi
  • Aita, Sho
  • Mizuhori, Yuki

Abstract

When a server executes control processing related to a matching match-up using player characters as matched player characters between matched players determined by matching processing, when interference from a matched player character to another matched player character occurs, the server executes parameter control processing with respect to the matched player character having been subjected to the interference in accordance with the interference and executes parameter control disabling processing of disabling control of a parameter value in accordance with the interference by a player character of an unmatched player to the matched player character.

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

17.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16739246
Status Pending
Filing Date 2020-01-10
First Publication Date 2020-05-14
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Takagi, Noriyoshi
  • Ito, Shohei

Abstract

A game system includes a processor including hardware. The processor performs: a moving body process of moving a moving body in a map of a game space; a game process that is a process of a game where a user is allowed to gain containers arranged in the map while moving the moving body in the map; and a container process that is a process on the containers. In the container process, the processor performs processes of determining the number of the containers, the types of the containers, the positions of the containers, and items to be assigned to the containers according to given selection conditions.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition

18.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16710106
Status Pending
Filing Date 2019-12-11
First Publication Date 2020-04-09
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Shinoda, Tetsuya
  • Kimoto, Masahiro

Abstract

A simulation system includes a processor including hardware. The processor performs an information acquisition process of acquiring user information including at least one of position information, direction information, and posture information of a user, a virtual space setting process of setting a virtual space, a moving body process of moving a user character corresponding to the user in the virtual space, a game process that is a process for a game in the virtual space, and a display process of generating an image in the virtual space as a display image to be displayed for the user. In the game process, the processor determines whether the user has made an item acquisition motion based on the user information, and upon determination that the user has made the item acquisition motion, performs a process of causing the user character to acquire an item.

IPC Classes  ?

  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game

19.

GAME SYSTEM, METHOD OF PROVIDING A MATCH-UP GAME, AND METHOD OF EXECUTING THE MATCH-UP GAME

      
Application Number 16575541
Status Pending
Filing Date 2019-09-19
First Publication Date 2020-03-19
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor
  • Nakano, Atsushi
  • Aita, Sho
  • Mizuhori, Yuki

Abstract

The server performs the ranking determination process for determining the ranking of each player based on the variable information stored in a given timing, the specific player specifying process specifying a player who satisfies a given condition for the determined ranking of each player as a specific player, and the information providing process for providing the player-related information of the specific player stored in a player information storage and identification information for identifying the specified player from other players, to the terminal device concerned, in association with each other.

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

20.

COMPUTER SYSTEM

      
Application Number 16570104
Status Pending
Filing Date 2019-09-13
First Publication Date 2020-03-19
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor Shimomoto, Manabu

Abstract

A storage object storing a non-playable character (NPC) is flown until a given flight end condition is satisfied based on a player's action operation. The stored NPC is caused to appear from the storage object satisfying the flight end condition. In addition, the NPC having appeared from the storage object is automatically controlled.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

21.

INFORMATION STORAGE MEDIA, GAME DEVICES AND SERVERS

      
Application Number 16562784
Status Pending
Filing Date 2019-09-06
First Publication Date 2020-03-12
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Anabuki, Kenji
  • Inoki, Asana
  • Aomatsu, Shoji

Abstract

Provided is the game device which sets the designated object from among the objects arranged in the game space as an object in the holding state, performs control for arranging the object set in the holding state at the predetermined position in the game space, and/or displays information of the object set in the holding state at a predetermined position on the game image. When the predetermined condition is satisfied, the game device releases the holding state of the object set to be in the holding state by the holding controller and causes the object to perform the predetermined operation.

IPC Classes  ?

  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • G06T 13/20 - 3D [Three Dimensional] animation
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console

22.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number 16585524
Status Pending
Filing Date 2019-09-27
First Publication Date 2020-01-23
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Onda, Akio
  • Yamada, Katsunori
  • Takahashi, Michiru

Abstract

When a viewer executes a predetermined present operation, an item is selected from items that are possessed by the viewer, and is given to a player who is selected as a destination. Alternatively, an item that is purchased by the viewer is given to a player who is selected as a destination. When the player uses the presented item, a reward is given to the viewer who provided the present. This can make watching of gameplay images to be more attractive. Further, this allows the viewer to provide assistance more than cheering up to the player who performs the gameplay, and allows the viewer to feel a certain sense of unity with the player.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

23.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number 16587112
Status Pending
Filing Date 2019-09-30
First Publication Date 2020-01-23
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • TECOTEC INC. (Japan)
Inventor
  • Tsurusaki, Hiroshi
  • Tsuchiya, Kazumi
  • Togawa, Akira

Abstract

Among game elements, such as a character and an item, use status of a game element of a specific type or property (comprehensively “specific item”) is monitored. For example, the use status is monitored with respect to various monitoring parameters related to a transaction between users, a fusion, use in a game, or the like, of the game element. Then, when one or more of the monitoring parameters satisfy a predetermined adjustment support condition, an adjustment support control to increase a use quantity of the specific item of a monitoring target is performed. The use quantity of the specific item includes, for example, an available quantity of the specific item in the game or a total number of specific items that can be possessed and acquired by players.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

24.

COMPUTER SYSTEM, VIEWER TERMINAL, METHOD FOR CONTROLLING LIVE WATCHING, AND PROGRAM

      
Application Number 16576850
Status Pending
Filing Date 2019-09-20
First Publication Date 2020-01-09
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Onda, Akio
  • Takahashi, Michiru
  • Yamada, Katsunori

Abstract

A server system to manage esports live distribution distributes, to a viewer terminal, data for displaying an image of gameplay by players on the viewer terminal, and situation data. The situation data describes various situations, such as a viewer's watching situation, a game progress status, a player's operation situation, a reward generation situation, a posting situation of comments such as cheers, and an evaluation situation of players by viewers. In the viewer terminal, various types of situation data are compared with predetermined screen configuration change conditions, and when some of the conditions is satisfied, the present configuration of a watching screen is changed to a screen configuration associated with the satisfied condition to provide information for the viewer in such a manner as to facilitate understanding of a situation on each occasion.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment

25.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16415182
Status Pending
Filing Date 2019-05-17
First Publication Date 2019-10-31
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Koyama, Junichiro
  • Onda, Akio
  • Aoki, Takashi
  • Nishimura, Norihiro
  • Hisano, Toru
  • Iizuka, Yuji
  • Endo, Hiroumi
  • Nagashima, Kenichi
  • Yakata, Hiroki
  • Tamura, Kentaro
  • Ushiguchi, Akinari
  • Inokuchi, Koji

Abstract

A simulation system includes a processor including hardware. The processor performs an information acquisition process of acquiring position information of a user wearing a head mounted display to cover his/her field of view; a virtual space setting process of setting a virtual space where a moving body corresponding to the user is arranged and set based on the acquired position information; a moving body process of moving the moving body in the virtual space based on the acquired position information; and a display process of generating a display image on the head mounted display. In the virtual space setting process, the processor sets the virtual space such that a first moving body group and a second moving body group are arranged and set in a common virtual field of the virtual space.

IPC Classes  ?

  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

26.

GAME SYSTEM AND GAME PROVIDING METHOD

      
Application Number JP2019012103
Publication Number 2019/188786
Status In Force
Filing Date 2019-03-22
Publication Date 2019-10-03
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Shoji, Kazuaki
  • Onda, Akio

Abstract

A server device 10, in conjunction with a terminal device 20, is configured to: detect, during a game, the status of a non-temporal factor different from a temporal factor among game factors; depending on the detected status of the non-temporal factor, perform an area setting process for setting a game field to a first game area and a second game area different from the first game area; when at least the second game area has been set by the area setting process, perform a restriction setting process for setting a given gaming restriction on a player character belonging to the second game area; control the player character on which, as the player character belonging to the second game area, the given gaming restriction has been imposed; and provide the terminal device 20 with information for controlling a player character belonging to the first game area without imposing a given gaming restriction.

IPC Classes  ?

  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

27.

Simulation system, processing method, and information storage medium

      
Application Number 16279057
Grant Number 10744411
Status In Force
Filing Date 2019-02-19
First Publication Date 2019-08-15
Grant Date 2020-08-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki, Jun
  • Yamamoto, Haruyoshi
  • Aoki, Takashi

Abstract

A simulation system includes a processor including hardware. The processor performs: a virtual space setting process of setting a virtual space in which a plurality of objects are arranged; a virtual camera control process of controlling a virtual camera corresponding to a point-of-view of a user wearing a head mounted display; and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image on the head mounted display. In the virtual space setting process, the processor arranges at least one information display object controlled to follow a change in the point-of-view of the user in the virtual space. In the display process, when the information display object and an object in the virtual space have entered into a given positional relationship, the processor performs a change process of a display mode of the information display object or the object.

IPC Classes  ?

  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes

28.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2019002173
Publication Number 2019/155889
Status In Force
Filing Date 2019-01-24
Publication Date 2019-08-15
Owner
  • BANDAI NAMCO STUDIOS INC. (Japan)
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Iwata Eiji
  • Morishima Nobuyuki

Abstract

A simulation system including: an information acquisition unit that acquires real space information obtained by recognizing a real space around a user and user information that includes information about the position of the user; a virtual-space-generation unit that generates a virtual space that corresponds to the real space on the basis of the real space information; an object-processing unit that sets a reference point in the virtual space on the basis of the user information and the real space information and arranges objects of a character in the virtual space on the basis of the reference point; and a display-processing unit that performs a process of displaying an image that includes an image of the character on a display unit. The object-processing unit sets a hit volume on the basis of the position of a moving user object in the virtual space that corresponds to the user and performs processing on a character in accordance with the positional relationship between the hit volume and the character when the user performed prescribed input.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range

29.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16279119
Status Pending
Filing Date 2019-02-19
First Publication Date 2019-08-08
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki, Jun
  • Onda, Akio

Abstract

A simulation system includes a processor including hardware. The processor performs: a virtual space setting process of setting a virtual space in which a plurality of objects are arranged; a virtual camera control process of controlling a virtual camera corresponding to a point-of-view of a user wearing a head mounted display; and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image on the head mounted display. In the virtual space setting process, the processor arranges at least one information display object in a line-of-sight direction of the user, and in the display process, when it is determined that a given change condition is satisfied by a change in the point-of-view of the user, the processor performs a change process of a display mode of the information display object.

IPC Classes  ?

  • G06T 15/20 - Perspective computation
  • G09G 3/00 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes

30.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16245598
Status Pending
Filing Date 2019-01-11
First Publication Date 2019-07-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii, Yoshiaki
  • Makino, Shinya

Abstract

A simulation system includes a processor including hardware. The processor is configured to perform: acquiring tracking information for point-of-view information about a user wearing an HMD; moving a moving body, corresponding to the user, in a virtual space; controlling a virtual camera set as a first person point-of-view of the user; and generating an image as viewed from the virtual camera in the virtual space, as a display image on the HMD. The processor is configured to perform, in controlling the virtual camera, setting the virtual camera so that a position and/or an orientation of the virtual camera is changed based on the tracking information, but orientation change of the virtual camera corresponding to at least one of pitching and rolling is disabled or limited in a case where a traveling direction of the moving body changes.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G02B 27/01 - Head-up displays
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • A63B 69/18 - Training appliances or apparatus for special sports for skiing
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

31.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16245716
Status Pending
Filing Date 2019-01-11
First Publication Date 2019-07-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii, Yoshiaki
  • Makino, Shinya

Abstract

A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the HMD. In the display process, the processor performs a display process of changing, when a change in acceleration of the moving body or a change in a line-of-sight direction of the virtual camera is determined to have satisfied a given change condition, the display image on the HMD to an image different from the image as viewed from the virtual camera.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G02B 27/01 - Head-up displays
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • A63B 69/18 - Training appliances or apparatus for special sports for skiing
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

32.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 16245945
Status Pending
Filing Date 2019-01-11
First Publication Date 2019-07-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kakizawa, Takahiro
  • Aita, Masaru
  • Miura, Shusuke

Abstract

A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the head mounted display. The processor performs, in the display process, an image effect process for motion sickness prevention as a process of blurring, compared with a display object in a given distance range from the virtual camera, an image of a display object in a distance range farther than the given distance range to generate the display image.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G02B 27/01 - Head-up displays
  • G06T 5/00 - Image enhancement or restoration
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • A63B 69/18 - Training appliances or apparatus for special sports for skiing
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

33.

Galaga Fighter Ship Design

      
Application Number 197464700
Status Pending
Filing Date 2019-07-09
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 09 - Scientific and electric apparatus and instruments

Goods & Services

(1) Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices

34.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

      
Application Number JP2018043833
Publication Number 2019/130966
Status In Force
Filing Date 2018-11-28
Publication Date 2019-07-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Enokido Naoki
  • Shimizu Masayuki

Abstract

A computer device evaluates the input timing at which a player has performed an operation input. The player holds in his or her hand a controller containing a sensor that measures acceleration and angular velocity, and performs an activation motion so as to shake and stop the controller. The computer device has a communication connection to a sensor. The computer device detects the peak of a measurement value occurring immediately before the motion stops, and determines the input timing. The evaluation is performed on the basis of the difference between the determined input timing and a reference timing.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

35.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

      
Application Number JP2018043834
Publication Number 2019/130967
Status In Force
Filing Date 2018-11-28
Publication Date 2019-07-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Enokido Naoki
  • Shimizu Masayuki

Abstract

This computer device determines operation inputs one by one when a criterion operation for requesting continuous inputs is presented. The computer device recognizes that an inheritance condition is satisfied if an acceleration change measured by an inertial sensor of a game controller has exhibited a change that occurs when the controller continuously moves in the vertical direction. If the computer device recognized that the inheritance condition is satisfied, determination of the operation input is limited to a determination based on the acceleration change, thereby reducing the processing load. If the computer device recognized that the inheritance condition is satisfied, identification of the type of operation input is simplified to processing for inheriting the previous identification result, thereby further reducing the processing load.

IPC Classes  ?

  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

36.

Operation input system, operation input device, and game system for adjusting force feedback control

      
Application Number 16184595
Grant Number 10758821
Status In Force
Filing Date 2018-11-08
First Publication Date 2019-05-16
Grant Date 2020-09-01
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor
  • Takahashi, Tsuyoshi
  • Takahashi, Toru

Abstract

A game system configured to change game control and change control of perceived vibration to be fed back to a player via a first controller and a second controller, between a mounted state in which the first controller and the second controller are mounted to a gaming console and an unmounted state in which the first controller and the second controller are detached from the gaming console.

IPC Classes  ?

  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/424 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

37.

Simulation system and game system

      
Application Number 16077865
Grant Number 10661181
Status In Force
Filing Date 2017-02-14
First Publication Date 2019-05-16
Grant Date 2020-05-26
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya, Yukiharu
  • Nishimura, Norihiro

Abstract

A game system 1 is configured to detect a player's state (i.e., the position and the attitude of the player in the real space) that represents the state of the player P in the real space, perform an image generation process that generates a simulation image corresponding to the detected player's state, the simulation image being viewed from the player P and representing the simulation space that corresponds to the real space, the simulation image including a virtual moving path that is linked to a moving path R, display the generated simulation image on the HMD 20, determine that the player P is in a specific state in the simulation space when the player's state has satisfied a given condition within the moving path R, and generate a simulation image that produces an effect based on the specific state when it has been determined that the player P is in the specific state.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • G09B 9/00 - Simulators for teaching or training purposes
  • A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • G09B 19/00 - Teaching not covered by other main groups of this subclass
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • H04N 13/344 - Displays for viewing with the aid of special glasses or head-mounted displays [HMD] with head-mounted left-right displays
  • G02B 27/01 - Head-up displays
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

38.

Information storage medium, information processing device, and game system

      
Application Number 16157693
Grant Number 10729978
Status In Force
Filing Date 2018-10-11
First Publication Date 2019-04-18
Grant Date 2020-08-04
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Hiroki, Tomoko
  • Mikumo, Souya
  • Fukumoto, Seiji

Abstract

An information processing device that carries out the processing of a fighting game in which a player-character is made to fight an opponent-character, the device including a first condition determination means that determines whether the player-character and the opponent-character, as a whole, have fulfilled a first condition during the fight; a second condition determination means that determines a character, among the player-character and the opponent-character, that has fulfilled a second condition during the fight; and a bonus awarding means that awards a bonus that can be used in the fight to a fulfilling character, among the player-character and the opponent-character, that fulfills the second condition after the fulfillment of the first condition. The first condition determination means sets a partial or a complete fulfillment of a given set of conditions as the first condition.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen

39.

IMAGE GENERATION SYSTEM AND INFORMATION STORAGE MEDIUM

      
Application Number 16123752
Status Pending
Filing Date 2018-09-06
First Publication Date 2019-03-14
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kyono, Akihiro
  • Masumori, Ken

Abstract

Image generation system which provides, to a plurality of players through individual terminals, image of a game which progresses through cooperation of plurality of individually manipulated characters, image generation system including: game image generating means that generates image of game space in which the plurality of manipulated characters act, as game screen directed at the plurality of players; and determining means that determines if a game event that occurs based on manipulation information input by the plurality of players or the manipulation information fulfills given conditions, game image generating means including insert image generating means that generates, when the given conditions are fulfilled, two or more images related to manipulated characters of cooperating players having cooperated with the fulfillment, insert images to be inserted into game screens of cooperating players, and the insert image generating means generating the insert images respectively directed at cooperating players in accordance with manipulated characters.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

40.

INFORMATION STORAGE MEDIUM AND SERVER DEVICE

      
Application Number 16119101
Status Pending
Filing Date 2018-08-31
First Publication Date 2019-03-07
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Kyono, Akihiro
  • Masumori, Ken

Abstract

Provided is a server device including: target control means for controlling movement of an operation target in a game space in accordance with operation input of a player; object giving means for giving, when the player has established a given positional condition, the player a collection item or a chance to acquire the collection item; search information generation means for generating, as search information supplied to the player, information on the presence/absence or a position of the collection item in a search area that moves in the game space in accordance with the movement of the operation target; search information control means for controlling accuracy of the search information in accordance with a collection result of the collection item by the player; and provision control means for controlling the provision of an event in accordance with the collection result of the collection item by the player.

IPC Classes  ?

  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • G06F 17/30 - Information retrieval; Database structures therefor
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

41.

Miscellaneous Design

      
Serial Number 88278510
Status Registered
Filing Date 2019-01-28
Registration Date 2019-09-17
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 09 - Scientific and electric apparatus and instruments

Goods & Services

Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices

42.

Control method and virtual reality experience provision apparatus

      
Application Number 16144404
Grant Number 10713001
Status In Force
Filing Date 2018-09-27
First Publication Date 2019-01-24
Grant Date 2020-07-14
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki, Jun
  • Yamamoto, Haruyoshi
  • Nakanishi, Tetsukazu

Abstract

In a virtual reality space, a virtual reference body controlled to follow a player's hand, a virtual body part controlled to follow the player's ear, and a virtual smartphone being a virtual object as a prop are arranged. After the proximity of the virtual reference body to the virtual smartphone, the virtual smartphone is deemed as being gripped and the virtual reference body and the virtual smartphone are integrally moved. Stereophonic sound control is performed such that the emitted sound from the virtual smartphone is a ringtone before the proximity of the virtual reference body or the virtual smartphone to the virtual body part, and after the proximity, the emitted sound is switched to communication sound so that the player listens to the stereophonic sound by a headphone.

IPC Classes  ?

  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • G06F 3/16 - Sound input; Sound output
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G09G 3/00 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • G06F 3/147 - Digital output to display device using display panels
  • H04R 5/033 - Headphones for stereophonic communication
  • H04R 5/04 - Circuit arrangements
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control
  • H04M 1/725 - Cordless telephones

43.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2018026061
Publication Number 2019/013210
Status In Force
Filing Date 2018-07-10
Publication Date 2019-01-17
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Takagi Noriyoshi
  • Ito Shohei

Abstract

This game system comprises: a moving body processing unit that executes a process for moving a moving body on a map of a game space; a game processing unit that executes a game process of a game in which a user acquires containers arranged on the map while moving the moving body on the map; and a container processing unit that executes a process regarding the containers. The container processing unit executes a process for determining, in accordance with predetermined selection conditions, the number of containers to be arranged, the types of containers, the positions for arranging the containers, and items to be assigned to the containers.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/55 - Controlling game characters or game objects based on the game progress

44.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2018021916
Publication Number 2018/230443
Status In Force
Filing Date 2018-06-07
Publication Date 2018-12-20
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Shinoda Tetsuya
  • Kimoto Masahiro

Abstract

A simulation system comprises: an information acquisition unit for acquiring user information including at least one of position information, direction information, and posture information on a user; a virtual space setting unit for performing processing of setting a virtual space; a mobile body processing unit for performing processing of moving a user character corresponding to the user in the virtual space; a game processing unit for performing processing of a game in the virtual space; and a display processing unit for generating an image in the virtual space as a display image to be displayed to the user. The game processing unit determines whether the user has performed an action of acquiring an item on the basis of the user information. When determining that the user has performed the action of acquiring an item, the game processing unit performs processing of causing the user character to acquire the item.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

45.

PAC-MAN CAFE

      
Serial Number 88225398
Status Registered
Filing Date 2018-12-11
Registration Date 2019-07-09
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 41 - Education; entertainment

Goods & Services

Amusement centers

46.

COMPUTER SYSTEM, VIEWER TERMINAL, LIVE-VIEWING CONTROL METHOD, AND PROGRAM

      
Application Number JP2018012513
Publication Number 2018/181361
Status In Force
Filing Date 2018-03-27
Publication Date 2018-10-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Onda Akio
  • Takahashi Michiru
  • Yamada Katsunori

Abstract

A server system for managing e-sport live delivery delivers to a viewer terminal: data for causing a viewer terminal to display an image of a game play being played by a competitor; and status data describing various statues including a viewing status of the viewer, a game progress status, a competitor operation status, a privilege occurrence status, a posting status of comments such as cheers, and a status of competitor evaluation by the viewer. On the viewer terminal, the various status data are compared with predetermined screen configuration change conditions. If there is a condition that is satisfied, the current viewing screen configuration is changed to a screen configuration associated with the condition being satisfied, and the viewer is provided with information in a manner that facilitates an understanding of instantaneous statuses.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

47.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2018013277
Publication Number 2018/181725
Status In Force
Filing Date 2018-03-29
Publication Date 2018-10-04
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • TECOTEC INC. (Japan)
Inventor
  • Tsurusaki Hiroshi
  • Tsuchiya Kazumi
  • Togawa Akira

Abstract

The purpose of the present invention is to monitor the use state of game elements of a specific type or category (collectively "specific items") among game elements such as characters and items. For example, various monitoring parameters relating to trading of game elements between users, creation of game elements, and use thereof in a game are monitored. When one or more monitoring parameters satisfy a predetermined adjustment support condition, adjustment support control for increasing the usage of a specific monitored item is performed. The usage of a specific item is, for example, the number thereof committed to the game or the total number thereof in the possession of or available to a player.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

48.

GAME SYSTEM

      
Application Number 15936792
Status Pending
Filing Date 2018-03-27
First Publication Date 2018-10-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ichijo, Kazuhito
  • Minamidate, Satoshi

Abstract

A game system is configured to set a plurality of player characters, including a home player character and a specific player character managed by another player, in a deck on the basis of an instruction from a player, and when a specific player character of another player is selected as an execution character, adjust an execution parameter on the basis of relationship information indicating a relationship between the home player and the other player managing the specific player character.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

49.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2018012514
Publication Number 2018/181362
Status In Force
Filing Date 2018-03-27
Publication Date 2018-10-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Onda Akio
  • Yamada Katsunori
  • Takahashi Michiru

Abstract

As a viewer makes a predetermined gift-giving operation, an item selected from items in possession of the viewer is presented to a competitor selected as a person to be presented with, or an item purchased by the viewer is presented to the competitor selected as a person to be presented with. When the competitor uses the presented item, the viewer who has provided the item is presented with a privilege. In this way, the attraction of watching an image of a game play is enhanced. Further, the viewer is enabled to provide a competitor participating in the game play with an assistance of more than a cheer, making it possible for the viewer to feel a certain sense of unity with the competitor.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

50.

VIDEO SLOT MACHINE, SERVER SYSTEM, AND COMPUTER SYSTEM

      
Application Number JP2018007793
Publication Number 2018/159761
Status In Force
Filing Date 2018-03-01
Publication Date 2018-09-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ito Shogo
  • Matsumura Kazuki

Abstract

The objective of the present invention is to enhance the interest of a video slot machine by implementing new display control until a stopped symbol group is confirmed and displayed. In a video slot machine 1100, a reel display control unit 211 stops a symbol sequence of each reel after causing the same to perform a scrolling display, in a reel display region in which a plurality of symbol stopping positions are determined for each reel. A special effect range setting unit 215 sets a special effect range within the reel display region. An inter-symbol effect process executing unit 219 executes an inter-symbol effect process to implement any one of exchanging, copying and replicating, between the symbols stopped in a special effect position, which is a symbol stopping position included in the special effect range.

IPC Classes  ?

  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 5/04 - Disc roulettes; Dial roulettes; Teetotums; Dice-tops
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

51.

TAIKO NO TATSUJIN

      
Serial Number 88054217
Status Registered
Filing Date 2018-07-26
Registration Date 2019-10-22
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

52.

TAIKO NO TATSUJIN: DRUM 'N' FUN!

      
Serial Number 88054232
Status Registered
Filing Date 2018-07-26
Registration Date 2019-10-22
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

53.

TAIKO NO TATSUJIN: DRUM SESSION!

      
Serial Number 88054227
Status Registered
Filing Date 2018-07-26
Registration Date 2019-10-22
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

54.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017047250
Publication Number 2018/124280
Status In Force
Filing Date 2017-12-28
Publication Date 2018-07-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya Yukiharu
  • Kozasa Chihiro

Abstract

This simulation system includes a virtual space setting unit, a moving body processing unit, and a display processing unit. The virtual space setting unit sets a first virtual space and a second virtual space as virtual spaces. Until a switching condition is established, the display processing unit sets positional information about a user's moving body or a virtual camera as positional information in the first virtual space, performs a process for rendering an image of the second virtual space such that the image of the second virtual space is added to an image of the first virtual space, and generates an image in which the image of the second virtual space is displayed in an area corresponding to a singular point. When the switching condition has been established, the display processing unit sets the positional information about the user's moving body or the virtual camera as positional information in the second virtual space, performs a process for rendering an image of the first virtual space such that the image of the first virtual space is added to an image of the second virtual space, and generates an image in which the image of the first virtual space is displayed in an area corresponding to a singular point.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators

55.

Information storage medium and game device

      
Application Number 15847130
Grant Number 10610784
Status In Force
Filing Date 2017-12-19
First Publication Date 2018-06-28
Grant Date 2020-04-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Takahashi, Toru
  • Iguchi, Tadashi

Abstract

A non-transitory computer-readable information storage medium storing a program that causes a computer to implement a game in which a first area of a virtual space that includes a maze-shaped path delimited by given virtual walls is allocated to a first player character that moves under the control of a first player, a second area of the virtual space is allocated to a second player character that moves under the control of a second player, and the first player character and the second player character compete for game progress in the respective areas allocated thereto.

IPC Classes  ?

  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

56.

SYSTEM FOR GIVING ENTERTAINMENT ELEMENT IN RETURN FOR WATCHING ADVERTISEMENT

      
Application Number 15855185
Status Pending
Filing Date 2017-12-27
First Publication Date 2018-06-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Takei, Yuka
  • Onda, Akio

Abstract

When control is performed to output a watching target advertisement on a display screen displaying a game image, a user selects and sets an input element from entertainment elements, related to the game, possessed by the user. When the input element is determined, the watching target advertisement is controlled. The input element is consumed when the watching control is completed. Then, an output element, which is an entertainment element different from the input element and is selected based on information on the watching target advertisement, information on the input element, and the like, is given to the user.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information

57.

COMPUTER SYSTEM, GAME SYSTEM, AND GAME DEVICE

      
Application Number 15855254
Status Pending
Filing Date 2017-12-27
First Publication Date 2018-06-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Omori, Daisuke
  • Kikuchi, Makoto
  • Matsuba, Yuki
  • Oda, Masayuki
  • Onda, Akio
  • Shioiri, Tatsuya

Abstract

When a player sets an acquisition target item to be an item he or she wants at a timing of creating a plan, actually required points that are required for acquiring the acquisition target item is determined. Then, options of the advertisement plan in which one or a plurality of advertisements are listed so that watching points reaching the actually required points can be acquired, from options of advertisements that can be watched in exchange for the watching points. When any of the plans is selected and confirmed, an advertisement is displayed based on the plan, and the watching points are given to the player. When the sum of the watching points given reaches the actually required points, the acquisition target item in the plan is given to the player.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information

58.

SYSTEM FOR GIVING REWARD IN EXCHANGE FOR WATCHING ADVERTISEMENT

      
Application Number 15855330
Status Pending
Filing Date 2017-12-27
First Publication Date 2018-06-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Onda, Akio
  • Omori, Daisuke
  • Kikuchi, Makoto
  • Matsuba, Yuki
  • Oda, Masayuki
  • Shioiri, Tatsuya

Abstract

An advertisement that has been watched by a friend but has not been watched by a target player is controlled to be displayed at a timing satisfying a timing condition defining a timing at which the advertisement is displayed, in a game played by the target player. At that time, information indicating that the advertisement has been watched by the friend is also controlled to be displayed. A reward for watching the advertisement is given to the target player. The reward changes in accordance with the number of the friends who have watched the advertisement and a friendship level of the friend. The target player is further notified that the advertisement has been watched by the friend, and thus the reward has changed.

IPC Classes  ?

  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

59.

COMPUTER SYSTEM FOR PERFORMING DISPLAY CONTROL FOR ADVERTISEMENT

      
Application Number 15855124
Status Pending
Filing Date 2017-12-27
First Publication Date 2018-06-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Takei, Yuka
  • Onda, Akio

Abstract

When a user selects an input element from entertainment elements, related to a game, possessed by the user and accepts an advertisement output offer, advertisement watching control starts. Improvement control including 1) improving a parameter value associated with the input element, or 2) improving the parameter value associated with the input element and changing a display mode of the input element is performed in return for advertisement watching.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

60.

HACKER'S MEMORY

      
Application Number 190485400
Status Pending
Filing Date 2018-06-18
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

(1) Computer game programs; computer game software; interactive multimedia computer game programs; downloadable computer game software used and played on mobile and cellular telephones, handheld computers, handheld consoles, home consoles, personal computers and personal digital assistants; downloadable computer game programs; downloadable computer game software via a global computer network and wireless devices; video game software (1) Entertainment services, namely, providing non-downloadable computer games that may be accessed network wide by network users via mobile phones and computers; providing non-downloadable computer games via network between communications networks and computers

61.

HACKER'S MEMORY

      
Serial Number 88001997
Status Registered
Filing Date 2018-06-15
Registration Date 2019-04-23
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; computer game software; interactive multimedia computer game programs; downloadable computer game software used and played on mobile and cellular telephones, handheld computers, handheld consoles, home consoles, personal computers and personal digital assistants; downloadable computer game programs; downloadable computer game software via a global computer network and wireless devices; video game software Entertainment services, namely, providing non-downloadable computer games that may be accessed network-wide by network users via mobile phones and computers; providing non-downloadable computer games via network between communications networks and computers

62.

Terminal device

      
Application Number 15735511
Grant Number 10850196
Status In Force
Filing Date 2016-06-09
First Publication Date 2018-06-14
Grant Date 2020-12-01
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Kohara, Takashi

Abstract

A terminal device controls a scroll display process for scrolling and moving a display region part of content displayed on a touch panel based on a slide operation input, and detects, during the slide operation input, any one input state of the number of slide operation inputs being simultaneously executed and the touch area involved in the touching on the touch panel for execution of the slide operation input, and controls a scrolling speed, which represents a moving speed exhibited when the display region part of the content is scrolled in the scroll display process, or a scroll movement amount, which represents a movement amount by which the content is scrolled, during the slide operation input based on the detected input state.

IPC Classes  ?

  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing
  • G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
  • G06F 3/0485 - Scrolling or panning

63.

COMPUTER SYSTEM, GAME SYSTEM, AND GAME DEVICE

      
Application Number 15835818
Status Pending
Filing Date 2017-12-08
First Publication Date 2018-06-14
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Onda, Akio
  • Omori, Daisuke
  • Kikuchi, Makoto
  • Matsuba, Yuki
  • Oda, Masayuki
  • Shioiri, Tatsuya

Abstract

A computer system performs display control to display a reward advertisement at a given screen switching timing, a screen switching timing due to start or end of a game progress unit, or a timing at which a game progression satisfies a given change condition. The computer system gives a reward for watching the advertisement to a player. The reward is set based on user data and/or play data of the player related to the game.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

64.

Video slot machine, server system, and computer system

      
Application Number 15837634
Grant Number 10546450
Status In Force
Filing Date 2017-12-11
First Publication Date 2018-06-14
Grant Date 2020-01-28
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ito, Shogo
  • Tagiri, Satoshi
  • Tsurumachi, Akira

Abstract

A video slot machine starts spinning display of video reels upon detecting a spin operation, and performs a lottery to determine a special position in symbol stop positions in a reel display area. A character appears behind the video reel in such a manner that a displayed range of the character includes the symbol stop position determined to be the special position. When the video reels stop with a chance symbol stopped in front of the character, a replacement target is selected from the change symbol and other symbols in its periphery in accordance with a section of the character stopped by the chance symbol. Then, outcome of the reels is determined with the replacement target symbols replaced with a reward symbol, and payout is performed.

IPC Classes  ?

  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • G07F 17/34 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members, e.g. "fruit" machines

65.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017040957
Publication Number 2018/092774
Status In Force
Filing Date 2017-11-14
Publication Date 2018-05-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Koyama Junichiro
  • Onda Akio
  • Aoki Takashi
  • Nishimura Norihiro
  • Hisano Toru
  • Iizuka Yuji
  • Endo Hiroumi
  • Nagashima Kenichi
  • Yakata Hiroki
  • Tamura Kentaro
  • Ushiguchi Akinari
  • Inokuchi Koji

Abstract

A simulation system includes: an information acquisition unit for acquiring positional information of a user who wears a head mounted display device in such a manner as to block a view; a virtual space setting unit for performing a setting process for a virtual space in which a moving body corresponding to the user is disposed and set on the basis of the acquired positional information; a moving body processing unit for performing a process for causing the moving body to move in the virtual space on the basis of the acquired positional information; and a display processing unit for generating a display image of the head mounted display device. The virtual space setting unit performs the setting process for the virtual space in such a manner that a first moving body group MAG corresponding to a first user group UAG that is positioned in a first field FL1 in a real space and a second moving body group MBG corresponding to a second user group UBG that is positioned in a second field FL2 in the real space are disposed and set in a common virtual field FLV in the virtual space.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

66.

ALSO SPRACH ZARATHUSTRA

      
Serial Number 87870944
Status Registered
Filing Date 2018-04-10
Registration Date 2018-09-25
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 09 - Scientific and electric apparatus and instruments

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software

67.

Computer system

      
Application Number 15718686
Grant Number 10434416
Status In Force
Filing Date 2017-09-28
First Publication Date 2018-04-05
Grant Date 2019-10-08
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Mabuchi, Yoshihiko
  • Oku, Shogo
  • Wakebe, Akinori

Abstract

A player can select a chest serving as a material and a chest serving as a target from possessed chests, and consume the chest serving as the material to perform power-up fusion for powering up the chest serving as the target. An activation condition of the chest after the power-up fusion is determined based on activation conditions of both the chest serving as the material and the chest serving as the target. A content object (content of the chest) provided when the activation condition of the chest after the fusion is satisfied is determined based on a content object associated with both the chest serving as the material and the chest serving as the target.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens

68.

Computer system

      
Application Number 15718700
Grant Number 10398982
Status In Force
Filing Date 2017-09-28
First Publication Date 2018-04-05
Grant Date 2019-09-03
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Mabuchi, Yoshihiko
  • Oku, Shogo
  • Wakebe, Akinori

Abstract

A player can use a character and a chest, in possessed game objects, to build a deck, and play a battle game with the character and the chest, used to build the deck, deployed on a game field as units of a gameplay. The chest used in the gameplay has an activation condition (timer period of a time limit lock) and acquisition control (determination of the content of the chest and provision of the content to the player) of the chest 5 changed in accordance with the type of the chest deployed and an action such as an attack by a character in the game field.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing

69.

GAME SYSTEM, VIRTUAL CURRENCY PROCESSING SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number 15714322
Status Pending
Filing Date 2017-09-25
First Publication Date 2018-04-05
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Oochi, Hiroaki
  • Onda, Akio

Abstract

A game system includes a processor including hardware. The processor is configured to implement: a game process for a user to play a game; a purchase process for the user to purchase a virtual currency; a management process that manages purchase information of the virtual currency of the user, in association with user information; and a shop process that sets a virtual shop in which the user is able to obtain an item of the game by spending the virtual currency purchased. The processor implements the shop process including a process that makes a special shop different from a regular shop appear as the shop, based on the purchase information of the virtual currency of the user.

IPC Classes  ?

  • G06Q 20/06 - Private payment circuits, e.g. involving electronic currency used only among participants of a common payment scheme
  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems
  • G06Q 30/06 - Buying, selling or leasing transactions

70.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017032826
Publication Number 2018/051969
Status In Force
Filing Date 2017-09-12
Publication Date 2018-03-22
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Yamamoto Haruyoshi
  • Aoki Takashi

Abstract

This simulation system includes: a virtual space setting unit for subjecting a virtual space in which a plurality of objects are positioned to setting processing; a virtual camera control unit for subjecting a virtual camera corresponding to the viewpoint of a user wearing a head-mounted display device to control processing; and a display processing unit for generating an image visible from the virtual camera in the virtual space as a display image for the head-mounted display device. The virtual space setting unit positions at least one information display item, which is controlled so as to track the changes in the viewpoint of the user, in the virtual space. The display processing unit executes display state change processing for the information display item or the objects when a given positional relationship is formed between the information display item and the objects in the virtual space.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

71.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017032827
Publication Number 2018/051970
Status In Force
Filing Date 2017-09-12
Publication Date 2018-03-22
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Onda Akio

Abstract

This simulation system includes: a virtual space setting unit for subjecting a virtual space in which a plurality of objects are positioned to setting processing; a virtual camera control unit for subjecting a virtual camera corresponding to the viewpoint of a user wearing a head-mounted display device to control processing; and a display processing unit for generating an image visible from the virtual camera in the virtual space as a display image for the head-mounted display device. The virtual space setting unit positions at least one information display item in the direction of the line of sight of the user. The display processing unit executes display state change processing for the information display item when determined that given change conditions are satisfied due to a change in the viewpoint of the user.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

72.

Object placing game with character battles

      
Application Number 15702808
Grant Number 10384128
Status In Force
Filing Date 2017-09-13
First Publication Date 2018-03-15
Grant Date 2019-08-20
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Takahashi, Ryoji
  • Danbara, Yoshiyuki

Abstract

Provided is a game system including: a first game processing means for placing, based on an operation by a player, an object in a virtual space of the player, and executing a first game that progresses by using the object; a second game processing means for causing an enemy character to appear in the virtual space, and executing a second game that causes the enemy character and a player character, which have satisfied a given condition, to fight a battle; and a game management means for executing processing for permitting the player to perform an operation relating to the second game when it is judged that the given condition has been established in the virtual space during the execution of the first game, and reflecting a result of the battle in the second game in a parameter to be used in the first game.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle

73.

PAC-MAN'S PIXEL BASH

      
Application Number 188642700
Status Registered
Filing Date 2018-03-06
Registration Date 2020-12-16
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 28 - Games; toys; sports equipment

Goods & Services

(1) Arcade game machines; arcade video game machines; hand-held video game machines with liquid crystal displays; coin-operated amusement machines; coin-operated video game machines; non-coin operated video game machines.

74.

PAC-MAN'S PIXEL BASH

      
Serial Number 87821000
Status Registered
Filing Date 2018-03-05
Registration Date 2018-12-11
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 28 - Games; toys; sports equipment

Goods & Services

Arcade game machines; arcade video game machines; coin-operated amusement machines; coin-operated video games; non-coin operated video game machines

75.

VR ZONE

      
Application Number 188297700
Status Pending
Filing Date 2018-02-13
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
NICE Classes  ? 41 - Education; entertainment

Goods & Services

(1) Entertainment services in the nature of indoor amusement arcades

76.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024793
Publication Number 2018/012394
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii Yoshiaki
  • Makino Shinya

Abstract

This simulation system comprises: a moving body processing unit which performs a process to move, in a virtual space, a moving body corresponding to a user wearing a HMD; a virtual camera control unit which performs control of a virtual camera that moves according to the movement of a moving body; and a display processing unit that generates, as the HMD display image, an image visible from the virtual camera in the virtual space. The display processing unit performs display processing which changes the HMD display image to an image which is different from the image visible from the virtual camera if the change in acceleration of the moving body or change in the line of sight of the virtual camera is deemed to satisfy given change conditions.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range

77.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024794
Publication Number 2018/012395
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kakizawa Takahiro
  • Aita Masaru
  • Miura Shusuke

Abstract

The simulation system includes: a moving body processing part for performing processing for causing a moving body representing a user wearing an HMD to move in a virtual space; a virtual camera control part for controlling a virtual camera which moves in response to the movement of the moving body; and a display processing part for generating, as a display image on the head-mounted display device, an image as viewed from the virtual camera in the virtual space. When generating the image, the display processing part performs, as image effect processing for prevention of motion sickness, processing for blurring objects which are within a distance range farther away from a given distance from the virtual camera range as opposed to objects which are within the given distance range.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06T 15/00 - 3D [Three Dimensional] image rendering

78.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024792
Publication Number 2018/012393
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii Yoshiaki
  • Makino Shinya

Abstract

This simulation system comprises: an input processing unit which acquires tracking information for the line-of-sight information of a user wearing an HMD; a moving body processing unit which performs a process to move, in a virtual space, a moving body (CH) corresponding to a user; a virtual camera control unit which performs control of a virtual camera (VC) set as the first-person view of a user; and a display processing unit which generates, as the display image of an HMD, an image visible from a virtual camera in the virtual space. The virtual camera control unit sets the virtual camera in such a manner that the position and orientation of the virtual camera are varied on the basis of tracking information, and that the change in orientation of the virtual camera in terms of pitching and/or rolling is disabled or limited if the direction of progress of the moving body has changed.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • G09G 5/38 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory with means for controlling the display position
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes

79.

Quartet Knights

      
Application Number 187139500
Status Registered
Filing Date 2017-12-05
Registration Date 2020-05-27
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 28 - Games; toys; sports equipment
  • 41 - Education; entertainment

Goods & Services

(1) Computer games; Downloadable computer games; Downloadable computer games via a global computer network and wireless devices; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

80.

BOUNTY RUSH

      
Application Number 187140000
Status Registered
Filing Date 2017-12-05
Registration Date 2020-05-26
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 28 - Games; toys; sports equipment
  • 41 - Education; entertainment

Goods & Services

(1) Computer games; Downloadable computer games; Downloadable computer games via a global computer network and wireless devices; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

81.

GRAND CRUISE

      
Application Number 187140400
Status Registered
Filing Date 2017-12-05
Registration Date 2020-05-26
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 28 - Games; toys; sports equipment
  • 41 - Education; entertainment

Goods & Services

(1) Computer games; Downloadable computer games; Downloadable computer games via a global computer network and wireless devices; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

82.

QUARTET KNIGHTS

      
Serial Number 87705470
Status Registered
Filing Date 2017-12-01
Registration Date 2019-01-01
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

83.

BOUNTY RUSH

      
Serial Number 87705478
Status Registered
Filing Date 2017-12-01
Registration Date 2019-05-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

84.

GRAND CRUISE

      
Serial Number 87705481
Status Registered
Filing Date 2017-12-01
Registration Date 2019-01-01
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 09 - Scientific and electric apparatus and instruments

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software

85.

SIMULATION SYSTEM

      
Application Number JP2017016303
Publication Number 2017/188224
Status In Force
Filing Date 2017-04-25
Publication Date 2017-11-02
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kakizawa Takahiro
  • Miura Shusuke
  • Enokido Naoki

Abstract

A simulation system comprises: a HMD 200 worn by a user; a processing device 10 which, on the basis of tracking information which is the information of at least one of the position and direction of the HMD 200 obtained by a tracking process of the HMD 200, generates an image displayed on the HMD 200; and a movable chassis 40 which varies the play position of a user PL. The processing device 10, on the basis of information about the variation of the play position by the movable chassis 40 and the tracking information of the HMD 200, performs a process for varying output information which is output to the user PL.

IPC Classes  ?

  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

86.

COSMO FANTASY

      
Application Number 186556400
Status Registered
Filing Date 2017-10-31
Registration Date 2020-04-02
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 28 - Games; toys; sports equipment
  • 41 - Education; entertainment

Goods & Services

(1) Computer games; Downloadable computer games; Downloadable computer games via a global computer network and wireless devices; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

87.

COSMO FANTASY

      
Serial Number 87666345
Status Registered
Filing Date 2017-10-31
Registration Date 2020-08-18
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

88.

World Seeker

      
Application Number 186293800
Status Registered
Filing Date 2017-10-16
Registration Date 2020-04-02
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 28 - Games; toys; sports equipment
  • 41 - Education; entertainment

Goods & Services

(1) Computer games; Downloadable computer games; Downloadable computer games via a global computer network and wireless devices; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers

89.

WORLD SEEKER

      
Serial Number 87647150
Status Registered
Filing Date 2017-10-16
Registration Date 2019-06-25
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ? 09 - Scientific and electric apparatus and instruments

Goods & Services

Computer game programs; Computer game software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Video game software

90.

PAC-STORE

      
Serial Number 87647281
Status Registered
Filing Date 2017-10-16
Registration Date 2018-07-24
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 35 - Advertising; business
  • 43 - Services for providing food and drink; temporary accommodations

Goods & Services

Retail, mail order and online store and gift shop services featuring T-shirts, hoodies, caps and related clothing and apparel, mugs, pouches, tote bags, mobile phone covers, cushions, and general gift shop, sundry and novelty items Restaurant and café services

91.

SIMULATION SYSTEM

      
Application Number JP2017010614
Publication Number 2017/169831
Status In Force
Filing Date 2017-03-16
Publication Date 2017-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Akiyama Yukihiro
  • Kikuchi Masayuki
  • Toshima Takahiro

Abstract

The simulation system includes a head-mounted display device 200 that is worn by a user PL, a processing device 10, a cable 20 that transmits signals between the head-mounted display device 200 and the processing device 10, and a reeling device 50 for the cable 20. The cable 20 is reeled in, by the reeling device 50, from the head-mounted display device HMD via a relay point RP established on a location of the body of the user PL other than the head.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/25 - Output arrangements for video game devices
  • H04N 5/64 - Constructional details of receivers, e.g. cabinets or dust covers

92.

CONTROL METHOD, VIRTUAL REALITY EXPERIENCE PROVIDING DEVICE, AND PROGRAM

      
Application Number JP2017011786
Publication Number 2017/170146
Status In Force
Filing Date 2017-03-23
Publication Date 2017-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Yamamoto Haruyoshi
  • Nakanishi Tetsukazu

Abstract

Provided is a VR-related sound control technology which enhances a sense of reality in a situation that has a user use a virtual prop in a virtual reality space. In the virtual reality space, there are arranged a virtual reference member 10 that is tracking-controlled with respect to the hand of a player; a virtual body part 14 that is tracking-controlled with respect to the ear of the player; and a virtual smartphone 12 that is a virtual object as a prop. After the virtual reference member 10 has approached the virtual smartphone 12, the virtual smartphone 12 is considered to have been held, and the both are integrally moved. Before the virtual reference member 10 or the virtual smartphone 12 approaches the virtual body part 14, stereophonic control is implemented in which a generated sound of the virtual smartphone 12 is a ring tone. Upon approaching, stereophonic control is implemented in which the generated sound is switched to a call sound, and the player is allowed to hear a stereophonic sound through headphones 5.

IPC Classes  ?

  • H04S 1/00 - Two-channel systems
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control

93.

LayereD Stories 0

      
Application Number 186004600
Status Pending
Filing Date 2017-09-28
Owner BANDAI NAMCO Entertainment Inc. (Japan)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 41 - Education; entertainment
  • 42 - Scientific and technological services and research and design relating thereto; industrial analysis and research services; design and development of computer hardware and software.

Goods & Services

(1) Computer games; Downloadable computer games; computer games downloaded via the internet; Video games (1) Entertainment services, namely, providing a computer game that may be accessed network-wide by network users via mobile phones and computers; providing computer games via network between communications networks and computers; providing online non-downloadable sound recording, music, images, animated content and movies through telecommunication and computer networks; providing non-downloadable electronic comic books, prerecorded music and animated content via a global computer network and wireless and mobile devices (2) Providing downloadable sound recordings, music, images, animated content and movies through telecommunication and computer networks; providing downloadable electronic comic books, prerecorded music and animated content via a global computer network and wireless and mobile devices

94.

Simulation control device and information storage medium

      
Application Number 15469987
Grant Number 10761600
Status In Force
Filing Date 2017-03-27
First Publication Date 2017-09-28
Grant Date 2020-09-01
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki, Jun
  • Onda, Akio
  • Yamamoto, Haruyoshi

Abstract

A simulation control device includes: a display processing section; a measurement section that measures a gaze time of a user with respect to an object that is placed in the virtual space, and decreases a measured value obtained by the measurement corresponding to a time in which the user does not gaze at the object when the user has removed his/her gaze from the object; and a reception section that determines that the object has been selected when the measured value has reached a first threshold value, determines that the selection of the object has been confirmed when the measured value has reached a second threshold value that is larger than the first threshold value, and determines that the selection of the object has been canceled when the measured value has decreased to a third threshold value before the selection of the object is confirmed.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G02B 27/00 - Optical systems or apparatus not provided for by any of the groups ,
  • G02B 27/01 - Head-up displays
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/0482 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance interaction with lists of selectable items, e.g. menus
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements

95.

Simulation control device and information storage medium

      
Application Number 15470136
Grant Number 10350495
Status In Force
Filing Date 2017-03-27
First Publication Date 2017-09-28
Grant Date 2019-07-16
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki, Jun
  • Onda, Akio
  • Yamamoto, Haruyoshi

Abstract

A simulation control device that utilizes a wearable image display device includes: a display processing section that displays a virtual space on the wearable image display device; a measurement section that measures a gaze time of a user with respect to an object that is placed in the virtual space; a reception section that determines that the object has been selected when a measured value obtained by the measurement has reached a first threshold value, and determines that the selection has been confirmed when the measured value has reached a second threshold value that is larger than the first threshold value; and a notification section that notifies the user of a magnitude of the measured value.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

96.

Game device, processing method, and information storage medium

      
Application Number 15456916
Grant Number 10463966
Status In Force
Filing Date 2017-03-13
First Publication Date 2017-09-21
Grant Date 2019-11-05
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor
  • Fujiwara, Yasunori
  • Takeda, Tatsuya
  • Goto, Gota
  • Fukunishi, Shinichirou
  • Tagiri, Satoshi

Abstract

A game device includes a processor implementing a character process that performs a character control process; a game process that performs a game parameter calculation process; and a display process that displays a game image based on results of the game process. The processor implements the character process that performs a process that controls a master character that is operated by a player, and a process that controls a plurality of subordinate characters that are subordinate to the master character. The processor implements the game process that performs a process regarding a game event that involves a first subordinate character and a second subordinate character based on a first relationship parameter between the first subordinate character and the second subordinate character, a second relationship parameter between the master character and the first subordinate character, and a third relationship parameter between the master character and the second subordinate character.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/825 - Fostering virtual characters
  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

97.

Information storage medium, server, and game device

      
Application Number 15435357
Grant Number 09993731
Status In Force
Filing Date 2017-02-17
First Publication Date 2017-08-24
Grant Date 2018-06-12
Owner BANDAI NAMCO Entertainment Inc. (Japan)
Inventor Iguchi, Tadashi

Abstract

A computer performs a process for displaying an object string and a player object within a game screen, the object string including a main object, and at least one sub-object that is connected to the main object, the player object being an object that can be operated by a player, and virtual walls that limit a moving direction of each of the main object, the sub-object and the player object being provided within the game screen. The motion of the player object within the game screen is controlled in response to an operation performed by the player. The motion mode of the object string is switched from a first mode to a second mode or a third mode based on a given condition, the second mode being a mode in which the object string is inferior as compared with the first mode, and the third mode being a mode in which the main object is superior as compared with the first mode.

IPC Classes  ?

  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

98.

GAMING DEVICE

      
Application Number JP2017004374
Publication Number 2017/141767
Status In Force
Filing Date 2017-02-07
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Nishimura Norihiro
  • Hisano Toru
  • Ono Masaharu
  • Watanabe Yusuke

Abstract

Players wear an HMD 12, sit on a seat 16 of a play area unit 2, and play. A display 4, which is a large monitor, is in front of the play area unit 2. Spectators can view the display 4 with the players over the players from a main observation window part 50 of a casing part 6. Before play, the display 4 displays a video for the players such as a game description, and during play, the display 4 displays a video for the spectators including a video displayed on the HMDs 12 and commentary, etc.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/86 - Watching games played by other players

99.

SIMULATION DEVICE AND GAME DEVICE

      
Application Number JP2017005244
Publication Number 2017/141890
Status In Force
Filing Date 2017-02-14
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya, Yukiharu
  • Nishimura, Norihiro
  • Hirayama, Tsuyoshi

Abstract

A game system 1 is provided with a suspension unit 30 for suspending a head-mounted display (HMD) 20 from a structure 10. As a result of suspending the HMD 20 so as to be independent from a player 20, the present invention has a configuration that causes the HMD 20 to follow the movement of the player P when the player P moves within a real space or a predetermined part (for example, the head) of the player P moves, and said configuration makes it possible to maintain attachment of the HMD 20 to the player P and prevent the HMD 20 from falling as a result of detachment even when the player P falls down unintentionally.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G09B 9/00 - Simulators for teaching or training purposes

100.

SIMULATION SYSTEM AND GAME SYSTEM

      
Application Number JP2017005245
Publication Number 2017/141891
Status In Force
Filing Date 2017-02-14
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya, Yukiharu
  • Nishimura, Norihiro

Abstract

This game system 1 has a configuration in which: a player state indicating the state of a player P in a real space (specifically, the position and the orientation of the player in the real space) is detected; image generation processing is executed in order to generate, in accordance with the detected player state, a simulation image that comprises a virtual movement path associated with a movement path R and that can be seen by the player P in a simulation space corresponding to the real space; the generated simulation image is displayed on a head-mounted display (HMD) 20; it is determined that the player P is in a specific state, i.e., a specific state in the simulation space when the player state satisfies a given condition on the movement path R; and a simulation image is generated for staging a performance based on the specific state when the specific state is determined.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G09B 9/00 - Simulators for teaching or training purposes
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