The game system is configured to perform: a stop-playing process to stop-playing the game during playing the game; a game status identification process to identify a game status at the stop-playing by the stop-playing process; a task setting process to set, as a task of the game, the identified task by performing the task identification process to identify the task information corresponding to an identified game status from among the task information stored; and a task presentation process to present, to player, as a new task of the task setting target game which is stopping-playing at the stop-playing timing.
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 13/497 - Partially or entirely replaying previous game actions
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
2.
GAME SYSTEM, SERVER SYSTEM, METHOD OF PERFORMING A GAME AND METHOD OF PROVIDING INFORMATION ON A GAME
The game system is configured: to interrupt the replay process of the replay target game when a given input operation is received from the player during the replay process; to set the switching timing to start the replay target game instruction control process of the game when performing the replay process in response to the player's input operation; to perform the setting determination process to identify the game status of the replay target game at the switching timing and to determine a given setting of the game when starting the replay target game instruction control process from the switching timing based on identified the game status; and to perform the retry game based on the settings determined by the settings determination process and the received player's input operation.
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 13/497 - Partially or entirely replaying previous game actions
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
3.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND NON-TRANSITORY TANGIBLE COMPUTER-READABLE MEDIUM
An information processing system having a processing circuitry that determines whether a predetermined start condition including consumption of a predetermined game medium is met, automatically realizes a predetermined advancement of a game part with a first attribute associated with one user when it is determined that the predetermined start condition is met, determines a setting value of a first parameter based on a consumed amount of the predetermined game medium or a consumed type of the predetermined game medium, the first parameter being related to advancement of the game part with the first attribute, starts to count the first parameter to be updated toward the determined setting value of the first parameter, when it is determined that the predetermined start condition is met, and allows a termination result of the predetermined advancement to be output, when an updated counting value of the first parameter meets a predetermined output condition, the termination result of the predetermined advancement being determined based on the updated counting value of the first parameter or on the setting value of the first parameter as determined.
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
4.
COMPUTER SYSTEM, GAME SYSTEM, AND GAME PROGRESS CONTROL METHOD
A computer system determines that a player character is in a preparatory state for executing an external function (close-range attack) toward a target character (e.g., enemy character). Furthermore, the computer system determines that the player character satisfies an executable condition that enables execution of the external function. When the player character satisfies the executable condition, the computer system causes the player character to execute the external function. Then, the computer system executes protection control for protecting the player character from another character while the player character is in the preparatory state.
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 13/533 - 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 13/56 - 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
5.
COMPUTER SYSTEM, GAME SYSTEM, AND EXECUTION CONTROL METHOD
A computer system performs progress control of a game where a first team and a second team fight with each other in a game space including settings of a first team headquarters, a second team headquarters, and at least one intermediate base that either of the teams can alternately capture to use as a base. A game screen includes display of headquarters gauges whose gauge values increase or decrease in accordance with headquarters parameter values indicating conquered degrees of the first team headquarters and the second team headquarters. Capture difficulty of the intermediate base is adjusted based on the gauge values of the respective headquarters gauges of the first team and the second team.
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 13/67 - 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
A game system and others enable a player to appropriately win a mission achievement reward etc. The game system includes: a group organizing unit which associates two or more players constituting a group with each other; a game option setting unit which sets, for each of the two or more players, a game option related to a shared mission; a game control unit which advances the game for each of the two or more players based on the set game option; a mission achievement determining unit which determines, based on gameplay data of the two or more players in the group, whether or not the shared mission has been achieved; and a reward determining unit which determines, based on an achievement status of the shared mission and a setting status of the game option, a reward to be associated with the two or more players.
A computer system controls a start of a gathering event that gathers a user character of a participating user at a given gathering place in a virtual space upon acceptance of a gathering request operation from a terminal of a directing user. The computer system controls a display of a map image displaying the gathering place in the virtual space in an identifiable display mode on the terminals of the directing user and the participating user. The computer system determines a success/failure of the gathering event using a position of the user character operated by the participating user. The computer system gives a given reward to the directing user and/or the participating user when the gathering event is determined to be a success in the event success/failure determination.
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 13/5378 - 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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 13/216 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
8.
COMPUTER SYSTEM AND METHOD FOR CONTROLLING GENERATION OF VIRTUAL MODEL
Model data of a virtual model imitating an object model is generated based on photographed data obtained by photographing the object model including a joint structure. A given applied joint structure is applied to the virtual model. The virtual model based on the model data is disposed in a given virtual space. Virtual model management data including the model data and data of the applied joint structure is stored in a predetermined storage section or is externally output as data for causing a joint of the virtual model to function.
A computer system performs, with a player operating a player character as a target player, an individual evaluation of gameplay of the target player for each stat item based on motion content or a motion result of the player character during a game. The computer system further performs an overall evaluation of each stat item based on a result of the individual evaluation of each stat item of each player. The computer system further controls comparison display of the result of the individual evaluation of each stat item of the target player and a result of the overall evaluation.
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 13/53 - 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
10.
COMPUTER SYSTEM, GAME SYSTEM, AND GAME MEDIUM CONTROL METHOD
A first-type game medium, a second-type game medium, and a third-type game medium are associated with a common character. The first-type game medium can be obtained by performing composition using a specific combination of game media. The second-type game medium cannot be obtained by composition of game media. A first specific material game medium and a second specific material game medium can be obtained by decomposing the first-type game medium. The first specific material game medium and the second specific material game medium can also be obtained by decomposing the second-type game medium. The third-type game medium can be obtained by performing composition using the specific combination of game media and the first specific material game medium or the second specific material game medium.
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 13/67 - 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
11.
COMPUTER SYSTEM, GAME SYSTEM, AND REPLACEMENT PLAY EXECUTION CONTROL METHOD
A computer system displays a game image (IM1) during replacement play by a second user and a notification of operation details based on an operation input by the second user on a game screen (W1) displayed on a first terminal of a first user. The notification is, for example, a command input by the second user.
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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
12.
GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
A game system includes a processor, the processor being configured to perform a reception process of receiving an operation input by a player; a virtual space setting process of setting a virtual space in which at least one character is disposed; a virtual camera setting process of setting a plurality of virtual cameras; a character process of setting parts constituting the at least one character based on the operation input; and a display process of generating a plurality of character images, which are images of the at least one character viewed from the plurality of virtual cameras, and displaying a character-creation image in which the plurality of character images are arranged on a display section. In the display process, when the setting process of setting the parts is performed, the processor performs a process of displaying the character-creation image on which the result of the setting process is reflected.
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
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 13/525 - Changing parameters of virtual cameras
13.
Game system, processing method, and information storage medium
The game system includes a processor including hardware. The processor performs a reception process of receiving coordinates of a touching operation in a touch screen as touching operation coordinates when the touching operation is performed by a player with respect to the touch screen; a virtual touch area process of associating the touching operation coordinates in the virtual touch area set in the touch screen as an area smaller than the touch screen with mapping coordinates on the touch screen; when the touching operation is performed with respect to the virtual touch area, an input process of setting the mapping coordinates as input coordinates, assuming that the touching operation is performed with respect to the mapping coordinates associated with the touching operation coordinates in the virtual touch area in which the touching operation is performed; and a game process based on the input coordinates.
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 13/49 - Saving the game status; Pausing or ending the game
G06F 3/04886 - 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 by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
A computer system gives an object to a player who has satisfied a given game condition in a game in which a plurality of players participate. The computer system gives a given prize to an owner player having the object when the owner player has satisfied a given prize giving condition. In the case where an owner player lost in a competition between the owner player and another player, the computer system confiscates an object from the owner player, thereby turning the owner player to a non-owner player, and turning another player to a new owner player.
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 13/85 - Providing additional services to players
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
A computer system detects occurrence of an action exchange in which one of a player character and an opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions. Based on a first stiff time related to the first action, a second stiff time related to the second action, and a time difference between the first stiff time and the second stiff time, when a stiff time (hereinafter referred to as an “own stiff time”) related to an action performed by the player character is shorter than a stiff time related to an action performed by the opponent character, the computer system presents a player controlling the player character with a recommended candidate action recommended to be performed after an end of the own stiff time.
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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
A server system includes a server storage section that stores match information including types of characters used in a match and a match result of the match for each match. The server system also includes a general value calculation section that calculates a general compatibility value between characters for each combination of characters based on the match information, an individual value calculation section that calculates an individual compatibility value between characters based on the match information on each match performed by an analysis target player, and a comparison display control section that performs a control of a list comparison display that compares the general compatibility value and the individual compatibility value of a same combination of characters.
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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/58 - 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
17.
Server system, game system, and game execution method
A server is configured to detect an option element of an advantage option for an option set player and customize a specification of the advantage option that has been set or to be set in the future, based on the option element thus detected, to increase the attractiveness of the advantage option so that the player will be more motivated to actively acquire the advantage option.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/45 - Controlling the progress of the video game
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 13/533 - 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 13/792 - 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
18.
Computer system, server system, game system, and method for game execution control
A server system controls execution of a game where a plurality of characters including a player character operated by at least one player move in a game space. In the server system, a first movement control section performs a control to provide a predetermined identification display on the track of movement of the first character. A second movement control section changes a display mode of the identification display when a second character that is the same as the first character or is different from the first character has moved through a position with the identification display in an overlapping manner.
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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
19.
Game system, server system, terminal and method of executing game that provides advantageous effect to team
A server executes various controls for teams, each of which has at least one player, to have a matchup with each other, and manages each team, including change of a team during the game, record of each team, players and a number of players belonging to each team, and duration of a team. Further, the server determines, during the matchup game, whether a team item acquisition condition is satisfied based on the record of each player who belongs to the team and the like, and allows the team that satisfies the team item acquisition condition to acquire a team item which provides an advantageous effect in the 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
In the case where a combination instruction to combine a lower-ranked first game card in which a specific ability parameter is specified with a higher-ranked second game card is received, a sever executes determination processing of determining whether the first game card meets a given combination condition and, in the case where it is determined that the first game card meets the combination condition, the sever executes, as combination processing, specific ability addition processing of adding the specific ability parameter specified in the first game card to the second game card.
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.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
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
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.
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
23.
Simulation system, processing method, and information storage medium
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.
G06T 19/00 - Manipulating 3D models or images for computer graphics
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
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
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.
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 13/50 - Controlling the output signals 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 13/77 - 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
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.
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 13/24 - 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
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.
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 13/24 - 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
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
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 13/5375 - 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
27.
Game system and method of providing information related to match-up game
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.
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 13/58 - 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 13/798 - 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
28.
Server system and play data community system for modified reproduction play
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.
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/86 - Watching games played by other players
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
29.
Game system, method of providing information related to match-up game, and method of executing match-up game
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. When it is determined that the sanction is to be imposed, sanction control processing is executed that provides 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.
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
30.
Game system and method of providing information related to match-up game
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.
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 13/2145 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
31.
Game system and method of providing information related to match-up game
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.
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
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
32.
Game system, processing method, and information storage medium
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.
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 13/5378 - 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
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
33.
Simulation system, image processing method, and information storage medium
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.
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
34.
Game system, method of providing a match-up game, and method of executing the match-up game
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.
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
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 13/5378 - 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
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.
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
36.
Information storage media, game devices and servers
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.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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 13/537 - 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 13/5252 - 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
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.
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
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.
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
39.
Computer system, viewer terminal, method for controlling live watching, and program
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.
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
40.
Simulation system, processing method, and information storage medium
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.
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 13/211 - 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/285 - 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
41.
Simulation system, processing method, and information storage medium
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.
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
42.
Simulation system, processing method, and information storage medium for changing a display object in response to a movement of a field of view
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.
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 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/25 - Output arrangements for video game devices
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 13/525 - Changing parameters of virtual cameras
G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
H04N 5/64 - Constructional details of receivers, e.g. cabinets or dust covers
G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
G09G 5/377 - 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 - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
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
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, an image or a displayed text element, setting a parameter value or selecting a range
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
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
G09G 5/36 - 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
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 13/5252 - 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
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
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 13/428 - 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
G09G 3/00 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
43.
Simulation system, processing method, and information storage medium
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.
G06F 3/147 - Digital output to display device using display panels
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
A63F 13/25 - Output arrangements for video game devices
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 13/212 - 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
G06T 19/00 - Manipulating 3D models or images for computer graphics
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 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63B 71/06 - Indicating or scoring devices for games or players
44.
Simulation system, process method, and information storage medium
A simulation system includes a processor including hardware. The processor is configured to perform an information acquiring process of acquiring position information about a user moving in a real space; a game process for a game played by the user; a virtual space setting process of setting a virtual space; a display process of generating, as a virtual space image, a display image in which an image of a user character corresponding to the user is displayed at a position in the virtual space corresponding to a position of the user in the real space; and a change process of changing, when a change condition is determined to be satisfied, at least one of the image of the user character corresponding to the user, an image of another user character corresponding to the other user, and an image of an disposed object.
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
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 13/216 - 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
45.
Simulation system, processing method, and information storage medium
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.
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, an image or a displayed text element, setting a parameter value or selecting a range
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 13/25 - 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 13/5255 - 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 13/212 - 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 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
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
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 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
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.
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
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 13/5255 - 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
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.
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
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.
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
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.
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
50.
Image generation system and information storage medium
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.
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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/2145 - 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 13/537 - 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
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.
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
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
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
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.
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
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.
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
54.
System for giving entertainment element in return for watching advertisement
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.
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
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
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.
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
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
56.
System for giving reward in exchange for watching advertisement
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.
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 13/79 - 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 13/35 - 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
57.
Computer system for performing display control for advertisement
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.
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
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
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
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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/32 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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.
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
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.
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
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 13/53 - 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 13/792 - 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
G09F 19/00 - Advertising or display means not otherwise provided for
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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
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.
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
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.
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 13/327 - 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
62.
Game system, virtual currency processing system, processing method, and information storage medium
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.
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.
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
64.
Simulation control device and information storage medium
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.
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 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, an image or a displayed text element, 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
65.
Simulation control device and information storage medium
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.
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
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.
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 13/56 - 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
67.
Information storage medium, server, and game device
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.
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
68.
Game device, processing method, and information storage medium
A game device includes a processor including hardware, the processor being configured to implement: an input process that acquires line-of-sight information about a player who wears a head-mounted display, and input information that has been input by the player using an input device; a game process that performs a first game process based on the input information, and performs a second game process based on the line-of-sight information, when a game includes a first game and a second game, the first game process being a process for the player to play the first game, and the second game process being a process for the player to play the second game; and a game result calculation process that calculates a game result achieved by the player based on a result of the first game process and a result of the second game process.
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 13/537 - 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
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 13/44 - 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 13/42 - 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
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 13/426 - 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
69.
Image generation system, image generation method, and information storage medium
An image generation system includes a processor including hardware, the processor being configured to implement: an object space setting process that performs a process that places a plurality of objects including a moving object in an object space; a moving object calculation process that performs a movement process that moves the moving object in the object space; and a parameter process that performs a process that sets at least one of an attack parameter, a defense parameter, and a movement control parameter of the moving object based on at least one of density information about an assemblage of particles within a line or a range that extends from the moving object in a given direction, and the density information about the assemblage of particles at a position of the moving object; and an image generation process that generates an image viewed from a given viewpoint in the object space.
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 13/25 - Output arrangements for video game devices
G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
A player character is placed so as to be linked to a given edge position of a board. A plurality of puzzle pieces including an enemy character piece that represents an enemy character are placed on the board. The player inputs a selection path from the puzzle piece situated at the given edge position or the player character without removing the finger from the board so as to select and delete puzzle pieces among the plurality of puzzle pieces that are placed on the board and belong to an identical type, or are considered to belong to an identical type. When the enemy character piece lies in the selection path, the player character that corresponds to the puzzle piece set to be the start point, or the player character set to be the start point, attacks the enemy character represented by the enemy character piece.
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
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 13/2145 - 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 13/42 - 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
71.
Method for generating image to be displayed on head tracking type virtual reality head mounted display and image generation device
A gaze determination area is provided to an image displayed on a VR-HMD. An object that has been displayed within the gaze determination area for a time equal to or longer than a given time is determined to be a gaze object (cup object). First-level menu display objects that respectively represent first-level menu items among menu items having a hierarchical structure that are set to the object are displayed in an array in a reference direction that is defined with respect to the gaze object. When the user has turned his/her head so that the desired first-level menu display object is displayed within the gaze determination area, and the desired first-level menu display object has been detected to be the gaze object, the first-level menu item is selected, and second-level menu display objects that are lower than the selected first-level menu item are displayed.
A terminal device receives an input instruction on a game process that corresponds to an input reception area when a touch operation input on the input reception area has been detected by a first detection process, and disables a given input instruction that corresponds to the input reception area when a slide operation input on the input reception area has been detected by a second detection process, the slide operation input having been performed to directly follow the touch operation input performed when the input instruction regarding the game process was received.
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
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
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, an image or a displayed text element, setting a parameter value or selecting a range
73.
Image generation device and image generation method
An image generation device includes a processor including hardware. The processor is configured to implement a reception process that receives a command selected by a player from a plurality of commands, a game process that includes a process that implements the effect of the received command, and a display process that displays a game image based on the results of the game process. The processor is configured to implement the game process that includes a process that implements the effect of the command that corresponds to information about a character that is the target of game play performed by the player and viewpoint information about the player.
A63F 9/24 - Games using electronic circuits not otherwise provided for
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 13/26 - 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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
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
A server system regularly accesses a video database, searches the video database for a game play video of an online game provided by the server system based on a cyclic check keyword, and stores (manages) access information about the game play video, video-related information, a view count, and the like as cyclic check result data. When the server system has received an inquiry about the game play video of the online game from a user terminal that executes the online game, the server system searches the cyclic check result data and the like for the access information about the game play video that is appropriate for the play state, and returns the access information. The server system gives a bonus to the user (player) of the game play video of which the view count has reached a reference value.
A game device controls a first virtual camera and a second virtual camera so that the first virtual camera and the second virtual camera are situated within an object space to be point-symmetrical, line-symmetrical, or plane-symmetrical with respect to a reference point, a reference line, or a reference plane that is defined by a first position linked to a first character and a second position linked to a second character. The game device determines whether to display the object space photographed by the first virtual camera or the object space photographed by the second virtual camera as a game image based on a selection instruction issued by a player.
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 13/56 - 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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
76.
Information processing apparatus and processing method
An information processing apparatus erases, on the basis of a chained state of a plurality of pieces arranged on a game field, the pieces in the chained state. The arrangement of the pieces in the game field is controlled such that, in a predetermined region on the game field, an odd number of pieces and an even number of pieces are alternately arranged on imaginary lines in an advancing direction on the game field. For example, the information processing apparatus erases a serial piece group formed as a chain by determining, starting from operation for any one piece on the imaginary line corresponding to a frontmost row among the imaginary lines, whether a piece of a same kind as the one piece is present in left and right pieces adjacent to the one piece present on a next imaginary line in the advancing direction from the operated one piece.
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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A game system includes a character setting section that sets a plurality of characters selected by a player from among a plurality of characters possessed by the player to be battle characters, a game processing section that executes a battle between the characters that have been set to be the battle characters and an enemy character that appears in a stage selected by the player, and an information presentation section that, when a number of times that the player failed to clear the stage has reached a predetermined number, extracts a plurality of characters recommended to be the battle characters from among the characters possessed by the player when the number of times that the player failed to clear the stage has reached a predetermined number, determines whether or not the player can clear the stage when the extracted characters are set to be the battle characters, and presents information that corresponds to the determination result to the player.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
84.
Game system that projects game image and created image onto projection target object
A game system includes at least one game device, a control section that is communicably connected to the game device, and a projection section that includes at least one projection device that projects a projection image onto a projection target object. The control section performs a control process that controls the game device and a projection control process that controls projection of the projection image. The projection section projects a game image generated by the game device and a created image created by the control section onto the projection target object as the projection image.
A63F 9/24 - Games using electronic circuits not otherwise provided for
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 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
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
85.
Display control method for head-mounted display (HMD) and image generation device
The position and the posture of an HMD, and the position of a game controller in the real space are detected, and tracked. An image of a virtual space is displayed on the HMD. A controller object is disposed and displayed at a position within the virtual space that corresponds to the position of the game controller in the real space viewed from the HMD. Therefore, the player can easily find and hold the game controller even when the player wears the HMD.
A63F 9/24 - Games using electronic circuits not otherwise provided for
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 13/213 - 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 13/5255 - 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A game system causes an enemy character that is caused to battle with a player character to appear by implementing a first lottery, and implements a battle between the enemy character that has been caused to appear and the player character. After the battle has started, when a player has performed an operation input that selects one item among a plurality of types of items for acquiring the enemy character, the game system implements a second lottery based on the win probability that corresponds to the type of the selected item and gives the enemy character with which the player character has battled to the player when the player has won the second lottery.
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 13/792 - 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
A game system is designed so that, when an operation input that sequentially selects a plurality of player characters from a plurality of player characters placed in a character selection area has been performed, and it has been determined that the sequentially selected player characters satisfy a selection allowance condition that is set based on an attribute, each of the sequentially selected player characters attacks an enemy character, and the player character that has attacked the enemy character is deleted from the character selection area. The same number of player character as the player character deleted from the character selection area is additionally placed in the character selection area, and an attribute of each player character that is additionally placed in the character selection area is determined according to a given rule.
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 13/2145 - 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
88.
Game system, server system, processing method, and information storage medium
A game system includes a game processing section that performs a game process, a lottery processing section that sets a lottery range that specifies a range of items among a plurality of items used during the game process that are subjected to a lottery process, and selects an item from the items that belong to the lottery range by performing the lottery process, and an item acquisition processing section that performs a process that allows a player to acquire the selected item. Information about the plurality of items has a data structure in which the plurality of items are linked to have a parent-child relationship. The lottery processing section sets the lottery range so that a child item is included within the lottery range when a parent item has been set to an acquired state or an acquirable state, and changes the set lottery range based on given information.
A63F 13/85 - Providing additional services to 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
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
89.
Game system, server system, processing method, and information storage medium
A game system includes a game processing section that performs a process that implements a game, a data link processing section that determines that a data link activation condition has been satisfied when a data link start positional relationship has been established between a moving object and another moving object, and performs a process that produces a data link effect that changes at least one of the radar-related capability of the moving object and the performance of the moving object, and a display processing section that performs a display process that displays a display object that notifies a player of information about a data link. The data link processing section performs a process that prohibits production of the data link effect during at least one of a given first period after the game has started, and a given second period after production of the data link effect has been canceled.
A server system and the like allow the users who play asynchronous games to perceive each other's presence to prompt the users to communicate with each other and feel a sense of solidarity. When the progress of a first game played by one player has changed to be advantageous to the player due to the use of an AP recovery item or the like, a parameter in the first game is incremented (e.g., action points AP are recovered). A parameter in a second game played by a friend user of the player is also incremented (e.g., the action points AP are recovered) through an extension control process. An activation notification W12 that notifies to that effect is displayed on a user terminal of the player who plays the first game.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
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 13/58 - 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
91.
Method for implementing game, storage medium, game device, and computer
A technique is disclosed that makes it possible to prevent or suppress various problems that may occur due to character placement control when implementing a multi-player game that utilizes an augmented reality space. A basic area is set based on the relative position of each game device with respect to an AR marker, and an element area is set so that the AR marker does not lie outside the imaging range of a CCD camera module of each game device. An overlapping area of the basic area and the element area is calculated to be a placement area. The motion of an attention object is controlled so that the attention object remains within the placement area.
A63F 9/24 - Games using electronic circuits 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
G06T 19/00 - Manipulating 3D models or images for computer graphics
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
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 13/5255 - 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 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
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 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
92.
Game system, server system, processing method, and information storage medium
A game system includes a game processing section that performs a process that implements a game that utilizes a moving object, the moving object moving in a game space based on operation information, a restoration processing section that performs a restoration process that restores the moving object that has reached an unable-to-continue state when it has become unable to continue to play the game that utilizes the moving object, the moving object being restored at a restoration point in the game space that has been selected by a player, and a charging section. The charging section performs a charging process that causes a charge to differ corresponding to the restoration point selected by the player.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
93.
Game system, information storage medium and game proecssing method
A game system can implements a multiplayer game. The game system includes: a union event processing section that disposes a united object in an object space instead of player objects respectively operated by a plurality of players when a union event has occurred, and sets the plurality of players to a cooperative play state; an individual play processing section that controls the player objects respectively operated by the plurality of players based on input information input by each of the plurality of players; and a cooperative play processing section that controls the united object based on the input information input by the plurality of players, the union event processing section determining a relative advantage of positions of the player objects respectively operated by the plurality of players before occurrence of the union event, and determining a placement position of the united object based on determination results.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
94.
Server, terminal, network system, program and information storage medium
A server is connected to a terminal via a network, and manages registration of game information, the terminal performing a first game process that utilizes stored game information, and a second game process that utilizes registered game information. The server stores terminal identification information of the terminal and an allowable registration count of the terminal in a linked manner, updates the allowable registration count while being linked to the terminal identification information corresponding to a received update allowable registration count, transmits a registration permission notification to the terminal upon reception of a game information registration request from the terminal when the allowable registration count is equal to or larger than a given number, transmits a registration non-permission notification to the terminal when the allowable registration count is less than the given number, and decrements the allowable registration count when the server has transmitted the registration permission notification to the terminal.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
95.
Information storage medium, game device, and server
Input information that selects one card among five cards that are arranged in one direction in a predetermined area of a game screen is received, and a player character is caused to make a motion corresponding to the selected card. When three cards to which an identical attribute is assigned are adjacently disposed in the predetermined area, the three cards are replaced with one card to which the same attribute as that of the three cards is assigned, but which differs in type from the three cards, the card positioned in the rightward direction relative to the replaced cards is shifted in the leftward direction, and an additional two cards are disposed in the space formed by shifting the card.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
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
An information generation device includes an adjustment section that adjusts a selection probability of a game medium that is provided to a second player based on a game status of a first player, the game medium being displayed in a game, and an information generation section that generates indication information corresponding to the selection probability adjusted by the adjustment section, the indication information indicating the selection probability of the game medium in a lottery event to the second player, the lottery event being an event for providing the game medium.
A server system refers to the login history of a registered friend player within a given period when an authenticated player has been subjected to a login process. The server system gives a bonus that corresponds to the number (login friend count) of friend users who have logged in within the given period to the authenticated player when the authenticated player has logged in.
A63F 9/24 - Games using electronic circuits not otherwise provided for
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
A63F 13/843 - Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
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
A given content list stores information about a content that has been given to a player. When a prize content selected by a lottery has been registered in the given content list, it is determined that the prize content satisfies a duplication condition, and an alternative content is selected from an alternative content list, and given to the player instead of the prize content selected by the lottery. An alternative content notification screen that notifies the player that the alternative content has been given to the player is displayed.
An input direction determination system includes an input direction determination section that determines the input direction based on a reference point and the indication position, and a reference point change section that determines whether or not to change the reference point based on an angle formed by a first direction that is determined by the reference point and an indication position at a first timing or a timing that precedes the first timing, and a second direction that is determined by the indication position at the first timing and an indication position at a second timing that follows the first timing, or an angle formed by connection lines that connect indication positions at different timings, and changes the reference point.
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
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 13/2145 - 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 13/92 - Video game devices specially adapted to be hand-held while playing
100.
Method for exchanging NPC data between computer devices
A special enemy character appears in a game world when a given appearance condition has been satisfied in a node (game device). When a game status relating to the special enemy character has satisfied a given game world-to-game world transfer condition (e.g., when the special enemy character has been severely damaged), the node transmits current character data of the special enemy character to another node (another game device), and deletes the special enemy character from the game world. When the appearance condition has been satisfied in the other node, the special enemy character appears in the game world generated by the other node while maintaining the state before transfer.