BANDAI NAMCO Entertainment Inc.

Japan

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IPC Class
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 21
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories 16
G06T 19/00 - Manipulating 3D models or images for computer graphics 15
A63F 13/55 - Controlling game characters or game objects based on the game progress 13
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 13
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Found results for  patents

1.

CHARACTER MANAGEMENT SYSTEM, CHARACTER MANAGEMENT METHOD, AND CHARACTER INFORMATION PROVISION METHOD

      
Application Number JP2023034919
Publication Number 2024/071111
Status In Force
Filing Date 2023-09-26
Publication Date 2024-04-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Lai, Zhantao

Abstract

Provided is a character modification system or the like with which it is possible to generate a character that accurately reflects a user's preferences while eliminating the complexity of character creation. A server device 10 has a configuration for executing a constituent element determination process, in which a constituent element to be changed is determined among constituent elements of a base character on the basis of player-related information already stored or player input information inputted by the player, and a modified character creation process, in which a modified character obtained by modifying the constituent element of the base character is generated on the basis of the determined constituent element. The server device 10 has a configuration capable of using the base character to generate a character that can be used in games and the like and that accurately reflects the user's preferences while eliminating the complexity of character creation.

IPC Classes  ?

  • 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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

2.

ENTERTAINMENT SYSTEM, PROGRAM, SERVER, AND DISPLAY CONTROL METHOD

      
Application Number JP2023024392
Publication Number 2024/024392
Status In Force
Filing Date 2023-06-30
Publication Date 2024-02-01
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Yoshida, Tatsumi
  • Fukuzaki, Keisuke
  • Inomata, Takeshi

Abstract

Provided is an entertainment system or the like that expands the range of conversation expressions between player characters and makes it possible to enjoy natural conversations. This entertainment system includes a display control unit that displays a character of a first player and a character of a second player on a display unit in association with chat input, and an analysis unit that analyzes information inputted in chat by the first player or the second player. The display control unit controls the display of a cut-in image including the character of the first player and/or the character of the second player on the basis of the result of the analysis performed by the analysis unit.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • A63F 13/53 - 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

3.

COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND CONTROL METHOD

      
Application Number JP2023009091
Publication Number 2023/189361
Status In Force
Filing Date 2023-03-09
Publication Date 2023-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Nakanowatari Shohei
  • Kaku Ryoichi
  • Onda Akio

Abstract

A virtual space control system (1000) for controlling a plurality of virtual spaces in parallel which are set to a common worldview, and in each of which a plurality of users can participate, wherein an integrated server system (1100P) determines on the basis of the condition of each of the virtual spaces a destination virtual space to which given special control is applied, and transmits a change indication to a game server system (1100G), in which the content of integrated control is described. The game server system (1100G) applies special control to the destination virtual space.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

4.

COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND VIRTUAL SPACE CONTROL METHOD

      
Application Number JP2023009092
Publication Number 2023/189362
Status In Force
Filing Date 2023-03-09
Publication Date 2023-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Oi Takayoshi
  • Asuna Koji
  • Minami Kiyoshi
  • Ogura Kenichi
  • Onda Akio
  • Aoki Takashi
  • Murai Shintaro

Abstract

A virtual space control system (1000) sets a virtual space (13) within a first virtual space (11), and expresses an embodied space (14) in which a second virtual space (12) is embodied in the virtual space (13). Virtual objects (15) which embody embodiment target objects within the second virtual space are arranged within the virtual space (13). The arrangement configuration of the virtual objects (15) in the first virtual space (11) matches an arrangement configuration, in the second virtual space (12), of the embodiment target objects associated therewith. A captured image (18) serving as the basis for embodiment images (17) which are texture-mapped to the virtual objects (15) is generated by a slave server system (1100G). The embodiment images (17) are created by implementing, on the captured image (18), processing to reduce the computation amount.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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 13/55 - Controlling game characters or game objects based on the game progress

5.

COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND VIRTUAL SPACE CONTROL METHOD

      
Application Number JP2023009093
Publication Number 2023/189363
Status In Force
Filing Date 2023-03-09
Publication Date 2023-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Oi Takayoshi
  • Asuna Koji
  • Minami Kiyoshi
  • Ogura Kenichi
  • Onda Akio
  • Aoki Takashi
  • Murai Shintaro

Abstract

The present invention performs parallel control on a plurality of virtual spaces in which a common world view is set and in which a participating virtual space can be changed for each user, manages occurrence events that occur or potentially occur in each of the virtual spaces, and manages a participation record of a target user to a first virtual space. The present invention further manages a restriction that is imposed on participation to a virtual space other than the first virtual space by the target user and that is based on (a) whether a first occurrence event that is an occurrence event in the first virtual space is the same as or different from an occurrence event in a virtual space other than the first virtual space, and (b) a participation record of the target user to the first virtual space.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • 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 13/45 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

6.

COMPUTER SYSTEM, CYBER SPACE CONTROL SYSTEM, AND MANAGEMENT METHOD

      
Application Number JP2023009094
Publication Number 2023/189364
Status In Force
Filing Date 2023-03-09
Publication Date 2023-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Oi Takayoshi
  • Asuna Koji
  • Minami Kiyoshi
  • Ogura Kenichi
  • Onda Akio
  • Aoki Takashi
  • Murai Shintaro

Abstract

A portal server system (1100P) manages a plurality of cyber spaces that permit participation of users. The cyber spaces are each associated with a participation prohibition condition including at least a condition that participation exceeding a given permitted number of participants is prohibited. Further, the portal server system (1100P) comprises: a participation permission determination unit (215) that determines whether or not to permit a user to participate in a cyber space on the basis of the participation prohibition condition associated with the cyber space; and a participation permission status setting unit (221) that, when a given specific user participating in a first cyber space among the cyber spaces exits the first cyber space, sets for the specific user a participation permission status indicating that the participation permission determination unit (215) permits participation in the first cyber space.

IPC Classes  ?

  • G06F 15/00 - Digital computers in general; Data processing equipment in general
  • 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 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players

7.

DISTRIBUTION MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND DISTRIBUTION MANAGEMENT METHOD

      
Application Number JP2023001485
Publication Number 2023/188717
Status In Force
Filing Date 2023-01-19
Publication Date 2023-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Inagaki, Hirofumi

Abstract

A distribution management server device 30 has a configuration for executing: a transfer detection process for managing use license information for a created work inherent in a customized item and user information about a user who uses each customized item, and, as a transfer-related process, for detecting a transfer of use rights for using the customized item from a user desiring to make a transfer to a transfer destination user; a value specification process for specifying a value relating to the created work inherent in the customized item when the use rights are transferred; and a use license information updating process for, if the transfer of the use rights from the user desiring to make the transfer to the transfer destination user has been detected, updating the use license information and the user information with regard to the customized item that is the subject of the transfer.

IPC Classes  ?

  • G06Q 50/18 - Legal services; Handling legal documents
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/792 - 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 13/85 - Providing additional services to players

8.

COMPUTER SYSTEM, GAME SYSTEM, PLAYER TERMINAL, AND PROVISION METHOD

      
Application Number JP2022028742
Publication Number 2023/053697
Status In Force
Filing Date 2022-07-26
Publication Date 2023-04-06
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Inoue Takeshi
  • Kageyama Sota
  • Kawanoue Tetsunori
  • Nakamura Yusuke
  • Oki Yoshinobu
  • Tanaka Takashi
  • Usui Kotaro
  • Tsukanaka Kensuke
  • Chiba Akihito

Abstract

A server system (1100), upon detecting that a first player character (4a) and a second player character (4b) have entered a given involvement situation in a shared game space (8), performs game play control, in involvement situation play, with respect to a player terminal (1500a) of the first player character (4a) and a player terminal (1500b) of the second player character (4b) in accordance with the respective game play specifications thereof. Performed as the game play control are: creation of a special game space (10) in which placed is an object model of a grade suitable for achieving a smooth playing experience of the highest possible quality under the game play specifications; and generation and display of game space images and game play images of the special game space (10).

IPC Classes  ?

  • 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 13/42 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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 13/55 - Controlling game characters or game objects based on the game progress
  • 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

9.

GAME SYSTEM AND GAME CONTROL METHOD

      
Application Number JP2022015132
Publication Number 2022/210583
Status In Force
Filing Date 2022-03-28
Publication Date 2022-10-06
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO AMUSEMENT INC. (Japan)
Inventor
  • Iizuka, Yuji
  • Sasaoka, Takehito
  • Kijima, Takeharu
  • Endo, Hiroumi

Abstract

Provided is a game system, etc., with which the difficulty of a game can be adjusted, a production that enlivens competition among a plurality of players can be executed, and the enjoyment of the game in multiplayer play can be improved while gameplay based on the timing of operation input is maintained. The game system S according to the present embodiment is configured such that: on the basis of an operation input timing when a player's operation input is accepted and a given relationship between an operation input timing determination indicator object and an operation timing object at the operation input timing, an evaluation process for evaluating each player is executed; and, in accordance with the evaluation in the evaluation process, a corresponding operation-based object formation area is moved in a second direction that is opposite from a first direction in which the operation timing object moves, and at least part of the operation-based object formation area is set in a non-display range.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/53 - 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 13/67 - 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 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation

10.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2021044422
Publication Number 2022/201643
Status In Force
Filing Date 2021-12-03
Publication Date 2022-09-29
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Takahashi Toru

Abstract

This game system comprises: a game processing unit for performing a game process for playing of a competition game played by a plurality of competitors including a first competitor and a second competitor who is the opponent of the first competitor; a selection processing unit for performing a selection process for allowing the plurality of competitors to each select game play elements to be used in the competition game by the respective competitors; and a display processing unit for performing a process for displaying the competition game. If the first competitor carries out a change instruction on the basis of the capacity of the first competitor or a game play element, the selection processing unit performs a change process with prescribed settings for when the second competitor selects a game play element.

IPC Classes  ?

  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode

11.

GAME SYSTEM, SERVER SYSTEM, GAME EXECUTION METHOD, AND METHOD FOR PROVIDING INFORMATION ABOUT GAME

      
Application Number JP2021037765
Publication Number 2022/080379
Status In Force
Filing Date 2021-10-12
Publication Date 2022-04-21
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Ikeda, Kohei

Abstract

This game system S has a configuration which interrupts a replay process when a given operation input by a player is received during the replay process, and sets a switch timing for starting the execution of a game-to-be-replayed operation control process for the game during replay in response to the operation input by the player. In addition, the game system S has a configuration which: specifies a game situation at the switch timing; executes, on the basis of the specified game situation, a setting content determination process for determining given setting content on the game when the game-to-be-replayed operation control process starts from the switch timing; and executes, from a switch timing T2, the game-to-be-replayed operation control process as a retry game G2 on the basis of the setting content determined by the setting content determination process and the received operation input of the player.

IPC Classes  ?

  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition

12.

GAME SYSTEM, SERVER SYSTEM, METHOD FOR EXECUTING GAME, AND METHOD FOR PROVIDING INFORMATION RELATING TO GAME

      
Application Number JP2021037766
Publication Number 2022/080380
Status In Force
Filing Date 2021-10-12
Publication Date 2022-04-21
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Ikeda, Kohei

Abstract

Provided is a game system with which it is possible to make a game more interesting for all players and to easily execute an exercise for improving the controlling ability of each player. This game system S executes: a progress stopping process in which the progress of a game is stopped during progress of the game; a game status identification process in which, for example, a game status at a time when the progress of the game was stopped by the progress stopping process is identified; and a challenge setting process in which, by execution of a challenge identification process for identifying challenge information corresponding to the identified game status from among stored challenge information, the identified challenge is set as a challenge for the game. The game system S has a feature of executing a challenge presentation process for presenting said identified challenge to a player as a new challenge for a game for which a challenge is to be set, said game having been stopped due to a stop time.

IPC Classes  ?

  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition

13.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2021021940
Publication Number 2022/030099
Status In Force
Filing Date 2021-06-09
Publication Date 2022-02-10
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Yamauchi Kaito
  • Imashiro Satoshi

Abstract

This computer system controls the progress of a game in which a first team battles against a second team in a game space in which a first team army headquarter, a second team army headquarter, and an intermediate stronghold (14) which can be conquered by either team and become usable as a stronghold by being conquered are set. Army headquarter gauges (20a, 20b) the gauge values of which increase and decrease according to army headquarter parameter values indicating the respective degrees to which the first team army headquarter and second team army headquarter are captured are displayed on the game screen. The difficulty level for conquering the intermediate stronghold (14) is adjusted on the basis of the gauge values of the respective army headquarter gauges (20a, 20b) for the first team and second team.

IPC Classes  ?

  • 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 13/67 - 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

14.

COMPUTER SYSTEM, GAME SYSTEM, PROGRESS CONTROL METHOD, AND STORAGE MEDIUM

      
Application Number JP2021021941
Publication Number 2022/030100
Status In Force
Filing Date 2021-06-09
Publication Date 2022-02-10
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kano Daisuke
  • Kuniyoshi Shota
  • Kato Mizuki
  • Koyama Yuji

Abstract

This computer system determines that a player character (4) is in a preliminary state for fulfilling an outward function (close-range attack) with respect to a target character (e.g., enemy character (6)). The computer system further determines that said player character (4) satisfies an invocation-enabling condition under which the outward function can be invoked. When the invocation-enabling condition is satisfied, the player character (4) is caused to invoke the outward function. Furthermore, while being in the preliminary state, defense control is executed to defend the player character (4) from other characters.

IPC Classes  ?

  • 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 13/55 - Controlling game characters or game objects based on the game progress
  • 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

15.

ENTERTAINMENT SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2021024198
Publication Number 2021/261587
Status In Force
Filing Date 2021-06-25
Publication Date 2021-12-30
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO RESEARCH INC. (Japan)
Inventor Okubo Hiroshi

Abstract

This entertainment system includes: a recognition processing unit that performs recognition processing of a recognition display item; a content processing unit that, on the basis of the result of the recognition processing, performs processing to cause a user to visually recognize content in which second content displayed by a display unit of a terminal device has been added to first content displayed by a display device; and a reception unit. The content processing unit performs processing to display an input display item on the display unit of the terminal device, and the reception unit receives a user response input with regard to the input display item. The content processing unit causes the first content of the display device or the second content of the terminal device to change in accordance with the user response input with regard to the input display item.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • 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

16.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2021013560
Publication Number 2021/200958
Status In Force
Filing Date 2021-03-30
Publication Date 2021-10-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Ochi Hiroaki

Abstract

A first type of game medium (11), a second type of game medium (12), and a third type of game medium (13) are associated with a common character (10). The first type of game medium (11) is obtained by performing a synthesis using a specific combination of game media. The second type of game medium (12) is unobtainable through a synthesis of game media. A first specific material game medium (21) and a second specific material game medium (22) can be obtained by disassembing the first type of game medium (11) and the second type of game medium (12), respectively. The third type of game medium (13) can be obtained through a synthesis using the specific combination of game media and the first specific material game medium (21) or the second specific material game medium (22).

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

17.

SERVER SYSTEM AND SYSTEM

      
Application Number JP2021010399
Publication Number 2021/200073
Status In Force
Filing Date 2021-03-15
Publication Date 2021-10-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kikuchi Makoto
  • Homma Kentaro
  • Yasumoto Ayami
  • Datum Matthew
  • Onda Akio

Abstract

A server system (1100) is provided with: a gathering event start control unit (233) that accepts a gathering request operation from a terminal of an instructing player and controls the start of a gathering event in which a player character of a participating player is caused to gather in a prescribed gathering place in a game space; a game image display control unit (240) that controls, with respect to the terminals of the instructing player and the participating player, the display of a game image in which the gathering place in the game space is displayed in a display mode in which the gathering place can be identified; an event success/failure determination unit (251) that performs an event success/failure determination for the gathering event by using the position of the player character operated by the participating player; and a privilege imparting unit (253) that gives a prescribed privilege to the instructing player and/or the participating player when the event is determined to be successful in the event success/failure determination.

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/65 - 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 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/822 - Strategy games; Role-playing games 

18.

COMPUTER SYSTEM, VIRTUAL MODEL GENERATION CONTROL METHOD, AND PROGRAM

      
Application Number JP2021013559
Publication Number 2021/200957
Status In Force
Filing Date 2021-03-30
Publication Date 2021-10-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Usui Kotaro
  • Tsukanaka Kensuke
  • Koda Tsuyoshi
  • Yasunaga Akihiko

Abstract

Model data for a virtual model that imitates a subject model having a joint structure is generated on the basis of photographic data obtained by photographing the subject model. A given application joint structure is applied to the virtual model. The virtual model based on the model data is positioned in a given virtual space. As data for operating the joints of the virtual model, virtual model management data including the model data and data about the application joint structure are stored in a prescribed storage unit or outputted externally.

IPC Classes  ?

  • 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 13/60 - 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 13/655 - 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 by importing photos, e.g. of the player
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

19.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2021009454
Publication Number 2021/182497
Status In Force
Filing Date 2021-03-10
Publication Date 2021-09-16
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ikeda Kohei
  • Tsutsumi Yusuke

Abstract

According to the present invention, a server system (1100) comprises: an individual evaluation unit (233) which individually evaluates a game play of a target player by taking a player of a player character as the target player with respect to each stat item on the basis of operation contents or operation results of the player character during a game; a global evaluation unit (235) which performs global evaluation for each stat item on the basis of the individual evaluation for each stat item, which is evaluated by the individual evaluation unit (233) with respect to each player; and a global comparison display control unit (237) which performs control for comparing the individual evaluation and the global evaluation for each stat item of the target player and displaying the comparison result.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/53 - 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 13/55 - Controlling game characters or game objects based on the game progress
  • 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 13/833 - Hand-to-hand fighting, e.g. martial arts competition

20.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2021008640
Publication Number 2021/177440
Status In Force
Filing Date 2021-03-05
Publication Date 2021-09-10
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Miyano Teppei
  • Asuna Koji
  • Minami Kiyoshi
  • Ogura Kenichi
  • Onda Akio
  • Aoki Takashi
  • Murai Shintaro

Abstract

A server system (1100) that controls the execution of prescribed interference actions by an interfering player toward an interfered-with player among players of a prescribed game. The server system (1100) comprises a server storage unit (500s) that stores play data for each player that has played the game, an analysis unit (233) that analyzes multiple instances of the gameplay of the interfered-with player and determines issues with the gameplay of the interfered-with player, and a selection unit (240) that selects an interference player capable of gameplay that deals with the issues determined by the analysis unit (233).

IPC Classes  ?

  • A63F 13/49 - Saving the game status; Pausing or ending the 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
  • 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

21.

COMPUTER SYSTEM, GAME SYSTEM, PROXY PLAY EXECUTION/CONTROL METHOD, AND PROGRAM

      
Application Number JP2021008639
Publication Number 2021/177439
Status In Force
Filing Date 2021-03-05
Publication Date 2021-09-10
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Miyano Teppei
  • Asuna Koji
  • Minami Kiyoshi
  • Ogura Kenichi
  • Onda Akio
  • Aoki Takashi
  • Murai Shintaro

Abstract

In the present invention, the following are displayed on a game screen (W1) which is displayed on a first terminal of a first user: game images (IM1) of proxy play by a second user; and a notification for instructing operation content based on an operation input by the second user. The notification is, for example, a command (20) operationally input by the second user.

IPC Classes  ?

  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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 13/5375 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

22.

GAME SYSTEM, GAME SERVER, AND GAME PROGRAM

      
Application Number JP2020047691
Publication Number 2021/166416
Status In Force
Filing Date 2020-12-21
Publication Date 2021-08-26
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Takahashi, Toru

Abstract

Provided is a game system, etc., with which a player can appropriately obtain a mission achievement reward or the like. The game system comprises: a group formation unit that associates a plurality of players constituting a group; a game options setting unit that sets, for each player, game options relating to a shared mission; a game control unit that advances the game for each player on the basis of the game options that were set; a mission achievement assessment unit that assesses, on the basis of game play data for the players constituting the group, whether the shared mission has been achieved; and a reward determination unit that determines, on the basis of the achievement status of the shared mission and the setting status of the game options, a reward to be associated with a player.

IPC Classes  ?

  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

23.

GAME SYSTEM, SERVER SYSTEM, AND GAME PROVISION METHOD

      
Application Number JP2021004327
Publication Number 2021/161917
Status In Force
Filing Date 2021-02-05
Publication Date 2021-08-19
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Kuniyasu, Hidetaka

Abstract

Provided is a game system, etc., in which it is possible to encourage a player to combine multiple items and to further promote the acquisition of items. The game system determines whether or not to give a benefit to a first item according to a determination condition. When it has been determined that the benefit will be given to the first item, the benefit is given to the first item. When it has been determined that the benefit will not be given to the first item, the determination condition is changed so that it becomes difficult for the benefit to be given.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

24.

GAME SYSTEM, SERVER SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2020048955
Publication Number 2021/140973
Status In Force
Filing Date 2020-12-25
Publication Date 2021-07-15
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Takahashi Toru

Abstract

This game system includes: a related player list storage unit (170) for storing a related player list in which related players of a player are associated with each game; a common related player list storage unit (172) for storing a common related player list in which the related players and play history information of games of the related players are associated with each player; and a processing unit (100). The processing unit (100) performs update processing with respect to a location to be updated, in the common related player list, if a player performs an operation to cause the play history information in the common related player list to be updated. Further, processing is performed to refer to the play history information of the related players associated with the players in the common related player list, and either display processing or list processing based on the reference result is performed.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

25.

GAME SYSTEM, SERVER, AND PROGRAM

      
Application Number JP2020044207
Publication Number 2021/117506
Status In Force
Filing Date 2020-11-27
Publication Date 2021-06-17
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ikeda, Keigo
  • Fujiki, Yuya
  • Ide, Tetsuya
  • Wadamoto, Kunihiko
  • Marui, Kazuya
  • Shiozaki, Hirotoshi
  • Minami, Yousuke

Abstract

The present invention relates to a game in which a moving body travels and races along a course in a virtual space, and the objective of the present invention is to provide a game system and the like capable of appropriately reproducing a situation in which the moving body leaves the course. This game system includes a moving body information management unit for managing moving body information relating to the speed of the moving body and the stability of the moving body, a course sector information management unit for managing course sector information relating to the shape of each of a plurality of course sectors constituting the course, a control unit for controlling the movement of the moving body in the virtual space on the basis of the moving body information and the course sector information, and a determining unit for determining, each time the moving body passes through a course sector, whether the moving body is to leave the course, on the basis of the stability of the moving body and a centrifugal force calculated on the basis of the speed of the moving body and the shape of the course sector, wherein the control unit causes the moving body to leave the course if the determining unit has determined that the moving body is to leave the course.

IPC Classes  ?

  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks

26.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2020030590
Publication Number 2021/079591
Status In Force
Filing Date 2020-08-11
Publication Date 2021-04-29
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ikeda Kohei
  • Saito Ryo
  • Hida Takeshi

Abstract

A computer system according to the present invention detects the generation of an action exchange in which a player character and an opponent character exchange actions by one character performing a first action and the other character performing a second action. On the basis of a first recovery time based on the first action, a second recovery time based on the second action, and the time difference between the first recovery time and the second recovery time, a recommended candidate action that is recommended to be performed after the recovery time (hereinafter, "player recovery time") for the action performed by the player character has elapsed is presented to the player if the player recovery time is shorter than the recovery time for the action performed by the opponent character.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/5375 - 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 13/55 - 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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
  • 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

27.

GAME SYSTEM, GAME DEVICE, SERVER DEVICE, AND GAME PROVISION METHOD

      
Application Number JP2020026139
Publication Number 2021/029157
Status In Force
Filing Date 2020-07-03
Publication Date 2021-02-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Nakayama, Tetsuro

Abstract

Provided is a technology in which, even when role information has changed during execution of a game, the transmission/reception of information between players is appropriately controlled in accordance with the change in the role information. When role information has changed, this game system controls the transmission/reception of information between players on the basis of the changed role information.

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

28.

EXERCISE MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND EXERCISE MANAGEMENT METHOD

      
Application Number JP2020029499
Publication Number 2021/024949
Status In Force
Filing Date 2020-07-31
Publication Date 2021-02-11
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • ASTELLAS PHARMA INC. (Japan)
Inventor Kanayama Motohiro

Abstract

This exercise management system comprises: a memory unit (170) which stores a user's personal information; a processing unit (100) which determines the content of resistance exercises and the content of aerobic exercises on the basis of the user's personal information; and an acquisition unit (communication unit 192) which acquires motion information indicating the user's motions performed when an exercise instruction is given in accordance with the content of resistance exercises, and vital information indicating vital aspects of the user achieved when an exercise instruction is given in accordance with the content of aerobic exercises. On the basis of the motion information and the vital information, the processing unit (100) performs processing for presenting result information of the resistance exercises and the aerobic exercises executed by the user on a terminal device (TMA) of the user or another terminal device (TMB).

IPC Classes  ?

  • A63B 71/06 - Indicating or scoring devices for games or players
  • G16H 20/30 - ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance relating to physical therapies or activities, e.g. physiotherapy, acupressure or exercising
  • A61B 5/00 - Measuring for diagnostic purposes ; Identification of persons
  • A61B 5/11 - Measuring movement of the entire body or parts thereof, e.g. head or hand tremor or mobility of a limb
  • A61B 5/145 - Measuring characteristics of blood in vivo, e.g. gas concentration, pH-value
  • A61B 5/22 - Ergometry; Measuring muscular strength or the force of a muscular blow

29.

EXERCISE MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND EXERCISE MANAGEMENT METHOD

      
Application Number JP2020029500
Publication Number 2021/024950
Status In Force
Filing Date 2020-07-31
Publication Date 2021-02-11
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • ASTELLAS PHARMA INC. (Japan)
Inventor
  • Nishimoto Yasuhiro
  • Iwasaki Satoshi
  • Kanayama Motohiro

Abstract

This exercise management system comprises: a storage unit (170) which stores personal user information; a processing unit (100) which executes game processes including a process for executing a first game associated with exercise and a process for executing a second game not associated with exercise; and an acquisition unit (communication unit 196) which acquires detection information which is the result of a detection of a user state of a user exercising in response to an exercise command to the user in the first game. The processing unit (100) carries out the game process for executing the first game on the basis of execution result information representing the result of execution of exercise, sets a given rest period after executing the first game, and permits execution of the second game but does not permit execution of the first game during the rest period.

IPC Classes  ?

  • A63B 69/00 - Training appliances or apparatus for special sports
  • 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 13/45 - Controlling the progress of the video game
  • 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 13/69 - 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

30.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

31.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

32.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

33.

GAME SYSTEM AND GAME PROVIDING METHOD

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

Abstract

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

IPC Classes  ?

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

34.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

35.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

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

Abstract

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

IPC Classes  ?

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

36.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

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

Abstract

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

IPC Classes  ?

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

37.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

38.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

39.

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

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

Abstract

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

IPC Classes  ?

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

40.

COMPUTER SYSTEM AND GAME SYSTEM

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

Abstract

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

IPC Classes  ?

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

41.

COMPUTER SYSTEM AND GAME SYSTEM

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

Abstract

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

IPC Classes  ?

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

42.

VIDEO SLOT MACHINE, SERVER SYSTEM, AND COMPUTER SYSTEM

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

Abstract

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

IPC Classes  ?

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

43.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

44.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

45.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

46.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

47.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

48.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

49.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

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

Abstract

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

IPC Classes  ?

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

50.

SIMULATION SYSTEM

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

Abstract

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

IPC Classes  ?

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

51.

SIMULATION SYSTEM

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

Abstract

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

IPC Classes  ?

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

52.

CONTROL METHOD, VIRTUAL REALITY EXPERIENCE PROVIDING DEVICE, AND PROGRAM

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

Abstract

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

IPC Classes  ?

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

53.

GAMING DEVICE

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

Abstract

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

IPC Classes  ?

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

54.

SIMULATION DEVICE AND GAME DEVICE

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

Abstract

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

IPC Classes  ?

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

55.

SIMULATION SYSTEM AND GAME SYSTEM

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

Abstract

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

IPC Classes  ?

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

56.

GAME APPARATUS, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2016088881
Publication Number 2017/115793
Status In Force
Filing Date 2016-12-27
Publication Date 2017-07-06
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Yamashita, Tadashi
  • Igarashi, Hiroshi
  • Hara, Kenichi
  • Kuroda, Yosuke
  • Kawakami, Hirotaka
  • Naito, Ryo

Abstract

A game apparatus according to the present invention includes: an input processing unit that obtains position information of a player wearing a head-mount display device and moving in a play area or the like; a game processing unit that executes processing for a game; and a display processing unit that executes processing for displaying a game image on the head-mount display device. In the case where it is detected that the player has approached or reached a boundary of the play area or an area set as a movement range of the player inside the housing of the game apparatus, the game processing unit generates a first event in which inhibition processing is executed to inhibit movement of the player in a direction toward the boundary. In the case where it is detected that the player has moved across the area boundary, the game processing unit generates a second event in which at least one of processing for switching to display of an image that is different from the game image, processing for changing a game proceeding mode, and processing for terminating the game is executed.

IPC Classes  ?

  • 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 13/212 - 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 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • 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

57.

PROJECTION SYSTEM

      
Application Number JP2016075841
Publication Number 2017/038982
Status In Force
Filing Date 2016-09-02
Publication Date 2017-03-09
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Motoyama, Hirofumi
  • Ishii, Motonaga

Abstract

A projection system comprises projection units 40, 42 which project projection images, and a processing unit 100 which, on the basis of detection information from a sensor unit 50, acquires position information of at least one of a first and a second objects and performs a projection image generation process. The processing unit 100, on the basis of the acquired position information, performs a process whereby, if it is determined that the first object and the second object have a given relationship, the content of at least one of a first projection image projected on the first object and a second projection image projected on the second object is changed.

IPC Classes  ?

  • H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor
  • G03B 21/00 - Projectors or projection-type viewers; Accessories therefor

58.

ELECTRONIC DEVICE AND SERVER SYSTEM

      
Application Number JP2016073097
Publication Number 2017/026392
Status In Force
Filing Date 2016-08-05
Publication Date 2017-02-16
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kayanuma, Yoshiharu
  • Iwahama, Masato
  • Tsuchiya, Kaoru
  • Sasayama, Kunio

Abstract

Provided is novel technology for lottery elements. The activation of a lottery element executes a main draw in which an object to be awarded to a player using the lottery element is selected. If the result of the main lottery is not a rare figurine 4, a sub-lottery is performed, in which the details of a "continue" bonus (raising the probability of winning the rare figurine 4 in the subsequent main lottery, or revealing a clue for guessing the rare figurine 4) are selected. Control for notifying the player of the results of the sub-lottery is performed, and a "continue" input for subsequently executing the main lottery is received

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - 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 13/58 - 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

59.

TERMINAL DEVICE

      
Application Number JP2016067248
Publication Number 2016/199860
Status In Force
Filing Date 2016-06-09
Publication Date 2016-12-15
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Kohara, Takashi

Abstract

This terminal device 20 is a device for controlling a scroll display process for scrolling and moving a content display region displayed on a touch panel 12 in response to a sliding operation input. The terminal device 20 is configured to detect, during the sliding operation input, either of the following input states: the number of slide operation inputs being executed at the same time; and the area of contact with the touch panel 12 for execution of the slide operation input. The terminal device 20 controls, during the sliding operation input, a scroll speed which represents the movement speed of scrolling of the content display region in the scroll display process or a scroll movement amount which represents the amount of movement by the scrolling on the basis of the detected input state.

IPC Classes  ?

  • 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

60.

IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2015053804
Publication Number 2015/122450
Status In Force
Filing Date 2015-02-12
Publication Date 2015-08-20
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Minato, Kazuhisa
  • Makino, Mitsugu
  • Matsushita, Futoshi
  • Ishii, Motonaga

Abstract

This image generation system includes: an object space setting unit; an image generation unit that generates a projected image for projection; a reception unit that receives a captured image from an imaging unit; and a hit determination unit that, on the basis of the position on the captured image of a spotlight resulting from light from a light output unit, determines a screen spotlight position that is the position of the spotlight on a projection screen, determines the direction from a set position that is set as the representative position of the light output unit or a player towards the screen spotlight position to be the output direction for light from the light output unit, and on the basis of the determined output direction, performs hit determination processing with respect to an object in the object space.

IPC Classes  ?

  • H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor
  • 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 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
  • 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 13/577 - 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 13/837 - Shooting of targets
  • G03B 21/00 - Projectors or projection-type viewers; Accessories therefor
  • G03B 21/14 - Projectors or projection-type viewers; Accessories therefor - Details
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • 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
  • 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